The six technologies “likely to have considerable impact on teaching, learning, and creative expression,” according to the 2011 Horizon Report, are mobile devices and e-books (“both close to being mainstream in the next year or less”); game-based learning and augmented reality (2-3 years to wide adoption); and learning analytics and gesture-based computing (4-5-year adoption range). Some examples: game-based (educational applications for individual- and multi-player interactive gaming); augmented reality (e.g., interactive map in an art museum or a phone app like Time Shutter showing how a city looked a century ago vs. today); gesture-based computing (the application of tech like that used in Nintendo Wii and Xbox Kinnect to teaching art and music); and learning analytics (allows teachers to tailor learning to individual students’ needs). Besides identifying those technologies, the report – from the New Media Consortium and EDUCAUSE – looks at how they can be used in education and who’s already working with them. Here‘s a 3:25 video about the report on YouTube (sorry, I wish I could embed it, but this version of WordPress isn’t letting me).
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