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  2. Koobits - Wikipedia

    en.wikipedia.org/wiki/Koobits

    KooBits (stylised as KooBits with capitalised K and B) designs and builds digital products for children and educators. KooBits was founded in 2016 by current CEO Stanley, with Professor Sam Ge Shuzhi and Dr Chen Xiangdong. [1] The trio saw an opportunity in the rapid growth of the ebook industry and decided to focus on creating software for ...

  3. Digital literacy - Wikipedia

    en.wikipedia.org/wiki/Digital_literacy

    Digital literacy. A teacher and his students in a computer lab. Digital literacy is an individual's ability to find, evaluate, and communicate information using typing or digital media platforms. It is a combination of both technical and cognitive abilities in using information and communication technologies to create, evaluate, and share ...

  4. Google Classroom - Wikipedia

    en.wikipedia.org/wiki/Google_Classroom

    Google Classroom is a free blended learning platform developed by Google for educational institutions that aims to simplify creating, distributing, and grading assignments. The primary purpose of Google Classroom is to streamline the process of sharing files between teachers and students. [3] As of 2021, approximately 150 million users use ...

  5. Digital storytelling - Wikipedia

    en.wikipedia.org/wiki/Digital_storytelling

    Digital storytelling is a short form of digital media production that allows everyday people to create and share their stories online. The method is frequently used in schools, [1] [2] [3] museums, [4] libraries, [5] social work and health settings, [6] [7] and communities. [8] They are thought to have educational, democratizing [9] and even ...

  6. Digital inclusion - Wikipedia

    en.wikipedia.org/wiki/Digital_inclusion

    Education is a key aspect of digital inclusion as digital technologies have become a key means of engaging with all levels of the education system, requiring levels of digital competence for successful engagement with the curriculum. In addition lifelong learning is required as technologies, services and systems are changing constantly.

  7. PocketWatch (company) - Wikipedia

    en.wikipedia.org/wiki/PocketWatch_(company)

    Owner. Nefi Gonzalez Jr. Website. pocket .watch. PocketWatch, Inc. (stylized as pocket.watch) is a digital media studio that declares that its specialization is turning young stars on YouTube into global franchises. Its offices and studio are based in Culver City, California. The company was founded in 2012 by Chris M. Williams.

  8. Digital divide by continent, area and country - Wikipedia

    en.wikipedia.org/wiki/Digital_divide_by...

    The digital divide is an economic and social inequality with regard to access to, use of, or impact of information and communication technologies (ICT). [1] Factors causing the divide can vary depending on the country and culture, as can the potential solutions for minimizing or closing the divide.

  9. Digital media in education - Wikipedia

    en.wikipedia.org/wiki/Digital_Media_in_Education

    The main implications of digital media in education is that, it gives teachers and instructors the opportunity to engage in dialogue based on mutual respect and reciprocity. Secondly, at the foundation of all teaching and learning, there is a link between the virtual and the actual based on the fundamental human relationship.