“Our students were born with a mouse in their hands. The pervasive nature of digital culture has altered the way they think, and the way they learn. Education today is completely out of sync with this new reality.” an excerpt from Understanding the Digital Generation. The New ConnectionsThis eye-opening presentation provides a comprehensive look at how the pervasive nature of digital culture has and continues to change the brains of our students. As a result of these changes, they have developed learning styles and preferences which are in contrast to the traditional pedagogical approach. The New Connections provides a clear description of 10 core learning attributes of digital learners, and a pragmatic look at how we can teach effectively in an age when new technologies cascade onto the new digital landscape at an astonishing rate. Because of digital bombardment and the emergence of the new digital landscape, today’s youth process information, interact and communicate in fundamentally different ways than any previous generation before them. Meanwhile, many of us, having grown up in a relatively low-tech, stable, and predictable world, are constantly struggling with the speed of change, technological innovation, and the freedom to access the overwhelming sea of information online—all defining characteristics of the digital world of both today, and the swiftly-approaching future. Strategies That Work provides a comprehensive profile of several core learning attributes of digital learners, and the core teaching, learning, and assessment strategies that can be used to appeal to their digital lifestyle and learning preferences. You’ll gain a clear understanding of various research-based strategies to optimize learning for the digital generation in the new digital landscape.
Based on computer operation analysis, A <u>sequence control structure</u> changes the order in which instructions are carried out by directing the computer to execute a statement elsewhere in the program.
Generally, the <u>sequence control structure</u> is characterized by its line-by-line execution features.
It is a process of command by which statements are executed in a chronological order they are placed in the program.
<u>Sequence control structure</u> can be used for many operations, including the following:
- Read or write operations,
- Arithmetic operations,
- Assignments to variables, etc.
Hence, in this case, it is concluded that the correct answer is "<u>Sequence control structure."</u>
Learn more about Sequence control structure here: brainly.com/question/24694068
This is a list of home video game consoles in chronological order, which includes the very first home video game consoles ever created, such as first generation Pong consoles, from the first ever cartridge console Odyssey, ranging from the major video game companies such as Magnavox, Atari, Nintendo, Sega, NEC, 3DO, SNK, Sony, Microsoft to secondary market consoles.
The list is divided into eras which are named based on the dominant console type of the era, though not all consoles of those eras are of the same type. Some eras are referred to based on how many bits a major console could process. The "128-bit era" (sixth generation) was the final era in which this practice was widespread.<span>[citation needed]</span>
This list does not include other types of video game consoles such as handheld game consoles, which are usually of lower computational power than home consoles due to their smaller size, microconsoles, which are usually low-cost Android-based devices that rely on downloading, or dedicated consoles which have games built in and do not use any form of physical media. Consoles have been redesigned from time to time to improve their market appeal. Redesigned models are not listed on their own.