Consequently, it is worth thinking about how a lecture can add value to the learning experience. The charisma of the individual lecturer matters in this regard, but some of that quality comes down to subjective perception, and even a good lecturer can have an off day. Maybe we remember lecturers who surprise us or otherwise make a metaphorical mark on us, the lecturers who give us what Sunstein calls an unanticipated encounter. Livingston is also not the first to argue that the internet is a personalised learning environment that people organise according to their own preferences, and without any regard to discipline boundaries. More interestingly, Livingston challenges the idea that learning and teaching automatically articulate.
Literature review of Industry 4.0 and related technologies
The Culture (Literature) - TV Tropes
Disruptive technology is an innovation that significantly alters the way that consumers, industries, or businesses operate. A disruptive technology sweeps away the systems or habits it replaces because it has attributes that are recognizably superior. Recent disruptive technology examples include e-commerce, online news sites, ride-sharing apps, and GPS systems. In their own times, the automobile, electricity service, and television were disruptive technologies.
The evolving field of disruptive technologies has recently gained significant interest in various industries, including agriculture. The fourth industrial revolution has reshaped the context of agricultural technology AgriTech with applications of artificial intelligence AI and a strong focus on data-driven analytical techniques. Motivated by the advances in AgriTech for agrarian operations, the study presents a state-of-the-art review of the research advances which are, evolving in a fast pace over the last decades due to the disruptive potential of the technological context.
Empathy in the digital world. Middle School students learning Empathy and technology to promote student ownership. Students have lost the meaning and action of Empathy. The focus and research are geared toward middle school students. Students with device and the applications of several meaningful technology tools to better their learning and ownership of digital etiquettes.