Microsoft : Check out Microsoft Education training, workshops and more at Bett 2018
January 23, 2018 at 04:24 pm EST
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In the classroom, technology can facilitate myriad changes to the ways in which we go about tackling a number of tasks and activities, saving time for teachers and students, and fundamentally changing the way schools can undertake pedagogical methods and practices. More functional devices, and the ability to access information and work from different physical locations has enabled more and more teachers to embraced flipped learning, enabling swifter marking and feedback, making lesson time a more collaborative experience. As we prepare today's learners for the modern workplace, the role of technology within education takes on increasingly more importance as the students are exposed to some of the working practices they will encounter in their future careers, all the while developing the digital skills they will need in order to succeed.
Microsoft Corporation published this content on 23 January 2018 and is solely responsible for the information contained herein. Distributed by Public, unedited and unaltered, on 23 January 2018 21:24:07 UTC.
Original documenthttps://blogs.msdn.microsoft.com/ukschools/
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Microsoft Corporation is the world's leader in the design, development and marketing of operating systems and software programs for PC's and servers. The group also builds and sells computer equipment. Net sales break down by activity as follows:
- sale of operating systems and application development tools (47.9%): primarily for servers (Azure, SQL Server, Windows Server, Visual Studio, System Center, GitHub, etc.) and (Windows);
- development of cloud-based software applications (23%): programs for productivity (Microsoft 365; Word, Excel, PowerPoint, Outlook, OneNote, Publisher and Access), integrated management and customer relationship management (Dynamics 365), online file sharing and management (OneDrive), and unified and collaborative communications (Skype and Microsoft Teams);
- sale of video gaming hardware and software (7.3%) : mainly Xbox;
- enterprise services (3.6%);
- sale of computers, tablets and accessories (2.6%);
- other (15.6%).
The United States accounts for 50.4% of net sales.