dc.contributor.author | Psotka, Joseph | |
dc.date.accessioned | 2013-08-12T19:52:05Z | |
dc.date.available | 2013-08-12T19:52:05Z | |
dc.date.issued | 2013 | |
dc.identifier.issn | 1436-4522 | |
dc.identifier.uri | https://hdl.handle.net/20.500.12799/1524 | |
dc.description.abstract | New technologies often have the potential for disrupting existing established practices, but nowhere is this so pertinent as in education and training today. And yet, education has been glacially slow to adopt these changes in a large scale way, and innovations seem to be imposed mainly by students’ and their changing social lifestyles than by policy. Will this change? Leadership is sorely needed. Education needs to become more
modular and move out of the classroom into informal settings, homes, and especially the internet. Nationwide certifications based on these modules would permit technology to enter education more rapidly. Smaller nations may be more flexible in making these very disruptive changes. | es_ES |
dc.description.tableofcontents | Educational Technology & Society, 16(2), pp. 69–80 | es_ES |
dc.language.iso | en | es_ES |
dc.publisher | IEEE | es_ES |
dc.subject | Tecnología de la información | es_ES |
dc.subject | Realidad virtual | es_ES |
dc.subject | Aprendizaje en línea | es_ES |
dc.title | Educational Games and Virtual Reality as Disruptive Technologies | es_ES |
dc.type | Article | es_ES |