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The visual record of the discussions around Questions 2 and 3:



Q2. What technologies that have a solid user base in consumer, entertainment, or other industries should colleges and universities be actively looking for ways to apply? Looking to industry for examples of technologies that could be applied to education, the group identified a few that take advantage of high bandwitdh (video conferencing, massively multiplayer online gaming). Mapping technologies also came to mind.

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The visual record of the discussions around Questions 4 and 5:



Q4. What do you see as the key challenge(s) related to teaching, learning, or creative expression that colleges and universities will face during the next 5 years? The issue of access is still present, but has shifted from access to technology or to the internet in general to a question of access to broadband internet, which is becoming increasingly necessary for many other technologies. Digital asset management also struck a chord with the group as a significant challenge that many institutions are beginning to face.

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