Research Question One: Horizon Project Technologies

Which of the key technologies we have listed below will be most important to teaching, learning, or creative inquiry within European Schools in 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

3D Video
Electronic Publishing
Mobile Apps
Tablet Computing
Wearable Technology
Quantified Self

Digital Strategies

Flipped Classroom
Games and Gamification
Location Intelligence
Preservation and Conservation Technologies

Internet Technologies

Cloud Computing
The Internet of Things
Real-Time Translation
Semantic Applications
Single Sign-On
Syndication Tools

Learning Technologies

Learning Analytics
Mobile Learning
Online Learning
Open Content
Open Licensing
Personal Learning Environments
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Social Media Technologies

Collaborative Environments
Collective Intelligence
Digital Identity
Social Networks
Tacit Intelligence

Visualization Technologies

3D Printing/Rapid Prototyping
Augmented Reality
Information Visualization
Visual Data Analysis
Volumetric and Holographic Displays

Enabling Technologies

Affective Computing
Cellular Networks
Flexible Displays
Location-Based Services
Machine Learning
Mobile Broadband
Natural User Interfaces
Near Field Communication
Next-Generation Batteries
Open Hardware
Speech-to-Speech Translation
Statistical Machine Translation
Virtual Assistants
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