`digital-education` Related Article Results

Kahoot!Ka

Kahoot!

(640 words)
December 11, 2025

Kahoot! is an online learning platform that enables the creation of fun and interactive quizzes (question-and-answer competitions). Founded in 2012 in Norway, the platform is used both in classroom and remote learning environments and is preferred by teachers, students, and professionals for various educational and event purposes. Founding and Development Kahoot! was initially developed in 2012 in Norway by Johan Brand, Jamie Brooker, and Morten Versvik. The project, carried out in collaboration

EN
Büşranur Akpınar

Büşranur Akpınar

BTK Academy

BTK Academy

(660 words)
December 2, 2025

BTK Academy was established in 2017 under the Information and Communication Technologies Authority (BTK) with the leadership of Deputy Minister of Transport and Infrastructure Dr. Ömer Fatih Sayan. The institution’s purpose is to provide inclusive and accessible educational services to develop a qualified workforce aligned with Türkiye’s digital transformation processes. BTK Academy not only enhances individuals’ digital literacy skills but also supports their specialization in areas such as sof

EN
Yunus Emre Sağlam

Yunus Emre Sağlam

Wordwall

Wordwall

(405 words)
July 14, 2026

Wordwall, is a web-based web-based digital learning application developed to support assessment and interactive learning processes in education. Wordwall enables teachers to create interactive activities tailored to different subjects and age groups and is particularly notable for its game-based learning approach. The application aims to increase student engagement in lessons reinforce learning and diversify classroom activities for teachers. Development Process and General Features Wordwall was

EN
Berranur Öksüzömer

Berranur Öksüzömer

Game-Based LearningGa

Game-Based Learning

(2454 words)
December 1, 2025

Game-based learning is a pedagogical approach that aims to actively engage students in the learning process by acquiring knowledge through experiential, engaging, and interactive environments.Ayşegül Bakar, Hakan Tüzün ve Kürşat Çağıltay, “Öğrencilerin Eğitsel Bilgisayar Oyunu Kullanımına İlişkin Görüşleri: Sosyal Bilgiler Dersi Örneği,” Hacettepe Üniversitesi Eğitim Fakültesi Dergisi 35 (2008): 27–28 ">【1】 This approach has the potential to support students’ cognitive, affective, and social

EN
Ömer Faruk Tuğla

Ömer Faruk Tuğla

Kahoot!Ka

Kahoot!

(586 words)
July 21, 2026

Kahoot! is an online learning platform that enables the creation of fun and interactive quizzes (question-and-answer games). Founded in Norway in 2012, the platform is used in both classroom and remote education settings and is widely preferred by teachers, students, and professionals for various educational and event purposes. Founding and Development Kahoot! was developed starting in 2012 in Norway by Johan Brand, Jamie Brooker, and Morten Versvik. The project, carried out in collaboration bet

EN
Büşranur Akpınar

Büşranur Akpınar