Kapoot: The Narrative of a Journey from Leningrad to Mount Ararat in Search of Noah's Ark

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Kapoot: The Narrative of a Journey from Leningrad to Mount Ararat in Search of Noah's Ark

Kapoot: The Narrative of a Journey from Leningrad to Mount Ararat in Search of Noah's Ark

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Skype in the Classroom & Kahoot - Microsoft in Education". education.microsoft.com. Archived from the original on 2017-08-10 . Retrieved 2017-08-09. Takahashi, Dean (May 15, 2019). "Kahoot acquires reading app Poio to expand its learning platform". VentureBeat . Retrieved September 23, 2021.

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.November 15, 2022 Kahoot! is now available in Swedish to make learning even more awesome for learners of all ages Underdal, Anlaug Gårdsrud; Sunde, Marthe Thorine (5 September 2014). Investigating QoE in a Cloud-Based Classroom Response System (Thesis). hdl: 11250/262998. 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. SoftBank takes 9.7% stake in Norway's Kahoot, boosting share price". Reuters (in Kinyarwanda). October 13, 2020 . Retrieved September 23, 2021.

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.

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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. 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. Host a kahoot live by casting your screen to a big screen or screen share via video conferencing apps 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] Wu, Bian; Wang, Alf Inge; Børresen, Erling Andreas; Tidemann, Knut Andre (2011). "Improvement of a Lecture Game Concept - Implementing Lecture Quiz 2.0". International Conference on Computer Supported Education. 3: 26–35 – via ResearchGate.

a b c "About Kahoot! | Company History & Key Facts". Kahoot!. Archived from the original on 2018-11-03 . Retrieved 2018-11-01.

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Since Kahoot! was launched in 2013, the research community has conducted many experiments related to the effects of using the game-based learning platform in classrooms. A quasi-experiment conducted at the Norwegian University of Science and Technology with 252 students participating investigated the wear-out effect of Kahoot!, by comparing students' perception of the system after playing once, vs. playing frequently over five months. [31] The results did not show any statistically significant reductions in students' engagement, motivation, concentration, or perceived learning over time, but there was a significant change in classroom dynamics (less communication among players after five months). The conclusion was that Kahoot! managed to boost students' engagement, motivation, concentration, and learning after using it repeatedly for five months. The core factor to keep students' attention after heavy repeated usage was found to be the competitive nature of Kahoot!. Not sure where to begin? Learn more about how to host a successful brainstorm and get inspired with prompts for your next session! 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.” 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.

Why Kahoot is one of my favourite classroom tools — Tomorrow's Learners". Archived from the original on 2017-08-10 . Retrieved 2017-08-09. Wang, Alf Inge; Øfsdahl, Terje; Mørch-Storstein, Ole Kristian (2008). "An evaluation of a mobile game concept for lectures". Conference on Software Engineering Education and Training. IEEE. 21: 197–204 – via Google Scholar. 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. Kahoot! is a pioneer in the education technology industry. Schools, school districts and universities all around the world use Kahoot! EDU solutions to create meaningful learning experiences through gamification. In the last 12 months, approximately 9 million K-12 and higher education teachers hosted a Kahoot! session. 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.Norwegian education start-up Kahoot targets Asian expansion". Financial Times. March 11, 2021 . Retrieved September 23, 2021. 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.



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