Gale | June 02, 2020
Gale, a Cengage company, has a new addition to its award-winning Gale In Context family of products. Kids InfoBits has been relaunched as Gale In Context: Elementary, with new and improved features that provide young learners with a better user experience to help them build their learning and critical thinking skills. Completely redesigned and built exclusively for elementary school learners, Gale In Context: Elementary provides a more intuitive, kid-friendly platform with a strong focus on learning development and student success. This enables teachers to gradually help students become successful at learning as they transition to higher grade levels, putting them on a path to discovery that fosters future-ready skills.
Kahoot! | July 22, 2021
Kahoot!, the global learning platform company, announced today that it is partnering with Zoom Video Communications, Inc. to introduce Kahoot! app for Zoom, enabling Zoom meeting attendees to easily access, host, and play Kahoot! learning content directly inside Zoom Meetings.
The engagement has proved to be critical to successful learning, collaboration, and connection as the world has increased the use of video communications in work and social settings. The Kahoot! app for Zoom will make it simpler than ever for corporate leaders to engage and inspire their team members with Kahootengaging, !'s game-based learning experiences at a time when many businesses are staying virtual or planning for a hybrid model.
Users can access, host, and play Kahoot! games and learning content with other Zoom Meeting participants without ever leaving the Zoom Meeting or requiring a second device using the Kahoot! app for Zoom. In meetings, presentations, and virtual events, corporate leaders can energize their teams.
Use every video call to its full potential.
Hosts can use Kahoot! app for Zoom to use the power of friendly rivalry and play to engage all participants. Users can conduct knowledge and feedback checks with workers, use word clouds to encourage innovative thinking, and use polls, open-ended questions, and other tools to empower participants' voices. With the brainstorm function, companies can crowdsource ideas and take collaboration to the next level.
Meeting hosts will get immediate access to data and reporting from their Kahoot! experience, allowing them to respond in real-time to audience engagement with the content. Hosts can also distribute the Kahoot! games to all participants as self-paced tasks for those who weren't able to attend live, extending attendees' engagement and improving learning retention.
Kahoot! is on a mission to change the way people learn. We aim to enable everyone to reach their maximum learning potential, including children, students, and employees. Our learning platform makes it simple for anybody, whether an individual or a company, to develop, share, and play engaging learning games. Kahoot! was founded in 2013 to become the world's most popular learning platform. In the past year, 300 million games have been played on Kahoot! platform, with 1.8 billion players from over 200 nations participating. In addition to the award-winning DragonBox math learning apps, the Poio learn to read app, the Drops language learning apps, the Actimo and Motimate employee engagement and corporate platforms, and Whiteboard.fi, the online whiteboard tool for all educators, teachers, and classrooms, the Kahoot! the family also includes the award-winning DragonBox math learning apps, the Poio learn to read app, the Drops language learning apps, the Actimo and Motimate employee engagement and corporate The Kahoot! Group has offices in the United States, the United Kingdom, France, Finland, Estonia, Denmark, and Spain.
Jolly Good | September 09, 2021
At many Japanese institutions offering medical education, medical students are unable to attend clinical practice due to the spread of COVID-19, denying them the experience of valuable opportunities to learn.
Efforts by Jolly Good and Nippon Medical School to develop the OPEcloud VR clinical education platform were recently featured on NHK WORLD-JAPAN. This feature is available to the public online.
With VR cameras and servers installed at medical facilities, OPEcloud VR turns all kinds of medical cases into VR content, enabling not only clinical training from a doctor's or nurse's perspective, but also offering a truly immersive experience, as though the entire medical team is present.
Many students are worried about the suspension of their clinical training
According to a survey conducted by the Japan Association for Medical Students Societies (Igakuren), when students were asked about experiences missed in ward training, the most commonly cited response at 60.9% was "Examination of patients," followed by "Patient rounds," "Clinical practice outside the university hospital," and "Observing outpatients." Also, in the field of nursing student education, 706 (96.6%) of 731 nursing training schools experienced lack of availability for clinical training intake.
About Jolly Good Inc.
Jolly Good is a medical technology company that develops high-precision VR solutions and AI-based medical and welfare services that analyze user behavior in the VR space. Using technologies such as VR and AI, the company is accelerating human growth and social rehabilitation in medical education, support for persons with disabilities, treatment of mental illness, as well as developing services to support the evolution of medical care and finding purposes in life, in collaboration with various research institutions and companies.
NHK WORLD-JAPAN is the international service of Japan's public media organization NHK. It provides the latest information on Japan and Asia through television, radio, and online to a global audience.