6. defining active learning
having students engage in some activity that prompt
them to think about and comment on the information
presented. Students will not simply be listening, but
will be developing skills in handling concepts in our
disciplines.They will analyse, synthesise, and evaluate
information in discussion with other students.
22. mobile learning
learning across multiple
contexts, through social
and content interactions,
using personal electronic
mobile devices
https://youtu.be/5eO-fTZnN80
23. adaptive learning
technologies that monitor
student progress and use
data to modify instruction at
any time.
these technologies adapt to
what sts need by providing
real-time feedback and
learning paths to help them
advance
https://youtu.be/bxEfWdfxj28
24. learning analytics
the measurement,
collection, analysis and
reporting of data about
learners and their
contexts, for purposes of
understanding and
optimizing learning and
the environments in which
it occurs
https://youtu.be/58r92ftLZ-0
25. virtual exchange
VE aims to allow an increasing
number of people to have a
meaningful intercultural
experience as part of their formal
and/or non-formal education
https://www.unicollaboration.org/
https://www.batemanbattersby.com.au/wp-content/uploads/2017/03/image-E-Commerce-and-Online-Contracts-e1490241312993.jpg
26. eXtended reality
eXtended reality (XR)
technologies (such as
virtual, augmented, and
mixed reality) offer
deeper and more vivid
learning experiences and
extend the learning
environment.
https://youtu.be/jRQzl8ewDMQ
27. accompany students to take
control of their own
learning by helping them
develop the set of tools,
applications, web services,
relationships or interactions
that will help them learn
personal learning environments (PLE)
29. gaming & gamification
in gaming, a game is used for
learning
gamification is about the
application of game-like
attributes to motivate and
encourage the learners to
achieve the desired learning
outcome