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The goal of technology education is to spread technological literacy which is accomplished by bringing laboratory activities to students. The term "technology education" is frequently shortened to "tech ed". Technology Integration: A term used by educators to describe effective uses of technology by teachers and students in K-12 and university ...
Blended learning or hybrid learning, also known as technology-mediated instruction, web-enhanced instruction, or mixed-mode instruction, is an approach to education that combines online educational materials and opportunities for interaction online with physical place-based classroom methods.
In interactive learning, people collaborate to share information. The concept of serious games involves immersing students in virtual worlds by means of role-playing and interactive games; it is similar to the concept of distance education. [1] [2]
In terms of time commitment, mentors are expected to meet with their students once a week online and once a month in person—so this opportunity is mostly, but not entirely, remote. (It is ...
Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. [4] In other words, gamification is the introduction of game elements into a traditionally non-game situation.
Collaborative learning is a situation in which two or more people learn or attempt to learn something together. [1] Unlike individual learning, people engaged in collaborative learning capitalize on one another's resources and skills (asking one another for information, evaluating one another's ideas, monitoring one another's work, etc.).
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