Innovation Circle. The process is permanent and could not be limited to major digits - like the Volkswagen Beetle: Facelifts but no really major releases even with the "New Beetle" :-)
6. Learning Technologies 2.0 Other Technologies will influence Learning (2.0): Samples: Global Networks ArtificialIntelligence Peer-to-Peer-Technologies Collaboration Software Learnergenerated Content Wearable Computing Game Based Learning / Serious Games
7. Training Technologies (1996) Technology at the Height Pure Text Internet Rising Technologies Maturing Technologies Compact Disc CBT Web 1.0 Overheads Developing Technologies Declining Technologies
8. Training Technologies (2006) Technology at the Height Web 1.0 Web 2.0 / Clouds Rising Technologies Maturing Technologies Compact Disc Mobile Learning Serious Games Pure Text Internet Developing Technologies Declining Technologies
9. Training Technologies (2009) Technology at the Height Web 2.0 / Clouds Mobile Learning Rising Technologies Maturing Technologies Web 1.0 Serious Games Collective Learning Haptic/Gestures Compact Disc Developing Technologies Declining Technologies
10.
11. Training Technologies (2014) Technology at the Height Mobile Learning Serious Games Rising Technologies Maturing Technologies Collective Learning Web 2.0 / Clouds Haptic/Gestures Bio-Learning Web 1.0 Developing Technologies Declining Technologies
12. Summary Therehavebeen an explosionof Learning Technologies sinceMiddle 90s Theoryof Innovation: Life Cyclesshowthat Innovation is permanent Big Changesbetween Version 1 Technologies (Supporting) and Version 2.0 Technologies (Disruptiv) Consolidationofmarkets Web 2.0-Tools (especiallySocial Media) are „trendy“