Research Question One: Important Developments in Educational Technology

Which of the important developments in educational technology we have listed below will be most important to teaching, learning, or creative inquiry in higher education within the next five years?

Please note -- these topics are intended to provide us a framework for our discussions. Many topics overlap, but all topics are reviewed at the start of each research cycle, and unless there is compelling evidence that one topic has been subsumed by another or evolved into a new topic altogether, our policy is to maintain separate descriptions. For example, many games now can be played on mobile phones -- the technologies clearly overlap. At the same time, mobiles is an area with features that extend beyond the boundaries of games, and vice versa. We could talk about mobile gaming and create a new topic that combines aspects of gaming and mobile, but to date our research does not yet support that as a separate topic for education. At the same time, there is considerable educational activity around gaming outside its mobile applications, and likewise much activity around mobile devices that has nothing to do with games. While the two topics clearly do overlap, this is an example of where maintaining language that allows us to talk about the ideas as discrete topics is useful.

if you feel that a new topic should be created that describes the space where two or more topics overlap, please add that to Research Question 2.

Instructions: Follow the links listed below to see a description and discussion of each technology.
Please pick at least 5 technologies from the list below to comment on, following the prompts provided under the questions on each of the topic pages.

Consumer Technologies

Drones
Real-Time Communication Tools
Robotics
Wearable Technology

Digital Strategies

Location Intelligence
Makerspaces
Preservation & Conservation Technologies

Internet Technologies

Blockchain
Digital Scholarship
Internet of Things
Syndication Tools

Learning Technologies

Adaptive Learning Technologies
Microlearning Technologies
Mobile Learning
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Social Media Technologies

Crowdsourcing
Online Identity
Social Networks
Virtual Worlds

Visualization Technologies

3D Printing/Rapid Prototyping
Information Visualization
Mixed Reality
Virtual Reality

Enabling Technologies

Affective Computing
Artificial Intelligence
Big Data
Electrovibration
Flexible Displays
Mesh Networks
Mobile Broadband
Natural User Interfaces
Near Field Communication
Next-Generation Batteries
Open Hardware
Speech-to-Speech Translation
Virtual Assistants
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