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2009 Horizon Report
2009 Horizon Report
2009 Horizon Report
2009 Horizon Report
2009 Horizon Report
2009 Horizon Report
2009 Horizon Report
2009 Horizon Report
2009 Horizon Report
2009 Horizon Report
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2009 Horizon Report

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For the last 7 years, Educause and the New Media Consortium identify six technologies each year that could impact teaching and learning, research, and creativity in higher education. Along with doing …

For the last 7 years, Educause and the New Media Consortium identify six technologies each year that could impact teaching and learning, research, and creativity in higher education. Along with doing so, they then place them on a timeline which predicts
the adoption of those technologies on a timeline from less than year.

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  • 1. 2009 Horizon Report http://www.nmc.org/pdf/2009-Horizon-Report.pdf This Year’s Big 6: “mobile devices, cloud computing, geo-everything, the personal web, semantic-aware applications, and smart objects” Citation: Johnson, L., Levine, A., & Smith, R. (2009). The 2009 Horizon Report. Austin, Texas: The New Media Consortium. Brought to you by Educause and New Media Consortium
  • 2. To View a Video and Slide Show about this release (53 minutes)
    • http://hosted.mediasite.com/hosted5/Viewer/?peid=ac311d35918948468f92deab20379246
  • 3. Features of this report
    • Identifies top 6 predictions for technologies adopted in higher ed
    • Provides a timeline of adoption for these preditions ranging from less than a year to four-five years
    • Provides current examples
    • Allows audience to add examples through the use of social bookmarking in Delicious.
  • 4. Trends and Things to Think About
    • We are more accepting of “collective intelligence” (multiple contributors and more than one way can be right).
    • Phones are a extensive, global driver.
    • Higher Ed and workplace are more accepting of games and simulations as ways of learning.
    • Higher Ed has not changed materials in a significant way in response to these changes.
    • New ways of doing things call for training.
  • 5. Mobile Devices Adoption Timeline: Less than one year
    • Phones can be used to create and access content by both faculty and students.
    • Smartphone applications can allow people to access text, calculate, and play educational games (ex. Art Masterpiece ID game, CRAM test review).
    • Smartphone applications integrate with web-based applications (email, ebooks, podcasts, updates to social networks like Facebook and Twitter).
  • 6. Cloud Computing Adoption Timeline: Less than one year
    • Cloud computing means you create or store content on the web rather than on the computer and with web-based software rather than computer-installed software.
    • Examples: Google Docs and hosted services.
  • 7. Geo-Everything Adoption Timeline: Two to Three Years
    • Geo-mapping is the ability to communicate or associate location with activity—for example, I might post a picture, but include the location where it was taken because geo-tracking is a feature of that service (Ex. Community Walk).
    • The Horizon Report acknowledges that this
    • feature is still under development and examination.
  • 8. The Personal Web Adoption Timeline: Two to Three Years
    • The personal web names the capacity for users to personalize the way they pull information from the web.
    • Examples include how we can chose features for our Google homepage or how we add applications to Facebook.
  • 9. Semantic-Aware Applications Adoption Timeline: Four to Five Years
    • “ Semantic-aware applications are tools designed to use the meaning, or semantics, of information on the Internet to make connections and provide answers that would otherwise entail a great deal of time and effort.”
    • Semantic-Aware applications should improve on search attempts on information beyond what is being done by humans as they tag or assign key words to information.
  • 10. Smart Objects Adoption Timeline: Four to Five Years
        • The technology that embeds the capacity for attaching information to an object — and there are many — the result is a connection between a physical object and a rich store of contextual information.
        • Report Example: anthropological artifacts have scan-able labels that provide information about them.

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