SAN FRANCISCO, Nov. 11, 2014 /PRNewswire/ -- PingPong released a new version of its smart communication tool today, which increases interaction between teachers and students in the classroom, encourages participation, and makes learning more fun. This version includes four major updates that reflect valuable feedback from PingPong's users.
PingPong is a next-generation classroom response system, or "clicker." Teachers can ask their students an unlimited number of questions, including multiple choice, true/false or short answer, and students choose an answer on their mobile device. All answers are immediately transmitted into graph form. This makes it easy for students to grade themselves, as well as for teachers to receive immediate feedback on their classes' comprehension of the material. PingPong is free and works on existing mobile devices, so it requires no extra purchasing or installation of technology.
"When we imagine a classroom environment, we think of a teacher who is in charge and students who are just passive learners," said founder Young-ji Ma. "Over time, a student who becomes accustomed to this kind of learning environment is bound to become progressively dependent. We put our heads together to come up with ways to help students become more creative, inquisitive, and better at solving problems."
Updates include a strengthened integration with Evernote. This feature allows teachers to share, highlight, and review their notes with students at the press of a button. Now, teachers can also save the results of their classroom activities on Evernote for further reference. Another improvement is the ability for users to login to a classroom using GPS. Before, teachers and students had to enter a room code to login. Now they can simply choose their room from the "Nearby Room list."
The latest version of PingPong offers a wider variety of options for displaying results. In addition to circle graphs, responses can now be presented as bar graphs, thumbnails, and more. Finally, PingPong added a Quick Menu into the presentation mode. Users now have the option to only show necessary content on the screen, making for a more polished and organized presentation. PingPong offers a timer function, the ability to randomly elect a classroom speaker, and a feature for picking contest winners as well.
Enhancing student engagement is a key to addressing problems of low achievement, misbehavior, alienation, and dropout rates. It is the "gold standard" for educational success, but something that teachers at every level struggle to maintain. Over the past couple years, a multitude of studies have demonstrated the powerful impact that technology in the classroom has on student engagement. Digital learning turns students into active participants, rather than passive recipients. It encourages critical thinking and problem-solving, increases motivation and self-esteem, improves the quality and span of student attention, and boosts technical, collaboration skills, and higher order skills.
As a result, rates of Internet access, computers, and mobile devices in classroom are on the rise. Teaching with technology is a priority for today's students, parents, teachers, schools, and districts.
PingPong was designed with these findings in mind. The app's simple interface and flexibility make it easier than ever before to implement technology in the classroom. It gets students more engaged and excited to learn, and puts teachers in closer touch with their progress. PingPong can be used for all age groups, and is also useful outside of classrooms during meetings and business presentations.
PingPong is the product of Korean company Waterbear Soft. Adoption of the app is spreading fast in primary schools in Korea. It is also popular in the U.S., and in Japan where it is mostly used in universities. The app is available in iOS and Android.
SOURCE Waterbear Soft