ABSTRACT. The purpose of this article is to gain a deeper understanding of difficulties experienced in using ICT for learning, the importance of self-efficacy in relation to positive learning outcomes, the future development of games that leverage emerging social media platforms and mobile technologies, and the trend toward more blended and online delivery in higher education. The theory that I shall seek to elaborate here puts considerable emphasis on the development of educational programs based on ICT, the impact of the community peer-reviewing process on the quality of produced annotations and student learning, dynamic and reciprocal communication and interaction resulting in positive learning outcomes, and difficulties associated with introducing technology into the classroom. pp. 118–123

Keywords: technology, ICT, learning, education, online, virtual

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University of Craiova

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