A REVIEW OF E-LEARNING TECHNOLOGIES - Opportunities for Teaching and Learning <s> DISCUSSION: AFFORDANCES OF E-TECHNOLOGIES <s> The convergence of mobile technologies into student-centered learning environments requires academic institutions to design new and more effective learning, teaching, and user experience strategies. In this article we share results from an mLearning design experiment and analysis from a student survey conducted at the National College of Ireland. Quantitative data support our hypothesis that mLearning technologies can provide a platform for active learning, collaboration, and innovation in higher education. In addition, we review mobile interface and user-experience design considerations, and mLearning theory. Finally, we provide an overview of mLearning applications being developed in the United States, the United Kingdom, and Ireland including, Virtual Graffiti, BuddyBuzz, Flickr, and RAMBLE. <s> BIB001 </s> A REVIEW OF E-LEARNING TECHNOLOGIES - Opportunities for Teaching and Learning <s> DISCUSSION: AFFORDANCES OF E-TECHNOLOGIES <s> Though blogs and wikis have been used to support knowledge management and e-learning, existing blogs and wikis cannot support different types of knowledge and adaptive learning. A case in point, types of knowledge vary greatly in category and viewpoints. Additionally, adaptive learning is crucial to improving one's learning performance. This study aims to design a semantic bliki system to tackle such issues. To support various types of knowledge, this study has developed a new social software called ''bliki'' that combines the advantages of blogs and wikis. This bliki system also applies Semantic Web technology to organize an ontology and a variety of knowledge types. To aid adaptive learning, a function called ''Book'' is provided to enable learners to arrange personalized learning goals and paths. The learning contents and their sequences and difficulty levels can be specified according to learners' metacognitive knowledge and collaborative activities. An experiment is conducted to evaluate this system and the experimental results show that this system is able to comprehend various types of knowledge and to improve learners' learning performance. <s> BIB002
The rate at which new e-technologies are emerging is rapid and hence any list which attempts to capture them will soon be out of date. For example since undertaking this review the researchers have encountered the Bliki, a combination of a blog and a wiki BIB002 , and the SNAG, a suite of mobile phone and internet games to facilitate networking between group members. Other tools such as Google Wave, a combination of synchronous and asynchronous communication, showed much promise BIB001 . In 2010 active development of Google Wave was discontinued with a full shut down of the product in April 2012. However, the list of categories of etechnologies is less likely to change but rather specific entries will be extended by new innovations. The technologies which are most likely to impact teaching and learning in higher education in the future are listed in the latest Horizon Report . The report suggests that cloud computing and collaborative environments will have a significant impact on teaching and learning over the next 12 months, however with recent reports of 'clouds' being hacked such as Sony's Playstation network in April 2011, such technologies are not immune from misuse and negative consequences. The report suggests that in the medium term (two to three years), game-based learning and mobile devices will be key drivers in pedagogical developments. In four to five years, the report suggests that augmented reality and flexible computer displays will be used, even though in reality these may only be adopted within this time frame by a few in the mainstream; those with substantial funds and infrastructure to support them. To put this discussion in context, it is important to consider the key trends that are driving the adoption of technology in the classroom : • Technology as a means for empowering students, a communication and socializing tool that is ubiquitous and transparent. • Technology is continuing to impact workplaces and elsewhere. • The value placed on innovation and creativity is increasing. • There is a move to just-in-time, less formal, modes of learning. • Perceptions of the learning environment are changing.