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Kahoot! is a Norwegian online game-based learning platform. [3] It has learning games, also known as "kahoots", which are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot! app. [4] [5]
Free response tests are a relatively effective test of higher-level reasoning, as the format requires test-takers to provide more of their reasoning in the answer than multiple choice questions. [4] Students, however, report higher levels of anxiety when taking essay questions as compared to short-response or multiple choice exams.
Common ways to integrate gamification in education is creating battles, digital games such as Kahoot or Quizlet, or playing old-school games such as bingo or scavenger hunts. [35] With regard to language, instead of referring to academic requirements with the typical associated terms, game-like names may be used instead.
Cartopedia: The Ultimate World Reference Atlas; Celestia; Google Earth - (proprietary license); Gravit - a free (GPL) Newtonian gravity simulator; KGeography; KStars; NASA World Wind - free software (NASA open source)
[5] [24] It is a subfield of both computer science and education research, and is concerned with understanding how computer science is taught, learned, and assessed in a variety of settings, such as K-12 schools, colleges and universities, and online learning environments. [citation needed]
Kahoot, the popular Oslo-based edtech company that has built a big business out of gamifiying education and creating a platform for users to build their own learning games, is making an ...
In 2005, Futurekids worked with Intel Corporation and other technology and national youth organizations in creating the Partnership for 21st Century Skills, an advocacy organization for positioning computer skills at the center of U.S. K–12. In November 2007, the Partnership for 21st Century Skills launched Route 21, an online, one-stop shop ...
The Clubhouse Network, often shortened to "The Clubhouse," is an American nonprofit organization that provides a free out-of-school learning program where children (ages 10–19) from lower-income communities can work with adult mentors to explore their own ideas, develop new skills, and build confidence in themselves through the use of technology. [2]