4. Emerging Technologies
2014
1 year or less Flipped Classroom
Learning Analytics
2-3 years 3D Printing
Games and Gamification
4-5 years Quantified Self
Virtual Assistants
Were going to go back a little deeper…….
5. 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Learning
Ubiquitous
Wireless
Social
Computing
Personal
Broadcasting
User-Created
Content
Social
Networking
Grassroots
Video
Collaboation
Webs
Mobiles
Cloud
Computing
Mobile
Computing
Open Content
Electronic
Books
Mobiles
Mobile Apps
Tablet
Computing
Massively
Open Online
Courses
Tablet
Computing
Flipped
Classroom
Learning
Analytics
2-3 years Rapid
Prototyping
Multimodal
Interfaces
Intelligent
Searching
Educational
Gaming
Phones in
Pockets
Educational
Gaming
Mobile
Phones
Virtual
Worlds
Mobile
Broadband
Data
Mashups
Geo-
Everything
Personal Web
Electronic
Books
Simple
Augmented
Reality
Augmented
Reality
Game-Based
Learning
Game-Based
Learning
Learning
Analytics
Games and
Gamification
Learnign
Analytics
3D Printing
Games and
Gamification
4-5 years Context-
Aware
Computing
Knowledge
Webs
Social
Networks
and
Knowledge
Webs
Context-
Aware
Computing /
Augmented
Reality
Augmented
Relaity and
Enuanced
Visualization
Context-
Aware
Enviornment
s and Devices
New
Scholarship
and
Emerging
Forms of
Publication
Massivly
Multiplayer
Educational
Gaming
Collective
Intelligence
Social
Operating
Systems
Semantic -
Aware
Applications
Smart
Objects
Gesture-
Based
Computing
Visual Data
Analysisis
Gesture-
Based
Computing
Learning
Analytics
Gesture-
Based
Computing
Internet of
Things
3D Printing
Wearable
Technology
Quantified
Self
Virtual
Assistants
Predictions Over Last 10 Years
6. 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Learning
Ubiquitous
Wireless
Social
Computing
Personal
Broadcasting
User-Created
Content
Social
Networking
Grassroots
Video
Collaboation
Webs
Mobiles
Cloud
Computing
Mobile
Computing
Open Content
Electronic
Books
Mobiles
Mobile Apps
Tablet
Computing
Massively
Open Online
Courses
Tablet
Computing
Flipped
Classroom
Learning
Analytics
2-3 years Rapid
Prototyping
Multimodal
Interfaces
Intelligent
Searching
Educational
Gaming
Phones in
Pockets
Educational
Gaming
Mobile
Phones
Virtual
Worlds
Mobile
Broadband
Data
Mashups
Geo-
Everything
Personal Web
Electronic
Books
Simple
Augmented
Reality
Augmented
Reality
Game-Based
Learning
Game-Based
Learning
Learning
Analytics
Games and
Gamification
Learnign
Analytics
3D Printing
Games and
Gamification
4-5 years Context-
Aware
Computing
Knowledge
Webs
Social
Networks
and
Knowledge
Webs
Context-
Aware
Computing /
Augmented
Reality
Augmented
Relaity and
Enuanced
Visualization
Context-
Aware
Enviornment
s and Devices
New
Scholarship
and
Emerging
Forms of
Publication
Massivly
Multiplayer
Educational
Gaming
Collective
Intelligence
Social
Operating
Systems
Semantic -
Aware
Applications
Smart
Objects
Gesture-
Based
Computing
Visual Data
Analysisis
Gesture-
Based
Computing
Learning
Analytics
Gesture-
Based
Computing
Internet of
Things
3D Printing
Wearable
Technology
Quantified
Self
Virtual
Assistants
Mobile
7. Tablet Computing
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Learning
Ubiquitous
Wireless
Social
Computing
Personal
Broadcasting
User-Created
Content
Social
Networking
Grassroots
Video
Collaboation
Webs
Mobiles
Cloud
Computing
Mobile
Computing
Open Content
Electronic
Books
Mobiles
Mobile Apps
Tablet
Computing
Massively
Open Online
Courses
Tablet
Computing
Flipped
Classroom
Learning
Analytics
2-3 years Rapid
Prototyping
Multimodal
Interfaces
Intelligent
Searching
Educational
Gaming
Phones in
Pockets
Educational
Gaming
Mobile
Phones
Virtual
Worlds
Mobile
Broadband
Data
Mashups
Geo-
Everything
Personal Web
Electronic
Books
Simple
