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  Published Paper Details:

  Paper Title

TECHNOLOGY ADOPTION AS A CHANGE AGENT IN LEARNING CULTURE; VIRTUAL REALITY AND GAMIFICATION: A BLEND FOR BETTER LEARNING OUTCOMES AND PERFORMANCE ON STUDENTS

  Authors

  Shy MAry Abraham,  Tintu Varghese,  Aby Rose Varghese

  Keywords

Learning Styles, Active Learning, Passive Learning, Gamification

  Abstract


Information technology is transforming the life & culture in all its facets. This has led to disruptions in the world of learning. The learning styles and pedagogies of learning has been disrupted by the evolution of internet in its own time line. Different generations have accepted technology in varying degree, form and context. The future generation will be experiencing intelligent empowerment by using advancements in technology. This means the world of learning is to be disrupted more & more that too rapidly. Digital disruption has been accelerated by a decade due and the new normal. The disruption has been leap frog than marginal or incremental. The academic ecosystem witnessed a significant transformation by adopting technology led learning platforms. The academic community needs to be watched carefully for acceptance, adoption and experience they get by using the education technology led platforms. A multidisciplinary model, building on the technology acceptance model and relevant literature on acceptance, adoption, trust and intelligent empowerment, has been devised. The study is expected to demonstrate the role of technology in transforming students from passive learning styles to active learning styles. Gamification has been moderated by these Edutech platform which has developed new learning curves in the academic community. The tradition approach towards teaching-learning styles underwent transformation which is more learner centric and collaborative. These changes would disrupt the world of learning using the extensive possibilities of Digital Disruption. In order to understand the effect closely, a conceptual paper is written to explore theoretical frameworks and observed changes in the learning environment prevalent in new normal

  IJCRT's Publication Details

  Unique Identification Number - IJCRT2106014

  Paper ID - 208144

  Page Number(s) - a79-a81

  Pubished in - Volume 9 | Issue 6 | June 2021

  DOI (Digital Object Identifier) -    http://doi.one/10.1729/Journal.27183

  Publisher Name - IJCRT | www.ijcrt.org | ISSN : 2320-2882

  E-ISSN Number - 2320-2882

  Cite this article

  Shy MAry Abraham,  Tintu Varghese,  Aby Rose Varghese,   "TECHNOLOGY ADOPTION AS A CHANGE AGENT IN LEARNING CULTURE; VIRTUAL REALITY AND GAMIFICATION: A BLEND FOR BETTER LEARNING OUTCOMES AND PERFORMANCE ON STUDENTS", International Journal of Creative Research Thoughts (IJCRT), ISSN:2320-2882, Volume.9, Issue 6, pp.a79-a81, June 2021, Available at :http://www.ijcrt.org/papers/IJCRT2106014.pdf

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ISSN: 2320-2882
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Journal Starting Year (ESTD) : 2013
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ISSN and 7.97 Impact Factor Details


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ISSN: 2320-2882
Impact Factor: 7.97 and ISSN APPROVED
Journal Starting Year (ESTD) : 2013
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