Electronic Devices Can Be an Educational Curse or Blessing I thought I had seen everything after watching middle school kids text-messaging during the funeral of one of my high school students. Then, our school had its first play in three years. Throughout the audience, parents' faces were aglow as they text-messaged throughout their children's performances. Mostly, I was a bear about electronic devices in class. Even during the worst of our school's gang-related violence, my students kept their
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E-Learning: Emergence of the Profession Jason Drysdale, Jackie Flynt, and Shauna Hannon-Johnson 24 July 2011 The e-learning profession has grown leaps and bounds over the past two decades. Despite being slow to take hold, e-learning is now rapidly increasing in universities: “Today, almost all institutions of higher education offer some form of distance teaching and learning in the U.S.” (Saba, 2008). The historical timelines of instructional design and technology (ID&T) and distance education inform
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adapting to the new technology used today, while the grandchildren would have some difficulties living the way the Grandparents did when they were young. The older generation had to complete all of their work without autocorrect, calculators, or computers to automatically calculate equations. So, with the use of more technology now than in the past, some believe that as technology becomes more advanced, the intellect of people decrease(s). The first example of the decrease in intellect is due to
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Apple (Computer) Inc. Whither the MAC? | Case Study Analysis | Strategic Analysis in terms of Capabilities Analysis & Five Force Model | Submitted by : Muhammad Saad Dasti Section B | 1. Prepare a Five Forces Analysis of the personal computer industry. (Think of your traditional Windows based PC.) How attractive is this industry? In order to properly identify
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Complex Sociality of Virtual Worlds Through the convergence of gaming, the internet and Web 2.0 technologies, the virtual worlds of Massively Multiplayer Online Games (MMOGs) have emerged: complex new social and cultural environments that bring with them tremendous opportunities for learning. This convergence of contexts, a defining feature of new media, combines the potential sociality of the internet with the fun and challenge of gaming, blurring the lines between entertainment, play, information
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specifically comparing it to current physical and digital retailers. As technology goes digital, entertainment media seems to be stuck in the physical past; at least for the time being. This is changing rapidly as more and more gamers are realizing the benefits of digital distribution. DFC Intelligence is forecasting that boxed retail will have declined from $29 billion in 2011 to $24 billion in 2016. Meanwhile, the market for digital distribution will grow $15 billion, to US$39 billion in 2016, up from
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specifically comparing it to current physical and digital retailers. As technology goes digital, entertainment media seems to be stuck in the physical past; at least for the time being. This is changing rapidly as more and more gamers are realizing the benefits of digital distribution. DFC Intelligence is forecasting that boxed retail will have declined from $29 billion in 2011 to $24 billion in 2016. Meanwhile, the market for digital distribution will grow $15 billion, to US$39 billion in 2016, up from
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competition right now where it comes to gaming consoles, basically their only competitor in the gaming industry is the PlayStation 3 and people’s laptops, but it is not only that there is not much competition, Xbox 360’s marketing strategy is quite extensive. Firstly, Xbox 360’s main target audience is the large population of hard-core gamers that the main company, Microsoft, has attained from providing the most powerful computer ever sold specifically for gaming. On top of that large target audience
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E-Business Valve Corporation and Steam Chédiny Clément International Business School 5 Content Summary Executive summary: 3 Introduction: 5 Company background: 6 Innovative strategy: 8 Business processes: 10 Business model: 11 Technologies adopted: 15 Conclusion: 17 Sources: 18 Executive summary: It is clearly going to be “cliché”, but as most part of guys, I like Video Games. Being a soldier, killing the bad guys, or being the new star of
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industrial controls, digital signage, point of sale/self-service kiosks, medical imaging, set-top box, and casino gaming machines. In addition, it provides chipset products with and without integrated graphics processors for desktop PCs and servers, and AMD controller hub-based chipsets for its APUs; and graphics, video, and multimedia products for use in desktop and notebook computers. The company serves original equipment manufacturers, original design manufacturers, system builders, and independent
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