Important Developments in Educational Technology for European Schools "Horizon Report Europe for School 2014"
by BOCQUET François
1. Consumer Technologies
1.1. > 3D Video
1.2. > Quantified Self
1.3. > Mobile Apps
1.4. > Tablet Computing
1.5. > Electronic Publishing
1.6. > Telepresence
1.7. > Wearable Technology
2. Digital Strategies
2.1. > Bring Your Own Device (BYOD)
2.2. > Flipped Classroom
2.3. > Games and Gamification
2.4. > Location Intelligence
2.5. > Makerspaces
2.6. > Preservation/Conservation Technologies
3. Internet Technologies
3.1. > Syndication Tools
3.2. > Cloud Computing
3.3. > Single Sign-On
3.4. > The Internet of Things
3.5. > Semantic Applications
3.6. > Real-Time Translation
4. Learning technologies
4.1. > Virtual and Remote Laboratories
4.2. > Open Licencing
4.3. > Open Content
4.4. > Online Learning
4.5. > Mobile Learning
4.6. > Massive Open Online Courses
4.7. > Badges/Microcredit
5. Social Media Technologies
5.1. > Crowdfunding
5.2. > Collective Intelligence
5.3. > Crowdsourcing
5.4. > Digital Identity
5.5. > Social Networks
5.6. > Tacit Intelligence
5.7. > Collaborative Environments
6. Visualisation Technologies
6.1. > 3D Printing/Rapid Proto- typing
6.2. > Volumetric and Holographic Displays
6.3. > Information Visualisation
6.4. > Visual Data Analysis
6.5. > Augmented Reality
7. Enabling Technologies
7.1. > Flexible Displays
7.2. > Statistical Machine Translation
7.3. > Wireless Power
7.4. > Affective Computing
7.5. > Electrovibration
7.6. > Cellular Networks
7.7. > Virtual Assistants
7.8. > Open Hardware
7.9. > Natural User Interfaces
7.10. > Next-Generation Batteries
7.11. > Speech-to-Speech Translation
7.12. > Near Field Communication
7.13. > Mobile Broadband
7.14. > Geolocation
7.15. > Machine Learning
7.16. > Location-Based Services