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Encyclopedia of Education and Information Technologies

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Table of Contents

  1. Altmetric Badge
    Book Overview
  2. Altmetric Badge
    Chapter 4 Computational Thinking
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    Chapter 5 Competency Models in Computing Education
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    Chapter 12 Programming Languages for Secondary Schools, Java
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    Chapter 20 Mobile Computing and Mobile Learning
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    Chapter 21 Social Media and Networks as Digital Instruction and Learning Platforms
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    Chapter 31 Computers in Secondary Schools, Educational Games
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    Chapter 35 Games in Higher Education
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    Chapter 38 Gamification
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    Chapter 49 Teaching Computer Languages in Universities
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    Chapter 50 Ultranet
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    Chapter 51 Technological Innovation in ICT for Education
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    Chapter 56 Bunyip, The Australian Educational Computer that Was Never Built
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    Chapter 61 Lifelong Learning for Working People
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    Chapter 66 Distance Learning
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    Chapter 67 Flexible and Distance Learning
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    Chapter 68 Classroom Use, Blended Learning
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    Chapter 72 Technology-Enhanced Learning
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    Chapter 73 Computer-Assisted Learning
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    Chapter 74 Computer-Assisted Instruction, Changes in Educational Practice as a Result of Adoption of ICT
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    Chapter 76 Teaching with LOGO Philosophy
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    Chapter 81 Educative Value of Digital Storytelling
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    Chapter 91 Policy Rationales and Integration Rationales, Implications for Subject Area Teaching
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    Chapter 108 Digital Simulations in Healthcare Education
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    Chapter 112 Multimodal Learning Analytics
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    Chapter 119 Support for School and Institutional Improvement and Accountability
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    Chapter 122 Security and Privacy of Information Technology Management Systems
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    Chapter 124 Data Mining for Educational Management
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    Chapter 125 Computers in Education in Developing Countries, Managerial Issues
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    Chapter 127 Educators and Children Perceiving Affordances with Working Technologies in Early Childhood Settings
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    Chapter 128 Algorithmic Thinking in Primary Schools
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    Chapter 141 Facebook Use in Malaysian Higher Education Classroom
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    Chapter 149 Assisting Students with Attention Deficit Disorder Through Technology
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    Chapter 175 Situative Perspective and Determinants of Technology Acceptance in Educational Technology
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    Chapter 179 Digital Citizenship, A Sociocultural Snapshot
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    Chapter 180 Software Development Processes Designed for First Year Computing Undergraduates
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    Chapter 182 Learning Programming, Student Motivation
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    Chapter 185 Comparative Analysis of E-Governance and IT Governance
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    Chapter 191 Designing Assessments for Blended Learning Scenarios
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    Chapter 192 Indications for Kinesthetic Learning Through Haptic Devices
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    Chapter 194 Positioning Children with Digital Interactive to Enable Early Conceptual Learning
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    Chapter 196 Digital Storytelling, Information, and Education
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    Chapter 200 Control Technology and School Curricula in the Late 1980s in Australia
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    Chapter 215 Building Rural Renaissance and Suburban Development with Interactive Technology Solutions in India
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    Chapter 218 Technology-Enhanced Learning in Programming Courses, Role of
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    Chapter 221 Smart Board Technology in Higher Education Institutions
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    Chapter 225 Knowledge Economy of Faculty Competencies of Indian Business School
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    Chapter 234 Programming Misconceptions at the K-12 Level
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    Chapter 236 Sustaining Digital Technology Use in Professional Communities
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    Chapter 239 Social Media in Shadow Education in China, An Introduction
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    Chapter 242 Mobile Learning, Challenges in
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    Chapter 250 Digital Technologies in Higher Education, Learning Challenges
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    Chapter 253 Data Science Education
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    Chapter 256 Positive Integration of ICT to Reshape the Learning Process in Large Corporates
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    Chapter 260 Open Educational Resources and Distance Learning, Challenges and the Way Forward in Higher Education
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    Chapter 300002 Acceleration
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    Chapter 300004 Accessibility
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    Chapter 300009 Actor-Network Theory
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    Chapter 300018 Algorithm
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    Chapter 300025 Apple iPad
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    Chapter 300035 Attendance Marks
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    Chapter 300037 Augmentative and Alternative Communication
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    Chapter 300041 Autonomous Learning
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    Chapter 300049 Business Computing
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    Chapter 300053 Camera Technology
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    Chapter 300054 Cameras
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    Chapter 300061 Children with Autism
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    Chapter 300064 Coding
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    Chapter 300068 Cognitive Load Theory
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    Chapter 300071 Collaborative Practices
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    Chapter 300078 Computer and Information Literacy
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    Chapter 300083 Computer Education
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    Chapter 300084 Computer Engineering
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    Chapter 300086 Computer Programming
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    Chapter 300098 Computer Systems
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    Chapter 300100 Computer-Assisted Assessment
