Research Question 2: What key technologies are missing from our list?

Instructions: Please use these prompts to help you consider what might need to be added to the current list of Horizon Topics. Add your thoughts as bullet points below, using a new bullet point for each new technology or topic. Please add your comments to previous entries if you agree or disagree.
a. What would you list among the established technologies that some educational institutions are using today that arguably ALL institutions should using broadly to support or enhance teaching, learning, or creative inquiry?
b. What technologies that have a solid user base in consumer, entertainment, or other industries should educational institutions be actively looking for ways to apply?
c. What are the key emerging technologies you see developing to the point that learning-focused institutions should begin to take notice during the next 4 to 5 years?

Each new topic entry must include a title, a description similar to the ones that are written now, and, if needed, a rationale as to why it is different from any of the existing topics. The Horizon Project research team will investigate each nomination entered here to see if it meets the criteria set for new topics (eg., that the topic represents a "real" technology, as opposed to a concept, a new idea, or a proposal; that it is sufficiently developed that research, projects, and information about it exist; and that it has a demonstrable link, or strong potential link, to education).

Please "sign" your contributions by marking them with the code of 4 tildes (~) in a row so that we can follow up with you if we need additional information or leads to examples.

Augmented Reality
Including gestural control - - robyn.jay robyn.jay Feb 20, 2014
NMC's definition: Augmented reality (AR), a capability that has been around for decades, has shifted from what was once seen as a gimmick to a tool with tremendous potential. The layering of information over 3D space produces a new experience of the world, sometimes referred to as “blended reality,” and is fueling the broader migration of computing from the desktop to the mobile device, bringing with it new expectations regarding access to information and new opportunities for learning. While the most prevalent uses of augmented reality so far have been in the consumer sector (for marketing, social engagement, amusement, or location-based information), new uses seem to emerge almost daily, as tools for creating new applications become even easier to use. A key characteristic of augmented reality is its ability to respond to user input, which confers significant potential for learning and assessment; with it, learners can construct new understanding based on interactions with virtual objects that bring underlying data to life. Dynamic processes, extensive datasets, and objects too large or too small to be manipulated can be brought into a learner’s personal space at a scale and in a form easy to understand and work with. - Sam Sam Feb 28, 2014

Robotics and Drones
Google+ group currently gathering info and discussing the role of drones in educational settings and learning - - 'Drones for Good' - [[user:robyn.jay|1392938372] I agree, Robyn, and would like to elaborate: Unmanned vehicles that monitor people and objects, deliver items, or conduct other tasks that can be controlled from a distance. While we are not seeing any uses currently in education, the advancements of drones in the military and interest in the consumer sector warrants a mention of this technology for teaching and learning, even if it is on the long-term horizon. What are the implications for education? At the very least, science and engineering/automotive classes in general can teach this type of robotics to students so they are knowledgable about the vehicles of the future. - Sam Sam Feb 23, 2014. My team has just received funding approval to buy a 'quadcopter' aerial camera to use in making learning resources - David.Cameron David.Cameron Feb 24, 2014

Combined with existing topics in RQ1

Cognitive Activity Analytics
Using low cost wireless EEG headsets (e.g. ) to record and analyse student cognitive activity during learning. - j.zagami j.zagami Feb 26, 2014 [Editor's Note: Great addition! This makes sense to add as a new dimension to Learning Analytics.]

Other Notes:

Discipline based technologies
Not so much a missing technology, but perhaps there should be a more discipline focused section on technologies and hence there may be some additional technologies identified.- margaret.hicks margaret.hicks Feb 24, 2014

Flexible Learning Spaces
The idea of having communal spaces where students engage with each other, and can remix the environment to fit the need is something still emerging. This could mean a "coffee-house" feel, or something more formal - but it fits the need at that time - and is not predefined. - Holly.Lu Holly.Lu Feb 23, 2014 [Editor's Note: Great topic! It's a bit outside the scope of the Horizon Project work though.]