and innovative technology
will continue to contribute to the implementation
of the customer happy. To this end, marketing, network,
quality, and service capabilities to create customer
value, I'm newly renovated. In addition, all the values
of the company's innovative customer-centric
convergence by extending the possibility of never
seeing anyo
education has been a big problem. However, as the Chinese government tries to promote e-learning as a way of eliminating the differences between the rural and urban area, they will find a way or system to solve this problem.
Second, when thinking of the perspective of IT technology, the bargaining power of suppliers is very high. This is somewhat similar to teachers in a sense. Korea is one of
and entertainment consumers in order to get them to the venue, destination, or box office.
3. Entertainment Experiences
Passive—absorbing only (Passive: movie, television, novels)
Educational—active engagement in problem solving (Twitter, engaging audience Q&A)
Escapist—immersion providing a respite from real life and work (parks, games)
and enables customers to do many things that we were only able to do by PCs, the contents and OS for mobile devices got important than ever before.
Who can provide more high-quality contents and whose devices can provide the biggest convergence, emerged as key success factors in this field.
In terms of above two factors, no one can deny that currently Apple is the leader. Starting from iTune
and situations. A ubiquitous learning environment is any setting in which students can become totally immersed in the learning process. So, a ubiquitous learning environment is a situation or setting of omnipresent education. Education is happening all around the student but the student may not even be conscious of the learning process. Source data is present in the embedded objects and students