Yasmina Khan Aaliyah Yasin Marina Maya - Brightlocal News
Each year, the horizon report describes six areas of emerging technology that will have significant impact on higher education and creative expression over the next one to five years. While there are many local factors affecting the practice of education, there are also issues that transcend regional boundaries, questions we all face in k-12 education, and it was with these in mind รขโฌยฆ Augmented reality and game-based learning comprise the second horizon of two to three years, and gesture-based computing and learning analytics round out the third horizon of four to five years.
The 2011 horizon report, a collaborative initiative of the new media consortium (nmc) and the educause learning initiative (eli) is now available for free download from: Mobile computing and ebooks are singled out in this year's time-to-adoption: One year of less section. In the two to three years section, game-based learning and augmented reality are cited. The second adoption horizon is set two to three years out, where individuals will begin to see widespread adoptions of two well-established technologies: Game-based learning and open content.
The second adoption horizon is set two to three years out, where individuals will begin to see widespread adoptions of two well-established technologies: Game-based learning and open content.