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Technological singularity has seriously affected all the social, environmental, and economic genesis factors in mankind’s history. The problem of assessing the quality of life in the digital economy is acquiring new nuances including social services. The objective of this study is to investigate unique impacts of digital transformation on economic, environment, and social progresses on the quality of life improvement in China. Environmental statistical data on the impact of investments in social, state, and other spheres of economic activity are analysed at the machine learning level. Application of high-performance computing (HPC) and big data technologies for obtaining data on socio-economic statistics in real-time, the presence of feedback in the Web 4.0 concept, transfer of a significant part of economic processes to internet platforms provide the information necessary for analysis. As a result, a basis is proposed for implementing software products in the form of institutional decision-making support systems for a long horizon of planning investments in the quality of life.
With the rapid change in the society, education must evolve to adapt to the digital native students of the 21st century. A change in the current educational paradigm is thus necessary. Information and Communication Technology (ICT) is a vehicle to achieve this objective of paradigm shift in education [2]. In this paper, we propose gamification approach [3] via a virtual reality (VR) through a report of a didactic experience. A mixed method research design was adopted for this study in which students’ classification of polyhedral will be reported for the two different learning experiences using either wooden polyhedral or a VR tool within an immersive learning environment. The VR environment allows the learning of geometry in three-dimensional with a friendly interface that offers a multitude of options. It is worth highlighting the benefits of this VR tool in the teaching-learning process of geometry, making explicit the fundamental role played by ICT in meaningful learning of mathematics.