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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Here’s what you can do with the Kahoot! app, now available in English, Spanish, French, German, Italian, Brazilian Portuguese and Norwegian: Takahashi, Dean (May 15, 2019). "Kahoot acquires reading app Poio to expand its learning platform". VentureBeat . Retrieved September 23, 2021. Not sure where to begin? Learn more about how to host a successful brainstorm and get inspired with prompts for your next session! 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. 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.

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. 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. Norwegian education start-up Kahoot targets Asian expansion". Financial Times. March 11, 2021 . Retrieved September 23, 2021. Play engaging quiz-based games (kahoots) at school, at home and at work, create your own kahoots and learn something new! Kahoot! brings the magic of learning for students, teachers, office superheroes, trivia fans and lifelong learners.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.

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!. 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! 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 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. 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.

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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. Homework Game Changer Kahoot! Launches Mobile App -- THE Journal". THE Journal. Archived from the original on 2017-10-13 . Retrieved 2017-10-13. 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; 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. Why Kahoot is one of my favourite classroom tools — Tomorrow's Learners". Archived from the original on 2017-08-10 . Retrieved 2017-08-09.

November 15, 2022 Kahoot! is now available in Swedish to make learning even more awesome for learners of all ages Can I play Kahoot! with others remotely?". Kahoot! Support. Archived from the original on 2018-06-12 . Retrieved 2018-06-07.Dataspel i timen testar elevane – NRK Viten – Nyheter innen vitenskap og forskning". 2012-06-15. Archived from the original on 2019-04-26 . Retrieved 2019-04-26. 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. 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.”

Underdal, Anlaug Gårdsrud; Sunde, Marthe Thorine (5 September 2014). Investigating QoE in a Cloud-Based Classroom Response System (Thesis). hdl: 11250/262998. 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.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. 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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