Augmented
Reality
Augmented
Reality
Game-Based
Learning
Game-Based
Learning
Learning
Analytics
Games and
Gamification
Learnign
Analytics
3D Printing
Games and
Gamification
4-5 years Context-
Aware
Computing
Knowledge
Webs
Social
Networks
and
Knowledge
Webs
Context-
Aware
Computing /
Augmented
Reality
Augmented
Relaity and
Enuanced
Visualization
Context-
Aware
Enviornment
s and Devices
New
Scholarship
and
Emerging
Forms of
Publication
Massivly
Multiplayer
Educational
Gaming
Collective
Intelligence
Social
Operating
Systems
Semantic -
Aware
Applications
Smart
Objects
Gesture-
Based
Computing
Visual Data
Analysisis
Gesture-
Based
Computing
Learning
Analytics
Gesture-
Based
Computing
Internet of
Things
3D Printing
Wearable
Technology
Quantified
Self
Virtual
Assistants
8. Flipped Classroom
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Learning
Ubiquitous
Wireless
Social
Computing
Personal
Broadcasting
User-Created
Content
Social
Networking
Grassroots
Video
Collaboation
Webs
Mobiles
Cloud
Computing
Mobile
Computing
Open Content
Electronic
Books
Mobiles
Mobile Apps
Tablet
Computing
Massively
Open Online
Courses
Tablet
Computing
Flipped
Classroom
Learning
Analytics
2-3 years Rapid
Prototyping
Multimodal
Interfaces
Intelligent
Searching
Educational
Gaming
Phones in
Pockets
Educational
Gaming
Mobile
Phones
Virtual
Worlds
Mobile
Broadband
Data
Mashups
Geo-
Everything
Personal Web
Electronic
Books
Simple
Augmented
Reality
Augmented
Reality
Game-Based
Learning
Game-Based
Learning
Learning
Analytics
Games and
Gamification
Learnign
Analytics
3D Printing
Games and
Gamification
4-5 years Context-
Aware
Computing
Knowledge
Webs
Social
Networks
and
Knowledge
Webs
Context-
Aware
Computing /
Augmented
Reality
Augmented
Relaity and
Enuanced
Visualization
Context-
Aware
Enviornment
s and Devices
New
Scholarship
and
Emerging
Forms of
Publication
Massivly
Multiplayer
Educational
Gaming
Collective
Intelligence
Social
Operating
Systems
Semantic -
Aware
Applications
Smart
Objects
Gesture-
Based
Computing
Visual Data
Analysisis
Gesture-
Based
Computing
Learning
Analytics
Gesture-
Based
Computing
Internet of
Things
3D Printing
Wearable
Technology
Quantified
Self
Virtual
Assistants
9. Flipped Classroom
Lectures can be (re) watched offline
All classes have online component and reap
benefits
In-class becomes active, collaborative with
help of connected devices
Social media enables informal
communication
10. Student Generated Content
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Learning
Ubiquitous
Wireless
Social
Computing
Personal
Broadcasting
User-Created
Content
Social
Networking
Grassroots
Video
Collaboation
Webs
Mobiles
Cloud
Computing
Mobile
Computing
Open Content
Electronic
Books
Mobiles
Mobile Apps
Tablet
Computing
Massively
Open Online
Courses
Tablet
Computing
Flipped
Classroom
Learning
Analytics
2-3 years Rapid
Prototyping
Multimodal
Interfaces
Intelligent
Searching
Educational
Gaming
Phones in
Pockets
Educational
Gaming
Mobile
Phones
Virtual
Worlds
Mobile
Broadband
Data
Mashups
Geo-
Everything
Personal Web
Electronic
Books
Simple
Augmented
Reality
Augmented
Reality
Game-Based
Learning
Game-Based
Learning
Learning
Analytics
Games and
Gamification
Learnign
Analytics
3D Printing
Games and
Gamification
4-5 years Context-
Aware
Computing
Knowledge
Webs
Social
Networks
and
Knowledge
Webs
Context-
Aware
Computing /
Augmented
Reality
Augmented
Relaity and
Enuanced
Visualization
Context-
Aware
Enviornment
s and Devices
New
Scholarship
and
Emerging
Forms of
Publication
Massivly
Multiplayer
Educational
Gaming
Collective
Intelligence
Social
Operating
Systems
Semantic -
Aware
Applications
Smart
Objects
Gesture-
Based
Computing
Visual Data
Analysisis
Gesture-
