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  2. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    The students who played the game using their own laptops could use the Wi-Fi available at the university, while those playing using mobile phones had to use 3G over the cellular network. The latter was a disadvantage, as the students had to pay out of their own pocket to play Lecture Quiz, as the telecom providers at that time charged per ...

  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. ClassDojo - Wikipedia

    en.wikipedia.org/wiki/ClassDojo

    ClassDojo [3] is an educational technology company. [4] [5] It connects primary school teachers, students and families through communication features, such as a feed for photos and videos from the school day, [6] [7] and messaging that can be translated into more than 35 languages.

  5. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Educational game plus standard training compared to standard training for mental health professionals [6] Summary Current very limited evidence suggests educational games could help mental health students gain more points in their tests, especially if they have left revision to the last minute. The one salient study should be refined and ...

  6. Classroom (Apple) - Wikipedia

    en.wikipedia.org/wiki/Classroom_(Apple)

    Schoolwork is a companion app for Classroom, announced during Apple's edtech event in March 2018 and released in June 2018. [3] [4] [5] The free app allows teachers to distribute documents, iBook files, web links, and assignments through ClassKit (such as Kahoot! quizzes) with due dates.

  7. Quizlet - Wikipedia

    en.wikipedia.org/wiki/Quizlet

    Quizlet was founded in October 2005 by Andrew Sutherland, who at the time was a 15-year old student, [2] and released to the public in January 2007. [3] Quizlet's primary products include digital flash cards, matching games, practice electronic assessments, and live quizzes. In 2017, 1 in 2 high school students used Quizlet. [4]

  8. Google Classroom - Wikipedia

    en.wikipedia.org/wiki/Google_Classroom

    Students can be invited to join a class through a private code or be imported automatically from a school domain. Each class creates a separate folder in the respective user's Google Drive, where the student can submit work to be graded by a teacher. Teachers can monitor each student's progress by reviewing the revision history of a document ...

  9. English-language learner - Wikipedia

    en.wikipedia.org/wiki/English-language_learner

    Viewing these activities can help English-language learners develop an understanding of new concepts while at the same time building topic related schema (background knowledge). [53] Introducing students to media literacy and accessible materials can also aid them in their future academic endeavors and establish research skills early on.