Distance EducationThe Foreseeable Future<br />Excerpts taken from:<br />Horizon Report 2011<br />
What is the Horizon Report 2011?<br />A comprehensive research venture <br /> examines emerging technologies for their imp...
Key Trends<br />Abundance of resources and relationships <br />made easily accessible via the Internet and mobile devices ...
Key Challenges and Constraints<br />Pervasive sense <br />individual organizational constraints are likely the most import...
Key Challenges and Constraints, cont.<br />Appropriate metrics <br />behind scholarly forms of authoring, publishing and a...
What’s coming on the horizon?Technologies to Watch<br />12 months Electronic books <br />Electronic books beyond the Kindl...
What’s coming on the Horizon? Technologies to Watch<br />12 months Mobiles<br />Increasing in popularity as a primary mean...
Two-Three Years Adoption<br />Augmented Reality<br />Layering of information over 3D space<br />Concept of “blending infor...
Augmented Reality<br />
Two-Three Years Adoption, cont.<br />Game-based Learning<br />Supports 21st century skills required for students: collabor...
Two-Three Years Adoption, cont.<br />Gesture-based Computing<br />Full impact remains several years away<br />New generati...
Improve understandings of teaching and learning
Tailor instruction to individual students more effectively</li></li></ul><li>Learning Analytics Resources<br />
What will we see in the future of learning and teaching?<br />Personal learning environments <br />Increasing emphasis on ...
Open Campus Horizon12 months<br />
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Summary of Horizon 2011

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Horizon rptpresentationdraft (3)

  1. 1. Distance EducationThe Foreseeable Future<br />Excerpts taken from:<br />Horizon Report 2011<br />
  2. 2. What is the Horizon Report 2011?<br />A comprehensive research venture <br /> examines emerging technologies for their impact on teaching, learning and creative inquiry. <br />Each edition introduces six emerging technologies or practices<br /> likely to enter mainstream adoption within the next one to five years.<br />
  3. 3. Key Trends<br />Abundance of resources and relationships <br />made easily accessible via the Internet and mobile devices (What impact does this have on the role of teaching and learning and instruction?)<br />Flexibility in the workplace and lifestyle<br />People expect to work, learn, and study whenever and wherever they want - instant access (increase in wireless)<br />World of work increasingly collaborative<br />rethinking how we structure student and organizational projects – (mobile workers)<br />Technologies <br />increasingly “cloud based” (data and services moved to the cloud)<br />
  4. 4. Key Challenges and Constraints<br />Pervasive sense <br />individual organizational constraints are likely the most important factor in any decision to adopt or not adopt any given new technology<br />Arbitrary rules <br />Federal laws<br />Organizational culture (Saba, 2005) <br />*Digital media literacy (most common to higher education and highest ranked)<br />a critical skill in every discipline and profession (skills not yet well defined)<br />
  5. 5. Key Challenges and Constraints, cont.<br />Appropriate metrics <br />behind scholarly forms of authoring, publishing and authoring (difficult to evaluate blogs, e-books, multimedia pieces)<br />Unprecedented competition <br />from proprietary colleges (How do you provide high-quality services while controlling costs?)<br />Keeping pace with the rapid proliferation of information, software tools, devices<br />Overwhelming<br />Greater need for finding, interpreting, organizing and retrieving data<br />
  6. 6. What’s coming on the horizon?Technologies to Watch<br />12 months Electronic books <br />Electronic books beyond the Kindle now are multifunctional <br />Support for social interaction <br />Integration of multimedia and collaborative elements<br />http://vimeo.com/15142335<br />
  7. 7. What’s coming on the Horizon? Technologies to Watch<br />12 months Mobiles<br />Increasing in popularity as a primary means of accessing Internet resources. <br />Twitter, Poll Anywhere<br />
  8. 8. Two-Three Years Adoption<br />Augmented Reality<br />Layering of information over 3D space<br />Concept of “blending information” <br />QR codes- blends visual (markers-camera) and information <br />Augmented reality field work<br />http://gameslab.radford.edu/ROAR/ <br />http://www.youtube.com/watch?v=ZKw_Mp5YkaE<br />
  9. 9. Augmented Reality<br />
  10. 10. Two-Three Years Adoption, cont.<br />Game-based Learning<br />Supports 21st century skills required for students: collaboration, problem-solving and communication<br />Allow for experimentation, new discoveries and even failure http://www.molleindustria.org/freeculturegame-eng<br />Educational games grouped into 3 categories:<br />Not digital<br />Are digital, but not collaborative<br />Collaborative digital games<br />
  11. 11. Two-Three Years Adoption, cont.<br />Gesture-based Computing<br />Full impact remains several years away<br />New generation of students accustomed to touching, tapping, wiping, jumping, and moving as a means to engage with information (Wii, iPad, iPhone) <br /><ul><li>Learning Analytics
  12. 12. Improve understandings of teaching and learning
  13. 13. Tailor instruction to individual students more effectively</li></li></ul><li>Learning Analytics Resources<br />
  14. 14. What will we see in the future of learning and teaching?<br />Personal learning environments <br />Increasing emphasis on what is called informal learning<br /> Networked Communities versus groups<br />Collaboration to produce a common goal or outcome<br />Unstructured learning and discussion <br />Leaderless groups <br />Age of competencies <br />Learning opportunities embedded in other activities <br />Individually tailored learning management systems<br />
  15. 15. Open Campus Horizon12 months<br />
  16. 16. Questions<br />?????<br />

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