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  2. School - Wikipedia

    en.wikipedia.org/wiki/School

    Plato's academy, mosaic from Pompeii. The concept of grouping students together in a centralized location for learning has existed since Classical antiquity.Formal schools have existed at least since ancient Greece (see Academy), ancient Rome (see Education in Ancient Rome) ancient India (see Gurukul), and ancient China (see History of education in China).

  3. Nan Chiau High School - Wikipedia

    en.wikipedia.org/wiki/Nan_Chiau_High_School

    In January 2018, Nan Chiau High School became one of the first 62 institutions in Singapore to pilot the Singapore Student Learning Space (SLS), a nationwide online learning portal developed jointly by the Ministry of Education and GovTech. The SLS empower students to conduct self-directed learning through a variety of interactive resources ...

  4. History of virtual learning environments in the 1990s - Wikipedia

    en.wikipedia.org/wiki/History_of_virtual...

    The courses were web-based and provided through EKKO (renamed to SESAM), NKI's self-developed Learning Management System (LMS). The experiences are described in the article NKI Fjernundervisning: Two Decades of Online Sustainability in Morten Flate Paulsen's book Online Education and Learning Management Systems.

  5. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/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]

  6. Experiential learning - Wikipedia

    en.wikipedia.org/wiki/Experiential_learning

    Experiential learning can occur without a teacher and relates solely to the meaning-making process of the individual's direct experience. However, though the gaining of knowledge is an inherent process that occurs naturally, a genuine learning experience requires certain elements. [6]

  7. Learning - Wikipedia

    en.wikipedia.org/wiki/Learning

    Learning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. [1] The ability to learn is possessed by humans, non-human animals, and some machines; there is also evidence for some kind of learning in certain plants. [2]

  8. Asynchronous learning - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_learning

    This approach combines self-study with asynchronous interactions to promote learning, and it can be used to facilitate learning in traditional on-campus education, distance education, and continuing education. This combined network of learners and the electronic network in which they communicate are referred to as an asynchronous learning network.

  9. Social media in education - Wikipedia

    en.wikipedia.org/wiki/Social_media_in_education

    Students enjoying the usage of technology in a school environment. A survey from Cambridge International [5] of nearly 20,000 teachers and students (ages 12–19) from 100 countries found that 48% of students use a desktop computer in class, 42% uses phones, 33% use interactive whiteboards and 20% use tablets.