It refers to the use of digital technologies to deliver educational content and training through electronic devices like computers, tablets, and smartphones. A. E- Learning B. Online Classes C. Gamification
E- Learning
This involves real-time interaction between instructors and learners. Examples include live webinars, virtual classrooms, and video conferencing sessions. A. Synchronous E-Learning B. Asynchronous E-Learning:
A. Synchronous E-Learning:
Learners access content and complete activities at their own pace, without the need for real-time interaction. A. Syncrohonous Learning B. Asyncrohonous
Asyncrohonous Learning
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