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  2. Koobits - Wikipedia

    en.wikipedia.org/wiki/Koobits

    In 2017, KooBits was the winner [2] of the Asia Pacific ICT Awards 2008 (eLearning) [3] and the Infocomm Singapore Awards 2008 (eLearning). [4] [5]KooBits received support from the Media Development Authority (MDA) [6] [7] in the development of Future Media [8] and was one of the companies selected to receive funding in Interactive Digital Media [9] projects.

  3. Digital literacy - Wikipedia

    en.wikipedia.org/wiki/Digital_literacy

    Digital literacy. A teacher and his students in a computer lab. Digital literacy is an individual's ability to find, evaluate, and communicate information using typing or digital media platforms. It is a combination of both technical and cognitive abilities in using information and communication technologies to create, evaluate, and share ...

  4. Digital pedagogy - Wikipedia

    en.wikipedia.org/wiki/Digital_pedagogy

    Image by Giselle Bordoy. A logic model for virtual course implementation. Digital pedagogy is the study and use of contemporary digital technologies in teaching and learning. [ 1 ] Digital pedagogy may be applied to online, hybrid, and face-to-face learning environments. Digital pedagogy also has roots in the theory of constructivism.

  5. Epic! - Wikipedia

    en.wikipedia.org/wiki/Epic!

    Epic! Epic! Epic! is an American kids subscription-based reading and learning platform. It offers access to books and videos for children ages 12 and under. [1] The service can be used on desktop and mobile devices. [2] Epic! was founded in 2013 by Suren Markosian and Kevin Donahue [3] and launched in 2014. [4]

  6. 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] Gamification, broadly defined, is the process of ...

  7. 15 Things You Should Never Buy at a Garage Sale ... - AOL

    www.aol.com/lifestyle/15-things-never-buy-garage...

    Salt and Pepper Shakers. Liudmila Chernetska. Small knickknacks, like salt and pepper shakers, can be cute, but thrifting experts recommend against buying them at garage sales. "Vintage salt and ...

  8. Kobe Bryant's Daughter Bianka, 7, Throws First Pitch at ... - AOL

    www.aol.com/kobe-bryants-daughter-bianka-7...

    Vanessa, 42 — along with her daughters Natalia, 21, Bianka and Capri, 5 — all wore matching Dodgers jerseys that had No. 24 on the back in honor of Kobe, who died in a helicopter crashin 2020 ...

  9. Digital learning - Wikipedia

    en.wikipedia.org/wiki/Digital_learning

    Digital learning. Digital learning is learning that is supported by technology. It encompasses any type of learning that is accompanied by technology or by instructional practice that makes effective use of technology. It includes a wide array of practices, including blended and virtual learning. A variety of names began to be used to denote ...