Based
Computing
Learning
Analytics
Gesture-
Based
Computing
Internet of
Things
3D Printing
Wearable
Technology
Quantified
Self
Virtual
Assistants
12. Learning Analytics
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Learning
Ubiquitous
Wireless
Social
Computing
Personal
Broadcasting
User-Created
Content
Social
Networking
Grassroots
Video
Collaboation
Webs
Mobiles
Cloud
Computing
Mobile
Computing
Open Content
Electronic
Books
Mobiles
Mobile Apps
Tablet
Computing
Massively
Open Online
Courses
Tablet
Computing
Flipped
Classroom
Learning
Analytics
2-3 years Rapid
Prototyping
Multimodal
Interfaces
Intelligent
Searching
Educational
Gaming
Phones in
Pockets
Educational
Gaming
Mobile
Phones
Virtual
Worlds
Mobile
Broadband
Data
Mashups
Geo-
Everything
Personal Web
Electronic
Books
Simple
Augmented
Reality
Augmented
Reality
Game-Based
Learning
Game-Based
Learning
Learning
Analytics
Games and
Gamification
Learnign
Analytics
3D Printing
Games and
Gamification
4-5 years Context-
Aware
Computing
Knowledge
Webs
Social
Networks
and
Knowledge
Webs
Context-
Aware
Computing /
Augmented
Reality
Augmented
Relaity and
Enuanced
Visualization
Context-
Aware
Enviornment
s and Devices
New
Scholarship
and
Emerging
Forms of
Publication
Massivly
Multiplayer
Educational
Gaming
Collective
Intelligence
Social
Operating
Systems
Semantic -
Aware
Applications
Smart
Objects
Gesture-
Based
Computing
Visual Data
Analysisis
Gesture-
Based
Computing
Learning
Analytics
Gesture-
Based
Computing
Internet of
Things
3D Printing
Wearable
Technology
Quantified
Self
Virtual
Assistants
16. Gamification
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Learning
Ubiquitous
Wireless
Social
Computing
Personal
Broadcasting
User-Created
Content
Social
Networking
Grassroots
Video
Collaboation
Webs
Mobiles
Cloud
Computing
Mobile
Computing
Open Content
Electronic
Books
Mobiles
Mobile Apps
Tablet
Computing
Massively
Open Online
Courses
Tablet
Computing
Flipped
Classroom
Learning
Analytics
2-3 years Rapid
Prototyping
Multimodal
Interfaces
Intelligent
Searching
Educational
Gaming
Phones in
Pockets
Educational
Gaming
Mobile
Phones
Virtual
Worlds
Mobile
Broadband
Data
Mashups
Geo-
Everything
Personal Web
Electronic
Books
Simple
Augmented
Reality
Augmented
Reality
Game-Based
Learning
Game-Based
Learning
Learning
Analytics
Games and
Gamification
Learnign
Analytics
3D Printing
Games and
Gamification
4-5 years Context-
Aware
Computing
Knowledge
Webs
Social
Networks
and
Knowledge
Webs
Context-
Aware
Computing /
Augmented
Reality
Augmented
Relaity and
Enuanced
Visualization
Context-
Aware
Enviornment
s and Devices
New
Scholarship
and
Emerging
Forms of
Publication
Massivly
Multiplayer
Educational
Gaming
Collective
Intelligence
Social
Operating
Systems
Semantic -
Aware
Applications
Smart
Objects
Gesture-
Based
Computing
Visual Data
Analysisis
Gesture-
Based
Computing
Learning
Analytics
Gesture-
Based
Computing
Internet of
Things
3D Printing
Wearable
Technology
Quantified
Self
Virtual
Assistants
18. Augmented Reality
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Learning
Ubiquitous
Wireless
Social
Computing
Personal
Broadcasting
User-Created
Content
Social
Networking
Grassroots
Video
Collaboation
Webs
Mobiles
Cloud
Computing
Mobile
Computing
Open Content
Electronic
Books
Mobiles
Mobile Apps
Tablet
Computing
Massively
Open Online
Courses
Tablet
Computing
Flipped
Classroom
Learning
Analytics
2-3 years Rapid
Prototyping
Multimodal
Interfaces
Intelligent
Searching
Educational
Gaming
Phones in
Pockets
Educational
Gaming
Mobile
Phones
Virtual
Worlds
Mobile
Broadband
Data
Mashups
Geo-
Everything
Personal Web
Electronic
Books
Simple
Augmented
Reality
Augmented
Reality
Game-Based
Learning
Game-Based
Learning
