With the introduction of e-learning more than a decade ago, learners were mostly confined to a computer and accessing learning at a specific location through CBTs which were essentially page-turners. Recent developments in internet and wireless technologies have led to the emergence of devices that allow us to access information anywhere and anytime. Most of these devices are interconnected, giving us the context we need and creating a ‘smart’ universe for us.

Sourced through Scoop.it from: www.gc-solutions.net

See on Scoop.itGames, gaming and gamification in Higher Education


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