Key lessons for the design and integration of virtual environments in secondary science
Computers & Education
DIVA: a visualization system for exploring document databases for technology forecasting
Computers and Industrial Engineering
A documental approach to adventure game development
Science of Computer Programming
Virtual reality for collaborative e-learning
Computers & Education
Wikipedia Mining for Huge Scale Japanese Association Thesaurus Construction
AINAW '08 Proceedings of the 22nd International Conference on Advanced Information Networking and Applications - Workshops
Development and evaluation of a virtual campus on Second Life: The case of SecondDMI
Computers & Education
Effectiveness of using a video game to teach a course in mechanical engineering
Computers & Education
Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
ICCGI '09 Proceedings of the 2009 Fourth International Multi-Conference on Computing in the Global Information Technology
Labeling News Topic Threads with Wikipedia Entries
ISM '09 Proceedings of the 2009 11th IEEE International Symposium on Multimedia
Cognitive, social and teaching presence in a virtual world and a text chat
Computers & Education
Factors driving the adoption of m-learning: An empirical study
Computers & Education
Using online shared workspaces to support group collaborative learning
Computers & Education
Design of affectively evocative smart ambient media for learning
Computers & Education
Beyond basic study skills: The use of technology for success in college
Computers in Human Behavior
An observational study of undergraduate students' adoption of (mobile) note-taking software
Computers in Human Behavior
Review of trends from mobile learning studies: A meta-analysis
Computers & Education
An Augmented Reality Environment for Astronomy Learning in Elementary Grades: An Exploratory Study
Proceedings of the 25ième conférence francophone on l'Interaction Homme-Machine
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Each year since 2004, a new Horizon Report has been released. Each edition attempts to forecast the most promising technologies likely to impact on education along three horizons: the short term (the year of the report), the mid-term (the next 2 years) and the long term (the next 4 years). This paper analyzes the evolution of technology trends from 2004 to 2014 that correspond to the long-term predictions of the most recent Horizon Report. The study analyzes through bibliometric analysis which technologies were successful and became a regular part of education systems, which ones failed to have the predicted impact and why, and the shape of technology flows in recent years. The study also shows how the evolution and maturity of some technologies allowed the revival of expectations for others. The analysis here, which focuses on educational applications, offers guidelines that may be helpful to those seeking to invest in new research areas.