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  2. Google Classroom - Wikipedia

    en.wikipedia.org/wiki/Google_Classroom

    Google Classroom is a free blended learning platform developed by Google for educational institutions that aims to simplify creating, distributing, and grading assignments. The primary purpose of Google Classroom is to streamline the process of sharing files between teachers and students. [3] As of 2021, approximately 150 million users use ...

  3. The Third Wave (experiment) - Wikipedia

    en.wikipedia.org/wiki/The_Third_Wave_(experiment)

    Over the course of five days (or nine, according to student Sherry Toulsey), Jones, a member of the Students for a Democratic Society (SDS), Cubberley United Student Movement sponsor and Black Panthers supporter, conducted a series of exercises in his classroom emphasizing discipline and community, intended to model certain characteristics of ...

  4. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. [1] [2] When referred to with its abbreviation, "EdTech," it often refers to the industry of companies that create educational technology.

  5. Flip (software) - Wikipedia

    en.wikipedia.org/wiki/Flip_(software)

    Flip (formerly Flipgrid and originally Vidku [1]) is a free-to-use video discussion platform owned by Microsoft for use in classroom environments. The platform is available via a web browser, [2] or through a mobile app on iOS and Android devices. The software allows teachers to post topics arranged in a grid which contain videos and text-based ...

  6. Student-centered learning - Wikipedia

    en.wikipedia.org/wiki/Student-centered_learning

    Student-centered learning means inverting the traditional teacher-centered understanding of the learning process and putting students at the center of the learning process. In the teacher-centered classroom, teachers are the primary source for knowledge. On the other hand, in student-centered classrooms, active learning is strongly encouraged.

  7. Google Code-in - Wikipedia

    en.wikipedia.org/wiki/Google_Code-in

    Google Code-in ( GCI) was an international annual programming competition hosted by Google LLC that allowed pre-university students to complete tasks specified by various, partnering open source organizations. The contest was originally the Google Highly Open Participation Contest, but in 2010, the format was modified into its current state.

  8. Social media - Wikipedia

    en.wikipedia.org/wiki/Social_media

    Early computing. The PLATO system was launched in 1960 at the University of Illinois and subsequently commercially marketed by Control Data Corporation.It offered early forms of social media features with innovations such as Notes, PLATO's message-forum application; TERM-talk, its instant-messaging feature; Talkomatic, perhaps the first online chat room; News Report, a crowdsourced online ...

  9. Classroom (Apple) - Wikipedia

    en.wikipedia.org/wiki/Classroom_(Apple)

    ClassKit allows developers of educational apps to create links for specific function in their application, which teachers can subsequently assign to students. It also relays the results of the student's actions back to the Schoolwork app to be shared with the teacher. See also. Google Classroom; References