Industry Applications
e-Education
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There is without question that usage of digital technologies has invaded time and space traditionally devoted to education and training. The modern concept of education has adopted a very broad view by integrating school life (in and out of school situations) with life-long training (personal and professional). This can take the form of teaching, self-learning, collaborative training and even cultural pastimes consisting of educational elements.
Cap Digital has identified 4 major axes in education whereby the aim is to be able to refine information on the most active areas of research and development in this field and to be in the position to appreciate more exactly its potential and dynamism.
The 4 major axes are:
- The school framework, ie.
Collaborative space or digital work environment; Teaching platforms or e-learning; Continuing and distance education; Evaluation of individual or group competence; New interactive media supports
- The professional framework, ie.
Knowledge management and development; Professional training according to sector needs; Editorial production framework
- Design of editorial production chains for digital education resources or the incorporation of tools by co-authors, ie.
Comparison of content and provision; Media tools for the educational, academic or extra-curricular system
- New pedagogic approaches incorporating emerging cultural practices, ie.
Using digital tracking to tailor training courses; Use of role-play and interactive video game and other technology models; Use of
Serious Games for academic purposes; Geo-tagging which refers to marking of places and spaces for educational ends
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