"During the digital age, the potential for technology tools to help change the products generated during class work are unparalleled. The SAMR framework helps to flesh out a pragmatic definition of how technology changes learning. Many programs are starting to implement tablet or BYOD initiatives with exciting, transformative results. This wonderful article from Jeff Dunn at Edudemic also highlights how an iPad game can promote competition and collaboration with the use of mobile devices; generating real-time data to help teachers with instruction."
Via EDTC@UTB, juandoming