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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    There are two forms of gamification: structural, which means no changes to subject matter, and the altered content method that adds subject matter. [5] Games applied in learning can be considered serious games, or games where the learning experience is centered around serious stories. A serious story needs to be both "impressive in quality" and ...

  3. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    In April 2021, Kahoot! acquired Motimate, a corporate learning company based in Norway, for about $25 million. [19] In 2021, Kahoot! announced that it would acquire SSO digital learning platform Clever, Inc. for $500 million to expand Clever Inc.'s reach globally. [20] Kahoot's user base grew more than 40 percent from 2020 to 2021. [18]

  4. Instructional scaffolding - Wikipedia

    en.wikipedia.org/wiki/Instructional_scaffolding

    Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning.

  5. Collaborative learning - Wikipedia

    en.wikipedia.org/wiki/Collaborative_learning

    Collaborative learning is a situation in which two or more people learn or attempt to learn something together. [1] Unlike individual learning, people engaged in collaborative learning capitalize on one another's resources and skills (asking one another for information, evaluating one another's ideas, monitoring one another's work, etc.).

  6. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. [1]

  7. Pomodoro Technique - Wikipedia

    en.wikipedia.org/wiki/Pomodoro_Technique

    A pomodoro kitchen timer. The Pomodoro Technique is a time management method developed by Francesco Cirillo in the late 1980s. [1] It uses a kitchen timer to break work into intervals, typically 25 minutes in length, separated by short breaks.

  8. Hierarchical temporal memory - Wikipedia

    en.wikipedia.org/wiki/Hierarchical_temporal_memory

    At the core of HTM are learning algorithms that can store, learn, infer, and recall high-order sequences. Unlike most other machine learning methods, HTM constantly learns (in an unsupervised process) time-based patterns in unlabeled data. HTM is robust to noise, and has high capacity (it can learn multiple patterns simultaneously).

  9. Computer-supported collaborative learning - Wikipedia

    en.wikipedia.org/wiki/Computer-supported...

    Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. [1]