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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]
Tyler Bosmeny is an American founder, entrepreneur, and investor. In 2007, Bosmeny co-founded the advertising company PaperG with several other college students, and in 2012, Bosmeny co-founded the educational technology company Clever with fellow Harvard University graduates Dan Carroll and Rafael Garcia; Clever was later acquired by Kahoot! in 2021.
Kahootz is an education multimedia construction toolset created by the Australian Children's Television Foundation.Using this program, one can make 3D animations using the pre-made objects and backgrounds.
[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.
The app allows teachers to view what students are doing on their screen. [9] ClassKit allows developers of educational apps to create links for specific function in their application, which teachers can subsequently assign to students. [10] [11] It also relays the results of the student's actions back to the Schoolwork app to be shared with the ...
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
The company's AI researchers have access to the world's largest student databases, which are used to train the AI algorithms. [ 1 ] Squirrel Ai Learning works with teachers to identify the most fine-grained possible concepts (“knowledge points”) for a course in order to precisely target learning gaps.
Students can watch videos, comment, and discuss content. Students and teachers can also create videos. A 2011 study reported that YouTube increased participation, personalization (customization), and productivity. Students' digital skills improved and peer learning and problem-solving increased. [48]