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  2. Asynchronous learning - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_learning

    Asynchronous learning is a general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time. It uses resources that facilitate information sharing outside the constraints of time and place among a network of people. [ 1 ]

  3. Reactive programming - Wikipedia

    en.wikipedia.org/wiki/Reactive_programming

    In computing, reactive programming is a declarative programming paradigm concerned with data streams and the propagation of change. With this paradigm, it is possible to express static (e.g., arrays) or dynamic (e.g., event emitters) data streams with ease, and also communicate that an inferred dependency within the associated execution model exists, which facilitates the automatic propagation ...

  4. Synchronous learning - Wikipedia

    en.wikipedia.org/wiki/Synchronous_learning

    Before learning technology allowed for synchronous learning environments, most online education took place through asynchronous learning methods. Since synchronous tools that can be used for education have become available, many people are turning to them as a way to help decrease the challenges associated with transactional distance that ...

  5. Digital pedagogy - Wikipedia

    en.wikipedia.org/wiki/Digital_pedagogy

    Digital pedagogy is the part of pedagogy that studies the design, implementation and evaluation of educational situations comprising a significant component of digital technologies, as well as the necessary conditions for their implementation – synchronous and asynchronous interactions in virtual and mixed learning environments, learning ...

  6. ReactiveX - Wikipedia

    en.wikipedia.org/wiki/ReactiveX

    ReactiveX (Rx, also known as Reactive Extensions) is a software library originally created by Microsoft that allows imperative programming languages to operate on sequences of data regardless of whether the data is synchronous or asynchronous. It provides a set of sequence operators that operate on each item in the sequence.

  7. One-to-one computing - Wikipedia

    en.wikipedia.org/wiki/One-to-one_computing

    In the context of education, one-to-one computing (sometimes abbreviated as "1:1") refers to academic institutions, such as schools or colleges, that allow each enrolled student to use an electronic device in order to access the Internet, digital course materials, and digital textbooks. [1]

  8. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Educational technology as the theory and practice of educational approaches to learning. Educational technology as technological tools and media, for instance massive online courses, that assist in the communication of knowledge, and its development and exchange. This is usually what people are referring to when they use the term "edtech".

  9. Online learning in higher education - Wikipedia

    en.wikipedia.org/wiki/Online_learning_in_higher...

    [20] [24] Synchronous learning takes place through digital platforms where the learners are utilizing the online media at the same time. When compared to asynchronous learning, synchronous online environments provide a greater sense of feeling supported, as the exchange of text or voice is immediate and feels more like a conversation. [20]