TY - JOUR
T1 - Challenges for education in a connected world
T2 - Digital learning, data rich environments, and computer-based assessment - Introduction to the inaugural special issue of technology, knowledge and learning
AU - Ifenthaler, Dirk
AU - Adcock, Amy B.
AU - Erlandson, Benjamin E.
AU - Gosper, Maree
AU - Greiff, Samuel
AU - Pirnay-Dummer, Pablo
PY - 2014/7
Y1 - 2014/7
N2 - The new scope of Technology, Knowledge and Learning emphasizes on the increased interest on adaptive and personalized digital learning environments. Educational researchers are faced with new research challenges in the beginning of the twenty-first century, specifically focusing on digital learning, game-based learning, automated assessment, and learning analytics. Digital learning is defined as any set of technology-based methods that can be applied to support learning and instruction. There are many emerging opportunities for research in digital learning aiming to improve the learner's experience and promoting deeper engagement to achieve higher-order thinking skills and to optimize learning outcomes along with ensuring high-quality learning design and instruction. Digital game-based technologies are entering this field to redefine the meaning of learning and instruction in the twenty-first century.
AB - The new scope of Technology, Knowledge and Learning emphasizes on the increased interest on adaptive and personalized digital learning environments. Educational researchers are faced with new research challenges in the beginning of the twenty-first century, specifically focusing on digital learning, game-based learning, automated assessment, and learning analytics. Digital learning is defined as any set of technology-based methods that can be applied to support learning and instruction. There are many emerging opportunities for research in digital learning aiming to improve the learner's experience and promoting deeper engagement to achieve higher-order thinking skills and to optimize learning outcomes along with ensuring high-quality learning design and instruction. Digital game-based technologies are entering this field to redefine the meaning of learning and instruction in the twenty-first century.
UR - http://www.scopus.com/inward/record.url?scp=84902533286&partnerID=8YFLogxK
U2 - 10.1007/s10758-014-9228-2
DO - 10.1007/s10758-014-9228-2
M3 - Article
AN - SCOPUS:84902533286
VL - 19
SP - 121
EP - 126
JO - Technology, Knowledge and Learning
JF - Technology, Knowledge and Learning
SN - 2211-1662
IS - 1-2
ER -