Learning
Analytics
Games and
Gamification
Learnign
Analytics
3D Printing
Games and
Gamification
4-5 years Context-
Aware
Computing
Knowledge
Webs
Social
Networks
and
Knowledge
Webs
Context-
Aware
Computing /
Augmented
Reality
Augmented
Relaity and
Enuanced
Visualization
Context-
Aware
Enviornment
s and Devices
New
Scholarship
and
Emerging
Forms of
Publication
Massivly
Multiplayer
Educational
Gaming
Collective
Intelligence
Social
Operating
Systems
Semantic -
Aware
Applications
Smart
Objects
Gesture-
Based
Computing
Visual Data
Analysisis
Gesture-
Based
Computing
Learning
Analytics
Gesture-
Based
Computing
Internet of
Things
3D Printing
Wearable
Technology
Quantified
Self
Virtual
Assistants
20. 3D Printing
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Learning
Ubiquitous
Wireless
Social
Computing
Personal
Broadcasting
User-Created
Content
Social
Networking
Grassroots
Video
Collaboation
Webs
Mobiles
Cloud
Computing
Mobile
Computing
Open Content
Electronic
Books
Mobiles
Mobile Apps
Tablet
Computing
Massively
Open Online
Courses
Tablet
Computing
Flipped
Classroom
Learning
Analytics
2-3 years Rapid
Prototyping
Multimodal
Interfaces
Intelligent
Searching
Educational
Gaming
Phones in
Pockets
Educational
Gaming
Mobile
Phones
Virtual
Worlds
Mobile
Broadband
Data
Mashups
Geo-
Everything
Personal Web
Electronic
Books
Simple
Augmented
Reality
Augmented
Reality
Game-Based
Learning
Game-Based
Learning
Learning
Analytics
Games and
Gamification
Learnign
Analytics
3D Printing
Games and
Gamification
4-5 years Context-
Aware
Computing
Knowledge
Webs
Social
Networks
and
Knowledge
Webs
Context-
Aware
Computing /
Augmented
Reality
Augmented
Relaity and
Enuanced
Visualization
Context-
Aware
Enviornment
s and Devices
New
Scholarship
and
Emerging
Forms of
Publication
Massivly
Multiplayer
Educational
Gaming
Collective
Intelligence
Social
Operating
Systems
Semantic -
Aware
Applications
Smart
Objects
Gesture-
Based
Computing
Visual Data
Analysisis
Gesture-
Based
Computing
Learning
Analytics
Gesture-
Based
Computing
Internet of
Things
3D Printing
Wearable
Technology
Quantified
Self
Virtual
Assistants
22. Wearable Technology / Quantified Self
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Learning
Ubiquitous
Wireless
Social
Computing
Personal
Broadcasting
User-Created
Content
Social
Networking
Grassroots
Video
Collaboation
Webs
Mobiles
Cloud
Computing
Mobile
Computing
Open Content
Electronic
Books
Mobiles
Mobile Apps
Tablet
Computing
Massively
Open Online
Courses
Tablet
Computing
Flipped
Classroom
Learning
Analytics
2-3 years Rapid
Prototyping
Multimodal
Interfaces
Intelligent
Searching
Educational
Gaming
Phones in
Pockets
Educational
Gaming
Mobile
Phones
Virtual
Worlds
Mobile
Broadband
Data
Mashups
Geo-
Everything
Personal Web
Electronic
Books
Simple
Augmented
Reality
Augmented
Reality
Game-Based
Learning
Game-Based
Learning
Learning
Analytics
Games and
Gamification
Learnign
Analytics
3D Printing
Games and
Gamification
4-5 years Context-
Aware
Computing
Knowledge
Webs
Social
Networks
and
Knowledge
Webs
Context-
Aware
Computing /
Augmented
Reality
Augmented
Relaity and
Enuanced
Visualization
Context-
Aware
Enviornment
s and Devices
New
Scholarship
and
Emerging
Forms of
Publication
Massivly
Multiplayer
Educational
Gaming
Collective
Intelligence
Social
Operating
Systems
Semantic -
Aware
Applications
Smart
Objects
Gesture-
Based
Computing
Visual Data
Analysisis
Gesture-
Based
Computing
Learning
Analytics
Gesture-
Based
Computing
Internet of
Things
3D Printing
Wearable
Technology
Quantified
Self
Virtual
Assistants
23. Wearable
Technology
Pic every 30 sec
Dog never gets lost
Happy? Stressed? Provide yoga workout, dim lights,
soothing music
Photo, video, augmented reality
