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CLASS
DIARY OF E-BUSINESS
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Class N° 2
Date: 07/05/2018
Topic: Basic principles, origin
and evolution.
Objetive: To
know the principles and evolution of electronic business.
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E. Business Started
in 1995 directed to Marketing.
E-Commerce = Sale and
Purchase.
Applications that
help Citizen Science
Googles goles
Gamification
It is the susceptible
aspect, capable of transmitting knowledge through the dynamics or a game.
Sciencie Citizen: Through an investigation directed by professionals and with
participation the citizens make great contributions to the social
environment.
Web3.0: It is the evolution
of the multiple applications. It is defined as artificial intelligence by
means of cognitive functions and a large database is managed.
Bigdata: It is an instrument
that manages computer data to manage, use, analyze and convert it into
information.
Groupware: It is a group of people who work electronically to improve the
performance of their work.
Serious Game. They are digital programs used by natural persons as well as
professionals and students to improve learning skills
References
ciencia-ciudadana. (2015). Obtenido de
https://www.seo.org/ciencia-ciudadana/
Ortiz-Colón, A.-M.
(2018). Scielo. Obtenido de Ana-M. Ortiz-Colón
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lunes, 7 de mayo de 2018
INTRACLASS N:2
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