Learning should not be limited to a physical classroom and to the classroom time. New tools are needed to enable students to learning anywhere and anytime.
Games are motivating and engaging. Converting some of the learning tasks into game-like activities may perform the magic of changing students' learning behaviour. New tools are needed for the making and running of the new games.
The ability to self-learn is a defining factor of a successful learner. Apart from readings, more and more we learn from video-based materials and from completing online exercises. New tools are needed to facilitate the making and sharing of resources in these new medium.