ABSTRACT

This chapter helps one to manage their own and their children's digital world. It considers how one and their children and young people make use of the digital world and look at the opportunities offered by this technology. Digital technology has also transformed communication between schools and parents. Most young people, both boys and increasingly girls, have experience of playing computer and online games. Gaming also enhances sensory motor coordination and mental agility. So, back to education, where many schools and teachers are now using the myriad opportunities found in digital technology and the online world to open up education. In traditional teaching the teacher is the focus of the classroom, giving information and instruction. In the Flipped Classroom model what is intended is that teachers and pupils work in a mutually collaborative way. The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments.