NetGen+Research+Team+11


 * []**

**NetGenEd ** **Electronic book ** is a text and image-based publication in digital form produced on, published by, and readable on computers or other digital devices, sometimes the equivalent of a conventional printed book, e-books can also be born digital.  **Mobile Search: ** is an evolving branch of information retrieval services that is centered on the convergence of mobile platforms and mobile phones and other mobile devices. Web search engine ability in a mobile form allows users to find mobile content on websites which are available to mobile devices on mobile networks. **Augmented Reality: ** is a term for a live direct or a indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics. **Game Based Learning: ** is a branch of serious games that deals with applications that have defined learning outcomes. Generally they are designed in order to balance the subject matter with the game play and the ability of the player to retain and apply said subject matter to the real world. **Gesture Recognition: ** is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. Gestures can originate from any bodily motion or state but commonly originate from the face or hand. **Learning Analytics: ** is the use of intelligent data, learner-produced data, and analysis models to discover informatioglobal business and social connections for predicting and advising people's learning. <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;"> <span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;"> **<span style="color: #00b050; font-family: 'Arial','sans-serif'; font-size: 16pt; font-weight: normal; line-height: 115%;">Eight NetGen Norms **<span style="color: #00b050; font-family: 'Arial','sans-serif'; font-size: 16pt; line-height: 115%;"> **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;">1)Time-to-Adoption Horizon: One Year or Less Electronic Book **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;"> //<span style="font-family: 'Arial','sans-serif'; font-style: normal;">Now that they are firmly established in the consumer sector, electronic books are beginning to demonstrate capabilities that challenge the very definition of reading. //   //<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; font-style: normal; line-height: 115%;">Audiovisual, interactive, and social elements enhance the informational content of books and magazines. Social tools extend the reader’s experience into the larger world, connecting readers with one another and enabling deeper, collaborative explorations of the text. //  //<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; font-style: normal; line-height: 115%;"> The content of electronic books and the social activities they enable, rather than the device used to access them, are the keys to their popularity; nearly everyone carries some device that can function as an electronic reader, and more people are engaging with electronic books than ever before. //<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;"> <span style="font-family: 'Arial','sans-serif'; font-style: normal;"> **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;">2)Time-to-Adoption Horizon: One Year or Less Mobile Devices **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;"> //<span style="font-family: 'Arial','sans-serif'; font-style: normal;">The available choices for staying connected while on the go are many — smart phones, net books, laptops, and a wide range of other devices access the Internet using cellular-based portable hotspots and mobile broadband cards, in addition to Wi-Fi that is increasingly available wherever people congregate. //  //<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; font-style: normal; line-height: 115%;"> At the same time, the devices we carry are becoming ever more capable, and the boundaries between them more and more blurred. In the developed world, mobile computing has become an indispensable part of day-to-day life in the workforce, and a key driver is the increasing ease and speed with which it is possible to access the Internet from virtually anywhere in the world via the ever-expanding cellular network. // **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;">3)Time-to-Adoption Horizon: Two to Three Years Augmented Reality **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;"> //<span style="font-family: 'Arial','sans-serif'; font-style: normal;">While the capability to deliver augmented reality experiences has been around for decades; it is only very recently that those experiences have become easy and portable. Advances in mobile devices as well as in the different technologies that combine the real world with virtual information have led to augmented reality applications that are as near to hand as any other application on a laptop or a smart phone. //   //<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; font-style: normal; line-height: 115%;"> New uses for augmented reality are being explored and new experiments undertaken now that it is easy to do so. Emerging augmented reality tools to date have been mainly designed for marketing, social purposes, amusement, or location-based information, but new ones continue to appear as the technology becomes more popular. Augmented reality has become simple, and is now poised to enter the mainstream in the consumer sector. // **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;">4)Time-to-Adoption Horizon: Two to Three Years Game Based Learning **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;"> //<span style="font-family: 'Arial','sans-serif'; font-style: normal;">The interest in game-based learning has accelerated considerably in recent years, driven by clear successes in military and industrial training as well as by emerging research into the cognitive benefits of game play.  //   //<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; font-style: normal; line-height: 115%;">Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game environments; non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills. At the low end of game technology, there are literally thousands of ways games can be — and are already being — applied in learning contexts. More complex approaches like role-playing, collaborative problem solving, and other forms of simulated experiences have broad applicability across a wide range of disciplines, and are beginning to be explored in more classrooms. // **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;">5)Time-to-Adoption Horizon: Four to Five Years Gesture Based Computing **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;"> //<span style="font-family: 'Arial','sans-serif'; font-style: normal;">Thanks in part to the Nintendo Wii, the Apple iPhone and the iPad, many people now have some immediate experience with gesture-based computing as a means for interacting with a computer. The proliferation of games and devices that incorporate easy and intuitive gestural interactions will certainly continue, bringing with it a new era of user interface design that moves well beyond the keyboard and mouse. While the full realization of the potential of gesture-based computing remains several years away, especially in education, its significance cannot be underestimated, especially for a new generation of students accustomed to touching, tapping, swiping, jumping, and moving as a means of engaging with information. //  **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;">6)Time-to-Adoption Horizon: Four to Five Years Learning Analytic **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt; line-height: 115%;"> //<span style="font-family: 'Arial','sans-serif'; font-style: normal;">Learning analytics promises to harness the power of advances in data mining, interpretation, and modeling to improve understandings of teaching and learning, and to tailor education to individual students more effectively. Still in its early stages, learning analytics responds to calls for accountability on campuses across the country, and leverages the vast amount of data produced by students in day-to-day academic activities. While learning analytics has already been used in admissions and fund-raising efforts on several campuses, “academic analytics” is just beginning to take shape. //