From a technical perspective, the future of learning is defined by four axes around which technological and methodological efforts revolve. These axes are mobility, interaction, artificial intelligence and technologybased resources such as augmented reality and games applied to learning. Combining them means creating a model of mobile, interactive and intelligent scenarios that take advantage of the spaces and times available to the learner. The various technologies are already available yet used separately in different educational experiences. It is therefore crucial to combine and integrate them into didactic models wherein the learning attained by students is significant. This article discusses these technologies and proposes an integrative model that enables a framework of reference for didactic work to be established. It concludes by highlighting the need to experiment with technologies and to apply the results to teaching-learning models using alternative interaction schema, and the urgency of having intelligent tutoring systems to make tutoring available on a massive scale. part to the increase in mobile access plans and the development of mobile learning within reach of all students.
KeywordsThe growth in rates of access to the Internet via mobile devices is setting a trend that actually runs counter to the classic disadvantages experienced by certain social and ethnic groups.Mobile devices offer the advantage of integrating several technologies into a single unit; in the field of education, this represents a set of possibilities that have had a major impact (Low, 2006). They offer the possibility of having tools and resources available anytime, anywhere, thereby creating a combination of possibilities that, properly exploited, can improve learning results. Applying the concept of mobility to education has the power to make processes ubiquitous and to combine formal learning that takes place in a classroom with informal learning that occurs in social networks, thus breaking structures and concepts and paving the way for a series of innovations, the effects of which need to be experienced.In addition to academic applications is the Web 2.0 phenomenon, which has caused the mobile wave to spread across the globe; Internet users upload information to share with others in their social networks, they interact with each other in those social networks and they collaboratively construct knowledge as constituent parts of a collective intelligence in which leisure and entertainment take up a considerable amount of time.According to Low (2006), learning via mobile devices facilitates the students' activities, which the author divides into four categories:1. Students are capable of creating and capturing their own content.
Students can access educational resources.3. Students use digital devices to process learning stimuli.4. Students communicate with their peers and tutors, establishing relationships that are useful to learning.The fourth category refers to the interaction that occurs among members of a lear...