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  2. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    Kahoot! was launched in a private beta in March 2013, and the beta was released to the public in September 2013. [2] In 2017, Kahoot! had raised $26.5 million in funding from Northzone, Creandum and Microsoft Ventures. [7] On October 11, 2018, Kahoot! was valued at $300 million. [8]

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The role of a student in a gamified environment might be to adopt an avatar and a game name with which they navigate through their learning tasks. Students may be organized into teams or guilds, and be invited to embark on learning quests with their fellow guild members. They may be encouraged to help other guild members, as well as those in ...

  4. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    [40] a CyberHunt, or internet scavenger hunt, is a project-based activity which helps students gain experience in exploring and browsing the internet. A CyberHunt may ask students to interact with the site (e.g.: play a game or watch a video), record short answers to teacher questions, as well as read and write about a topic in depth.

  5. Study skills - Wikipedia

    en.wikipedia.org/wiki/Study_skills

    Summary: The student summarizes the topic, bringing his or her own understanding of the process. This may include written notes, spider diagrams, flow diagrams, labeled diagrams, mnemonics, or even voice recordings. Test: The student answers the questions drafted earlier, avoiding adding any questions that might distract or change the subject.

  6. Problem-based learning - Wikipedia

    en.wikipedia.org/wiki/Problem-based_learning

    The PBL students score higher than the students in traditional courses because of their learning competencies, problem solving, self-assessment techniques, data gathering, behavioral science etc. [33] It is because they are better at activating prior knowledge, and they learn in a context resembling their future context and elaborate more on ...

  7. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Collaborative apps allow students and teachers to interact while studying. Apps are designed after games, which provide a fun way to revise. When the experience is enjoyable, the students become more engaged. Games also usually come with a sense of progression, which can help keep students motivated and consistent while trying to improve. [89]

  8. English-language learner - Wikipedia

    en.wikipedia.org/wiki/English-language_learner

    Technology allows teachers to help students visually because images can be projected on the screen as well as text when learning new concepts. Experiential learning is another strategy to support ELL students. The teacher can provide opportunities for English-language learners to acquire vocabulary and build knowledge through hands-on learning ...

  9. Constructivist teaching methods - Wikipedia

    en.wikipedia.org/wiki/Constructivist_teaching...

    Experimentation: Students individually perform an experiment and then come together as a class to discuss the results. Research projects: Students research a topic and can present their findings to the class. Field trips: This allows students to put the concepts and ideas discussed in class in a real-world context. Field trips would often be ...