Pre- pandemic Innovation and Loss of performance
gamification Lack of education and Digital literacy knowledge about the Media Specialist use of technology Professional Difficult working Development conditions Collaborative learning Students’ lack of collaborative skills Pandemic Online learning Lack of internet Skills training access Interactive learning Poor data connection Facilitating learning Passive learning Lifelong learning
Post- pandemic Technological learning Bulky, heavy form
Enrolling in education factors in General Slow performance Career-oriented Tricky relationships education with friends and Changing the content friendship groups Asynchronous learning