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Part I. The new digital landscape
1. The flat classroom and global competition
2. Social proximity and the virtual classroom
3. Games, customization, and learning
Part II. Designing 21st-century courses
4. Designing college more like a video game
5. Technology for information delivery
6. Technology for engagement
7. Technology for assessment
8. The naked classroom
Part III. Strategies for universities of the future
9. The educational product in the Internet age
10. The naked curriculum
11. The naked campus.

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