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  1. Jan 1, 2022 · This paper is brief about the applications of digital technologies in education. The next three sections discuss the need for digital technologies in education and brief about the Digital classrooms and applications of digital technologies in education.

  2. Aug 1, 2016 · Digital technologies can serve as objects, tools and venues of research simultaneously (e.g., research into the affordances, content and users of online social networking sites), influencing research design, data collection and data analysis as well ( Buchanan & Zimmer, 2012 ).

  3. Nov 22, 2021 · There is no doubt that digital technologies are spawning ongoing innovation across most if not all sectors of the economy and society. In this essay, we take stock of the characteristics of digital technologies that give rise to this new reality and introduce the papers in this special issue.

  4. Sep 1, 2021 · In order to better understand the complex and dialectical relationships between digital technologies, innovation, and skills, it is necessary to improve our understanding of the coevolution between the trajectories of connected digital technologies, firm innovation routines, and skills formation.

  5. Feb 12, 2024 · The field of digital technology education research reached a peak period of publication, largely influenced by factors such as the COVID-19 pandemic (Yu et al. 2023).

  6. Sep 23, 2021 · Introduction. Globalization in recent decades has placed increasing pressure on businesses to change. This requires businesses to efficiently integrate to not only stay alive, but thrive in competitive environments. Efficient integration can only be achieved through digital processes and collaborative tools ( White, 2012 ).

  7. Feb 23, 2021 · The current review presents findings from three main bodies of literature on the implications of technology use for attention and cognitive control: television, video games, and digital multitasking. The aim is to identify key lessons from prior research that are relevant for the current generation of digital users.