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Can I play Kahoot! with others remotely?". Kahoot! Support. Archived from the original on 2018-06-12 . Retrieved 2018-06-07. In March 2017, Kahoot! reached one billion cumulative participating players. [23] In September 2017, Kahoot! launched a mobile application for homework. [24] Research and prototypes

Taylor, Dan (April 7, 2021). "Oslo-based employee engagement and learning platform Motimate acquired by Kahoot!". Wang, Alf Inge; Øfsdahl, Terje; Mørch-Storstein, Ole Kristian (2007). "Lecture quiz-a mobile game concept for lectures". International Conference on Software Engineering and Application. IASTED. 11: 305–310 – via Google Scholar. Another quasi-experiment at the Norwegian University of Science and Technology, in which 593 students participated, investigated how the use of points and audio in Kahoot! affects concentration, engagement, enjoyment, learning, motivation, and classroom dynamics. [33] The results reveal that there are some significant differences whether audio and points are used in the areas of concentration, engagement, enjoyment, and motivation. The worst result was for the case where both audio and points were turned off. The most surprising finding was how classroom dynamics was positively affected by the use of audio. Wang, Alf Inge; Zhu, Meng; Sætre, Rune (2016). "The effect of digitizing and gratifying quizzing in classrooms". European Conference on Games Based Learning. Academic Conferences and Publishing International. 10: 729–736 – via Google Scholar.

Oslo, Norway (November 15, 2022): Kahoot!, the global learning and engagement platform company, announced today that its web platform and mobile app for Android and iOS are now available in Swedish. Wang, Alf Inge; Tahir, Rabail (2020). "The effect of using Kahoot! for learning – A literature review". Computers & Education. Elsevier. 149: 103818. doi: 10.1016/j.compedu.2020.103818. Skype in the Classroom & Kahoot - Microsoft in Education". education.microsoft.com. Archived from the original on 2017-08-10 . Retrieved 2017-08-09. Sweden has a remarkable strategy for the digitalization of its school system that promotes children and students having the ability to identify, choose and use digital tools in education,” said Eilert Hanoa, CEO, Kahoot!. “This philosophy has been a true inspiration for us, and by adding language support in Swedish, we are accelerating the early adoption of digital tools in the classroom while bringing engaging content and fun experiences to learners of all ages.” Takahashi, Dean (May 15, 2019). "Kahoot acquires reading app Poio to expand its learning platform". VentureBeat . Retrieved September 23, 2021.

November 15, 2022 Kahoot! is now available in Swedish to make learning even more awesome for learners of all ages

Wang, Alf Inge; Lieberoth, Andreas (2016). "The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!". European Conference on Games Based Learning. Academic Conferences International Limited. 10: 737–746 – via Google Scholar. Read more about Kahoot!’s ready-to-play games available in Swedish ahead of the holiday season in our blog post, and visit Kahoot! News to stay up to date on company news and updates. About Kahoot! With the introduction of Swedish, Kahoot! is now available in 17 languages, including English, Spanish, French, Italian, German, Brazilian Portuguese, Norwegian, Japanese, Arabic, Dutch, Turkish, Polish, and Simplified and Traditional Chinese, Ukrainian, and Korean.

A literature review containing 93 studies on the effect of using Kahoot! for learning was published in the journal Computers & Education in 2020. [35] This is the first literature review that investigates most published studies (experiments, case studies, surveys, etc.) on how using Kahoot! affects learning in the classroom. The focus of the review is on learning performance, classroom dynamics, students' and teachers' attitudes and perceptions, and student anxiety. The main conclusion is that Kahoot! has a positive effect on learning performance, classroom dynamics, attitudes, and anxiety, and the main challenges include "technical problems", "seeing questions and answers", "time stress", "fear of losing", and "it being hard to catch up". Studies included in this review use a mixture of quantitative and qualitative research methods, that reveal, among other things, that Kahoot! creates statistically significant improvement in learning performance compared to traditional teaching and other tools, on students’ and teachers’ perception of lectures, in classroom dynamics, and that Kahoot! can reduce students’ anxiety compared to traditional teaching and other tools. Takahashi, Dean (March 13, 2022). "Eilert Hanoa interview: Why the kids education market is booming". VentureBeat . Retrieved April 1, 2022. Kahoot launches mobile app to make homework fun | GamesBeat". venturebeat.com. 2017-09-14. Archived from the original on 2017-10-13 . Retrieved 2017-10-13. Wang, Alf Inge (2015). "The wear out effect of a game-based student response system". Computers & Education. Elsevier. 82: 217–227. doi: 10.1016/j.compedu.2014.11.004. hdl: 11250/2496267. S2CID 1537355– via Google Scholar. Earlier this year, Kahoot! also announced a partnership with Skolon , the fastest-growing EdTech company in Sweden, offering a platform with a collection of digital learning tools and teaching materials. The partnership between the two Nordic companies centers on expanding the EdTech ecosystem in Sweden, so educators and teachers already using Skolon can buy Kahoot! through the Skolon platform to deliver unique learning experiences in the classroom.The game concept used in Kahoot! started out as an idea of Professor Alf Inge Wang, [25] at the Department for Computer Science at the Norwegian University of Science and Technology in 2006. He developed multiple prototypes that were developed and tested in experiments conducted in collaboration with master students. The idea was to transform the classroom, where the teacher acted as the game show host, and the students were contenders, using their own mobile devices. The initial prototype was named Lecture Quiz. [26]

SoftBank takes 9.7% stake in Norway's Kahoot, boosting share price". Reuters (in Kinyarwanda). October 13, 2020 . Retrieved September 23, 2021. By adding Swedish language support, Kahoot! offers a more personalized and culturally engaging experience to its Swedish-speaking users so that they can create and discover engaging learning content on Kahoot! in their own language. Homework Game Changer Kahoot! Launches Mobile App -- THE Journal". THE Journal. Archived from the original on 2017-10-13 . Retrieved 2017-10-13.Kahoot! as Formative Assessment - Center for Instructional Technology". Center for Instructional Technology. 2015-07-02. Archived from the original on 2017-02-01 . Retrieved 2017-08-09. Norwegian edtech company Kahoot! reaches 1 billion players". Tech.eu. Archived from the original on 2017-11-07 . Retrieved 2017-11-01. Norwegian education start-up Kahoot targets Asian expansion". Financial Times. March 11, 2021 . Retrieved September 23, 2021.

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