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    Chapter 300101 Computer-Assisted Instruction
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    Chapter 300105 Computer-Based Communications
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    Chapter 300109 Computer-Based Learning
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    Chapter 300110 Computer-Based Management Information Systems
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    Chapter 300111 Computer-Based Mathematics Learning
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    Chapter 300112 Computer-Based Simulation
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    Chapter 300114 Computer-Mediated Learning
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    Chapter 300118 Computers in Education
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    Chapter 300129 Concepts
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    Chapter 300143 Correspondent Learning
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    Chapter 300145 Creativity
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    Chapter 300146 Cross-cultural Collaborations
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    Chapter 300147 Culture
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    Chapter 300150 Curriculum for Making
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    Chapter 300152 Data Analysis
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    Chapter 300164 Deep Learning
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    Chapter 300165 Democracy
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    Chapter 300166 Demographics
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    Chapter 300171 Design of Online Assessments
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    Chapter 300172 Design Pattern
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    Chapter 300175 Developing Professional Practice
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    Chapter 300181 Didactical Designs
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    Chapter 300186 Digital Formative Assessment
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    Chapter 300187 Digital Game-Based Learning
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    Chapter 300190 Digital Learning in Mathematics
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    Chapter 300194 Digital Methods
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    Chapter 300198 Digital Portfolios
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    Chapter 300212 E-Assessment
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    Chapter 300213 eAttendance
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    Chapter 300219 Education Technology
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    Chapter 300221 Educational Change
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    Chapter 300222 Educational Communications Technology
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    Chapter 300224 Educational Data Mining
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    Chapter 300230 Educational Technology
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    Chapter 300242 Electronic Assessment Design
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    Chapter 300247 Empowerment
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    Chapter 300251 Equity
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    Chapter 300254 Ethical Issues of Machine Learning and Big Data
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    Chapter 300255 Ethnographic Researchers
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    Chapter 300257 Evidence-Based Practices
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    Chapter 300258 Experiential Learning
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    Chapter 300261 Feedback
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    Chapter 300262 Feedforward Practices
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    Chapter 300263 Filmed Feedback
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    Chapter 300272 Framework
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    Chapter 300274 Free/Open Source
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    Chapter 300278 Game-Based Learning Environment
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    Chapter 300283 Girls in IT
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    Chapter 300286 Haptic Interface
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    Chapter 300287 Hard of Hearing
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    Chapter 300288 HCI4D
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    Chapter 300289 Health Information
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    Chapter 300290 Higher Education
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    Chapter 300294 Higher Secondary Education and ICT
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    Chapter 300295 Historiography
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    Chapter 300300 Hybrid Learning
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    Chapter 300307 ICT Anxiety
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    Chapter 300308 ICT Hardware
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    Chapter 300309 ICT in Education
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    Chapter 300310 ICT Integration
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    Chapter 300311 ICT Pedagogical Affordances
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    Chapter 300314 ICT Software
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    Chapter 300317 ICT Use
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    Chapter 300319 Identity Commitment
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    Chapter 300321 Implementation
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    Chapter 300322 Inclusive Education
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    Chapter 300324 Indigenous Literacies
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    Chapter 300326 Informatics
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    Chapter 300328 Information
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    Chapter 300329 Information and Communication Technologies
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    Chapter 300330 Information and Communication Technology
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    Chapter 300331 Information and Communication Technology (ICT)
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    Chapter 300333 Information and Communications Technology
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    Chapter 300334 Information Communication Technologies
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    Chapter 300335 Information Communication Technologies in Education
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    Chapter 300339 Information Technology
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    Chapter 300343 Innovation
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    Chapter 300347 Innovation in Education
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    Chapter 300356 Instructional Materials
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    Chapter 300359 Intellectual Disability
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    Chapter 300360 Intellectual Property
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    Chapter 300363 Interactive Graphs
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    Chapter 300365 Interactive Reports
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    Chapter 300367 Interactive Whiteboards
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    Chapter 300368 Interdependency
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    Chapter 300369 Interdisciplinary Science Teaching
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    Chapter 300373 Internet-Based Assessment
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    Chapter 300378 iPads
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    Chapter 300382 Java
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    Chapter 300386 Kanban
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    Chapter 300387 Knowledge
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    Chapter 300389 Knowledge Gap Theory
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    Chapter 300391 Learning
