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Google Classroom is a free blended learning platform developed by Google for educational institutions that aims to simplify creating, distributing, and grading assignments.
Google Play Games is an online video gaming service by Google for Microsoft Windows, Chromebooks, and Android devices. Google Play Games on Android, launched in 2013, features "instant play" games, gamer profiles, saved games and achievements.
Gamification of learning The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1][2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3] Gamification, broadly defined, is the process of defining the elements ...
Who's missing? is a game for children ages kindergarten through 6th grade, and is often played in the classroom. In this game, one student hides his or her eyes while other children trade seats and one child from the group leaves the room. Alternatively, the person who is supposed to guess leaves the room while another child hides.
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. [8][9] It also enables teachers to note feedback on students ...
Google Pixel – smartphones, tablets, laptops, earbuds, and other accessories. Google Nest – smart home products including smart speakers, smart displays, digital media players, smart doorbells, smart thermostats, smoke detectors, and wireless routers. Fitbit – activity trackers and smartwatches.
Schoology is an online learning platform for K-12 schools, higher education institutions, and corporations to manage courses and learning materials.
Game types include board, card, and video games. As educators, governments, and parents realize the psychological need and benefits that gaming has on learning, this educational tool has become mainstream. Games are interactive play that teach goals, rules, adaptation, problem solving, interaction, all represented as a story.
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