3.3 to 3.6 Trends


  1. Use of game, simulation and video in class work and home work. 
  2. Online learning and digital footprint 
  3. Social Media in school 
  4. Digital library

Trends

SN Use of game, simulation and video in class work and home work
up to 1990
1990-2000
2000-2010
2010-2020
2020-onwards
Online learning and digital footprint 
up to 1990
1990-2000
2000-2010
2010-2020
2020-onwards
Social Media in school 
up to 1990
1990-2000
2000-2010
2010-2020
2020-onwards
Digital library 
up to 1990
1990-2000
2000-2010
2010-2020
2020-onwards

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