Lifelong Learning ProgrammeThis project has been funded with support from the European Commission. This material reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein

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Manual
The Chapter provides an introduction to the main issues addressed by the Manual and presents each of the following chapter contents.

The first paragraph introduces the issues related to Knowledge in the Digital Age and describes how the application of New technologies to education and training has become an important industry and one of the fastest-growing areas of the entire educational and training sector and will continue this trend far into the future. Also the interaction between Education and New technologies is introduced and linked to the in depth analysis that can be found in Chapter 2 – Education of this Manual .

 The second paragraph addresses the themes related to The Application Of Multimedia Solutions To Education and the benefits that these can have for the learners, introducing the in depth concepts on the matter available in Chapter 3 – Multimedia of this Manual .

The third paragraph is dedicated to a first description of the application of Videogames in an educational context, introducing the issues fully described by Chapter 4 – Videogame and Chapter 5 - Programming .

 The fourth paragraph duly introduces the issues related to the potential application of Social games and the new frontier of Mobile learning, that are then more in depth addressed by Chapter 6 – Social Games in Education .

The final paragraph of the Chapter is dedicated to a presentation of the contents of each of the six chapters of the Manual
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