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Titlebook: Learning Technologies and Globalization; Pedagogical Framewor Nada Dabbagh,Angela D. Benson,Zhetao Guo Book 2016 AECT 2016 ECT.Educational

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樓主: 爆裂
21#
發(fā)表于 2025-3-25 05:51:00 | 只看該作者
Book 2016 frameworks and applications. it provides examples of such applications in higher education, K-12, and the workplace, across the globe.?.The transformation and diffusion of ICT into an ever-present and accessible phenomenon is fundamentally shaping human activity and culture, changing human identity
22#
發(fā)表于 2025-3-25 08:13:39 | 只看該作者
23#
發(fā)表于 2025-3-25 12:25:31 | 只看該作者
Book 2016 of the world as a techno-social environment...This emergent global environment is introducing unprecedented socio-economic opportunities; however, it is also bringing new risks and challenges, particularly as this relates to?learning technologies, most especially in higher education contexts.?.
24#
發(fā)表于 2025-3-25 17:51:52 | 只看該作者
25#
發(fā)表于 2025-3-26 00:00:01 | 只看該作者
Massive Open Online Courses, Open Educational Resources (OER) and distance learning technologies. The term MOOC was coined in 2008 by Dave Cormier to describe the . course and highlight the key characteristics of this new pedagogical model.
26#
發(fā)表于 2025-3-26 00:29:15 | 只看該作者
27#
發(fā)表于 2025-3-26 05:34:33 | 只看該作者
Social Media, they process the wealth of information surrounding them. The adoption of social media has accompanied the increase in the use of mobile devices which support social media applications (Bannon .). Social media, also referred to as Web 2.0 applications or technologies (Ravenscroft et al. .; Valjataga
28#
發(fā)表于 2025-3-26 12:17:12 | 只看該作者
Augmented Reality,to interact with digital information at the exact moment it is needed (Dunleavy .). AR offers an enhanced view of the real-world by layering digital information (sound, video, graphics, or GPS data) over the real physical environment (Klopfer and Squire .).
29#
發(fā)表于 2025-3-26 16:04:56 | 只看該作者
Game-based Learning,on digital games, hardware, and accessories in 2012 (up from $16 billion in 2011), with 51?% of American households owning a game console (Entertainment Software Association 2014). Globally, the video game market had approximately $93 billion in revenue in 2013 (Gartner 2013). As digital games have
30#
發(fā)表于 2025-3-26 20:06:11 | 只看該作者
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