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This year’s report suggests the following will be entering mainstream use in:
One Year or Less
Electronic Books
Mobiles
Two to Three Years
Augmented Reality
Game-based Learning
Four to Five Years
Gesture-based Computing
Learning Analytics
The report also includes sections on Critical Challenges:
Digital media literacy continues its rise in importance as a key skill in every discipline and profession
Appropriate metrics of evaluation lag behind the emergence of new scholarly forms of authoring, publishing, and researching
Economic pressures and new models of education are presenting unprecedented competition to traditional models of the university
Keeping pace with the rapid proliferation of information, software tools, and devices is challenging for students and teachers alike
thanks to matt lingard
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