future trends presentation at course redesign institute
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TRANSCRIPT
![Page 1: Future Trends Presentation at Course Redesign Institute](https://reader033.vdocument.in/reader033/viewer/2022061300/54c803df4a7959786d8b461c/html5/thumbnails/1.jpg)
Where To From Here?Analyzing 10 years of Data from the Horizon Report
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4. Climbing the Slope• Emergency/Mass Notification Services• Open-Source Learning Repositories• Enterprise Architecture• IT Infrastructure Utility• Intellectual Property Rights and Royalties
Management Software• Lecture Capture and Retrieval Tools• Unified Communications and Collaboration• Tablets• Game Consoles as Media Hubs
1. On the Rise• Mashware• Quantum Computing• Education Tablet• Campus App Store• Affective Computing• Open-Source SIS• Student Retention CRM• Citizen Developers
2. At the Peak• Learning Stack• Adaptive E-Textbooks• Big Data• Gamification• MOOC• Social Software Standards• Adaptive Learning
3. Sliding Into the Trough• Digital Preservation of Research Data• BYOD Strategy• Mobile-Learning Low-Range/Midrange Handsets• Open-Source Financials• Web-Based Office Productivity Suites• Social Learning Platform for Education• Cloud HPC/CaaS• Mobile-Learning Smartphones• Open-Source Middleware Suites• E-Textbook• Cloud Email for Staff and Faculty• Virtual Environments/Virtual Worlds
5. Entering the Plateau• E-Book Readers• Self-Publishing• Mashups
Gartner Hype Cycle
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Horizon Report
Unveiled FebruaryAnnual Meeting of Educause LearningInitiative
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Emerging Technologies
20141 year or less Flipped Classroom
Learning Analytics2-3 years 3D Printing
Games and Gamification4-5 years Quantified Self
Virtual Assistants
Were going to go back a little deeper…….
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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 Enviornments 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
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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 Enviornments 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
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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 Enviornments 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
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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 Enviornments 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
![Page 9: Future Trends Presentation at Course Redesign Institute](https://reader033.vdocument.in/reader033/viewer/2022061300/54c803df4a7959786d8b461c/html5/thumbnails/9.jpg)
Flipped ClassroomLectures 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
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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 Enviornments 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
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Makerspaces
Before: Physical objects
Now: Multimedia assignments, projects containing audio, video, photo
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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 Enviornments 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
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Bird’s Eye ViewWhat is being accessed, who is active
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Graphic display of 14 days of data
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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 Enviornments 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
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Games and Gamification
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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 Enviornments 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
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Augmented Reality
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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 Enviornments 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
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3D Printing
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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 Enviornments 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
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Wearable Technology
Pic every 30 sec
Dog never gets lostHappy? Stressed? Provide yoga workout, dim lights, soothing music
Photo, video, augmented reality
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Quantified Self
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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 Enviornments 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
![Page 26: Future Trends Presentation at Course Redesign Institute](https://reader033.vdocument.in/reader033/viewer/2022061300/54c803df4a7959786d8b461c/html5/thumbnails/26.jpg)
Internet of Things
Phillips Hue
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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 Enviornments 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
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Virtual Assistants
“Zoe” can be happy, sad, angry, tender, neutral
“Florence” helps doctors access patient records, order x-rays, dictate notes
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Affective Computing
http://prof.irfanessa.com/category/research/face-and-gesture/
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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
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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
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END
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