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http://elearning.lse.ac.uk/blogs/clt/?p=556
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
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