Description
- Gamified learning
- Social media
- Video streaming
- The flipped classroom
- Instant feedback tools
- And many more.
Guidance on how to use these technologies for learning is complemented by an exploration of their impact on learning. For each example, the opportunities for evidencing progress are evaluated.
Book Information
ISBN 9781526424150
Author Peter Atherton
Format Paperback
Page Count 288
Imprint Learning Matters Ltd
Publisher Sage Publications Ltd
Weight(grams) 510g