Ed-Media summary
Prevalent themes: attempts to implement Web 2.0 (network based social software) software meet with resistance from sys-admins and from management admins because the new technologies challenge the existing ways of administering computing resources and academic research and teaching.
Skepticism about SecondLife, but a lot of interest in integrating other forms of social software into technology base that students will have anyway (rather than forcing them into an institutionally-mandated user experience).
Skepticism about digital natives' depth of understanding of technology, specifically how to use it in the service of critical thinking and communication or the production of formally reviewable academic work.
Higher-profile papers provided empirical research results on implementation and results. Theory had to be tested.
Considerable emphasis on ubiquitous technologies (specifically hand-held devices with access to internet and other devices at all times) and whether or not and how to make use of them.