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    Chapter 300393 Learning Analytics
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    Chapter 300401 Learning Difficulties
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    Chapter 300402 Learning Disabilities
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    Chapter 300404 Learning Experience
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    Chapter 300405 Learning Games
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    Chapter 300415 Lecture
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    Chapter 300432 Measuring Impact of Innovation
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    Chapter 300434 Media Assets
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    Chapter 300442 Mobile Devices
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    Chapter 300449 Model-Driven Development
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    Chapter 300450 Modelling Technique Exploratory Factor Analysis
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    Chapter 300451 Models of Technological Innovation
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    Chapter 300454 Multiliteracies
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    Chapter 300457 Narrative
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    Chapter 300464 No-Code Application Development
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    Chapter 300468 OECD
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    Chapter 300469 Online Communication
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    Chapter 300471 Online Learning
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    Chapter 300482 Orchestration
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    Chapter 300483 Patterns Discovery
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    Chapter 300486 Pedagogy/Pedagogical Purposes
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    Chapter 300488 Personal Skills
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    Chapter 300490 Personalized Learning
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    Chapter 300493 Phantom Omni
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    Chapter 300495 Physical Access
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    Chapter 300498 Play
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    Chapter 300500 PMBOK
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    Chapter 300503 Post-It Board
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    Chapter 300504 Postsecondary Learners
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    Chapter 300506 Preferences
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    Chapter 300507 Previous Programming Experience
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    Chapter 300508 Previous Studies
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    Chapter 300513 PRINCE2
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    Chapter 300514 Principles
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    Chapter 300516 Problem-Based and Project-Oriented Learning (PPL)
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    Chapter 300520 Professional Development
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    Chapter 300522 Program
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    Chapter 300523 Program Source Code
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    Chapter 300529 Project Management
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    Chapter 300537 Quantitative Synthesis of Research
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    Chapter 300542 Remote Training
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    Chapter 300544 Research Orientation
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    Chapter 300545 Response Technology
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    Chapter 300547 Roll Book
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    Chapter 300553 School Improvement
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    Chapter 300555 School Leadership
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    Chapter 300561 Screen-Based Simulator
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    Chapter 300562 Scrum
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    Chapter 300571 Seminar
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    Chapter 300572 Serious Game
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    Chapter 300585 Social Inclusion
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    Chapter 300586 Social Media
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    Chapter 300593 Social Networking Site
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    Chapter 300599 Social Websites
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    Chapter 300601 Society
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    Chapter 300602 Socio-cultural Theory
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    Chapter 300605 Software Architecture
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    Chapter 300613 Software Evolution
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    Chapter 300617 Special Needs Students
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    Chapter 300618 Special Schools
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    Chapter 300620 Stories
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    Chapter 300621 Story Telling
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    Chapter 300623 Student Response System
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    Chapter 300634 Teacher
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    Chapter 300635 Teacher Knowledge Development
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    Chapter 300641 Teaching Analytics
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    Chapter 300644 Teaching Models
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    Chapter 300646 Teaching/Learning System
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    Chapter 300649 Team Learning
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    Chapter 300657 Technology Acceptance
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    Chapter 300663 Technology Leadership
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    Chapter 300673 Tertiary Education
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    Chapter 300675 Text Messaging
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    Chapter 300678 Theory
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    Chapter 300682 Trainee Teachers
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    Chapter 300686 Transforming Secondary Education by ICT
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    Chapter 300692 Unified Theory of Acceptance and Use of Technology
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    Chapter 300695 University Courses
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    Chapter 300700 User Motivations
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    Chapter 300701 Using Digital Technologies
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    Chapter 300702 Values
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    Chapter 300704 Video
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    Chapter 300713 Virtual Learning
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    Chapter 300721 Virtual Reality
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    Chapter 300722 Virtual Reality Simulation
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    Chapter 300733 Writing
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    Chapter 300735 Writing Programs
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    Chapter 300736 XMDD
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Chapter title
Facebook Use in Malaysian Higher Education Classroom
Chapter number 141
Book title
Encyclopedia of Education and Information Technologies
Published by
Springer, Cham, January 2020
DOI 10.1007/978-3-030-10576-1_141
Book ISBNs
978-3-03-010575-4, 978-3-03-010576-1
Authors

Cheng Ean (Catherine) Lee, Lee, Cheng Ean (Catherine)

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 4 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 4 100%

Demographic breakdown

Readers by professional status Count As %
Lecturer 1 25%
Unknown 3 75%
Readers by discipline Count As %
Arts and Humanities 1 25%
Unknown 3 75%