25. Internet of Things
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Learning
Ubiquitous
Wireless
Social
Computing
Personal
Broadcasting
User-Created
Content
Social
Networking
Grassroots
Video
Collaboation
Webs
Mobiles
Cloud
Computing
Mobile
Computing
Open Content
Electronic
Books
Mobiles
Mobile Apps
Tablet
Computing
Massively
Open Online
Courses
Tablet
Computing
Flipped
Classroom
Learning
Analytics
2-3 years Rapid
Prototyping
Multimodal
Interfaces
Intelligent
Searching
Educational
Gaming
Phones in
Pockets
Educational
Gaming
Mobile
Phones
Virtual
Worlds
Mobile
Broadband
Data
Mashups
Geo-
Everything
Personal Web
Electronic
Books
Simple
Augmented
Reality
Augmented
Reality
Game-Based
Learning
Game-Based
Learning
Learning
Analytics
Games and
Gamification
Learnign
Analytics
3D Printing
Games and
Gamification
4-5 years Context-
Aware
Computing
Knowledge
Webs
Social
Networks
and
Knowledge
Webs
Context-
Aware
Computing /
Augmented
Reality
Augmented
Relaity and
Enuanced
Visualization
Context-
Aware
Enviornment
s and Devices
New
Scholarship
and
Emerging
Forms of
Publication
Massivly
Multiplayer
Educational
Gaming
Collective
Intelligence
Social
Operating
Systems
Semantic -
Aware
Applications
Smart
Objects
Gesture-
Based
Computing
Visual Data
Analysisis
Gesture-
Based
Computing
Learning
Analytics
Gesture-
Based
Computing
Internet of
Things
3D Printing
Wearable
Technology
Quantified
Self
Virtual
Assistants
28. Virtual Assistants
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014
1 year or les Learning
Objects
Scalable
Bector
Graphics
Extended
Learning
Ubiquitous
Wireless
Social
Computing
Personal
Broadcasting
User-Created
Content
Social
Networking
Grassroots
Video
Collaboation
Webs
Mobiles
Cloud
Computing
Mobile
Computing
Open Content
Electronic
Books
Mobiles
Mobile Apps
Tablet
Computing
Massively
Open Online
Courses
Tablet
Computing
Flipped
Classroom
Learning
Analytics
2-3 years Rapid
Prototyping
Multimodal
Interfaces
Intelligent
Searching
Educational
Gaming
Phones in
Pockets
Educational
Gaming
Mobile
Phones
Virtual
Worlds
Mobile
Broadband
Data
Mashups
Geo-
Everything
Personal Web
Electronic
Books
Simple
Augmented
Reality
Augmented
Reality
Game-Based
Learning
Game-Based
Learning
Learning
Analytics
Games and
Gamification
Learnign
Analytics
3D Printing
Games and
Gamification
4-5 years Context-
Aware
Computing
Knowledge
Webs
Social
Networks
and
Knowledge
Webs
Context-
Aware
Computing /
Augmented
Reality
Augmented
Relaity and
Enuanced
Visualization
Context-
Aware
Enviornment
s and Devices
New
Scholarship
and
Emerging
Forms of
Publication
Massivly
Multiplayer
Educational
Gaming
Collective
Intelligence
Social
Operating
Systems
Semantic -
Aware
Applications
Smart
Objects
Gesture-
Based
Computing
Visual Data
Analysisis
Gesture-
Based
Computing
Learning
Analytics
Gesture-
Based
Computing
Internet of
Things
3D Printing
Wearable
Technology
Quantified
Self
Virtual
Assistants
29. Virtual Assistants
“Zoe” can be happy, sad, angry, tender, neutral
“Florence” helps doctors
access patient records,
order x-rays, dictate
notes
31. Conclusions
• We don’t know what the educational
implications of many of these will be
• We do know that many of these will arrive
soon
• “What’s in it for teaching and learning?”
• Experimenter mentality – keep what works,
toss what doesn’t
32. Technology needs to help students…
Stay organized
Learn in multiple modes
Engage with the content
Obtain feedback
Connect with the instructor
Connect with prior
knowledge
Practice, practice, practice
Develop mastry
Motivate them to do the work!Connect material to real-life experiences
Access materials
more easily
Interact with peers
It’s not the technology, it’s how it’s used