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From 2006 to 2011, four versions of Lecture Quiz were developed, where the main changes were related to improved usability, thus making it easier to create quizzes, and using newer technology for implementation. Lecture Quiz 2.0 was the first prototype where both teacher and student clients had web-interfaces.
Mobile interaction is an aspect of human–computer interaction that emerged when computers became small enough to enable mobile usage, around the 1990s. Mobile devices are a pervasive part of people's everyday lives. People use mobile phones, PDAs, and portable media players almost everywhere.
BrainPop (stylized as BrainPOP) is a group of educational websites founded in 1999 by Avraham Kadar, M.D. and Chanan Kadmon, based in New York City. As of 2024, the websites host over 1,000 short animated movies for students in grades K–8 (ages 5 to 14), together with quizzes and related materials, covering the subjects of science, social studies, English, math, engineering and technology ...
Online quizzes are generally free to play and for entertainment purposes only though some online quiz websites offer prizes. Websites feature online quizzes on many subjects. One popular type of online quiz is a personality quiz or relationship quiz which is similar to what can be found in many women's or teen magazines.
Interactive capabilities are gaining increasing attention by retailers, clinics, hotels/restaurants/bars, and other venues that provide service to a 'captive audience'. Muzzley is a trend in present technology that lets a user in any connected network access the Digital Signage screen using the smartphone. In this scenario, the smartphone keeps ...
Discover the best free online games at AOL.com - Play board, card, casino, puzzle and many more online games while chatting with others in real-time.
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 ...
During the study, the main difference between each interactive EdTech was that "Wooclap allowed students to ask questions directly through the website or application". [ 11 ] When describing various EdTechs, the study deemed that "money wise, Wooclap app is the most expensive and is very limited in its free use (only 30 students per session).
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