The Horizon Project
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    The Horizon Project The Horizon Project Presentation Transcript

    • The Horizon Project A Presentation by Anna Toth
    • What is the Horizon Project?
      • Founded by the New Media Consortium (NMC).
      • Charts the emerging technologies for teaching, learning, and creative expression.
      • Publishes a Horizon Report each year.
        • Includes 6 most influential trends
        • Summarizes the NMC findings for the year.
    • Who Uses the Horizon Report?
      • Teachers
        • Read Horizon Report to come up with new ideas in the classroom.
        • Can teach their students using technology that they are already easily using and have available.
        • Can communicate new findings with other teachers to find the best ways to help students enjoy learning.
    • Who Else?
      • Businesses
        • Businesses can see what technology is emerging for young adults, then market their products using this technology.
        • Technology is becoming a large part in younger people’s lives, and businesses are learning that quickly.
    • What Are the Six Areas of 2007?
      • User-created Content
      • Social Networking
      • Mobile Phones
      • Virtual Worlds
      • New Scholarship and Emerging Forms of Publication
      • Massively Multiplayer Educational Gaming
    • User-created Content
      • One year or less until adopted.
      • Sites like Flickr, YouTube, and Odeo are allowing users to post their own creations.
      • Users can also classify, evaluate, and add to the already posted content.
      • Many of these sites are free.
      • Provide students with a low- cost, low-risk means to publish their work. Comparing their own work to that of others can give students a valuable perspective on their own abilities and inspire them to try new ideas or techniques.
    • Social Networking
      • One year or less until adopted.
      • Most pervasive aspect of Web 2.0
      • Sites such as MySpace and Facebook connect people from all over the world hourly or daily.
      • Not yet many institutional examples of social networking.
        • Dozens of examples are familiar to students and used by them on a daily basis; institutional uses will emerge very quickly because these approaches clearly appeal to students.
    • Mobile Phones
      • Two to three years until adopted.
      • Many phones today come with some sort of multimedia, if not many forms.
      • Can access web pages directly from phones, and many systems can format the pages to fit on the phone screen.
      • Students can create mini-documentaries easily and cheaply with their phones; online tutorials for phone-based moviemaking offer tips and techniques.
      • Almost everyone owns one, which makes it easy for teachers and students to communicate.
    • Virtual Worlds
      • Two to three years until adopted.
      • Second Life, Active Worlds, There
      • Most popular virtual worlds are multi-user spaces – many people can be in the same virtual space and interact with one another in real time.
      • Teachers can conduct distance learning classes in Second Life and get more connected with their students.
      • These virtual worlds allow users to get as creative as they want to.
    • New Scholarship and Emerging Forms of Publication
      • Four to five years until adopted.
      • “ Scholars are beginning to employ methods unavailable to their counterparts of several years ago, including prepublication releases of their work, distribution through nontraditional channels, dynamic visualization of data and results, and new ways to conduct peer reviews using online collaboration. These new approaches present a new challenge: to protect the integrity of scholarly activity while taking advantage of the opportunity for increased creativity and collaboration.” (NMC Website).
    • Massively Multiplayer Educational Gaming
      • Four to five years until adopted.
      • Games that bring many players together in activities that are sometimes collaborative and sometimes competitive, generally goal-oriented, and often tied to a storyline or theme.
      • Educational games allow students the choice to work in small or large groups.
    • Conclusion
      • The Horizon Project needs to continue so that teachers can know the most up-to-date information on technology to use with their students.
      • As the report becomes more widespread, even parents will start to catch on which will only help students with their learning even more.