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date: 15 October 2019

Abstract and Keywords

This chapter highlights current and emerging technologies that can be used in the classroom to promote student engagement and enhance learning. It is written for instructors who are familiar with technologies that may be commonplace today, but who may have not applied these technologies to teaching and learning in the classroom. Examples of using technology in the classroom come primarily from psychology and other social sciences. The main menu of the chapter includes mobile devices and apps, classroom presentation software, digital recordings, social media, and serious gaming, with a side dish of the future’s “Internet of Things.” The conclusion emphasizes making a judicious selection of technologies to support the course’s learning goals in the context of instructor and student characteristics and pedagogy choices.

Keywords: mobile, apps, presentation, gaming, classroom, technology, social media

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