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Waterbear Soft, PingPong, educational application
ANYANG, SOUTH KOREA, December 28, 2013 /24-7PressRelease/ -- Smart devices are now frequently used in many educational fields and with this new trend, Waterbear Soft's educational application 'PingPong' is getting a lot of attention in the market.
Waterbear Soft (www.waterbear.co.kr) has launched more than 300 educational applications becoming a leading company in the Smart education field and one of their services 'Pingpong' has outstanding usability in the classroom, differentiating itself from common content-only applications with language learning or child education functions.
Once a teacher starts 'PingPong' and opens a 'room' for students, students can access the space by just entering the room number, without having to sign in. There, students can respond to their teacher by answering various kinds of questions such as multiple choice and short answer tests or OX quizzes. It makes lessons more interactive since students can get direct feedback from their teacher and it also helps students become more engaged in the lesson.
Compared with a subscription based educational application called 'Clicker' which is being used in the US, where relatively more active Smart education is being conducted, 'PingPong' is not only free of charge, it also has many special advantages such as a timer function, random naming for speakers and it is also possible to bring in data from Evernote and send an answer with drawings etc.
With 'PingPong', students can actively participate in a classroom on a real-time basis and now it is expected to be a representative application for Smart education. The global application 'PingPong' has now been translated and is available in 20 languages. Users can download the application at Google Play and App Store.
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