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The WOW Factor - What's on the Horizon
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The WOW Factor - What's on the Horizon


Presentation at Imaginarium, Darwin, December 2011

Presentation at Imaginarium, Darwin, December 2011

Published in Education , Technology
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  • 1. EXPLOITING THE WOW FACTOR Michael Coghlan eLearning11Creative Commons (CC) licensed music 7/12/11by Lohstana Davidfound at JAMENDO
  • 3. EXPLOITING THE WOW FACTOR TO ENHANCE TEACHING PRACTICE The WOW factor is very much underrated when attempting to engage people in educational technology. I was always hearing you cant let the technology lead, and yet all my most exciting moments, and those I observed in others, were when that it is exactly what we did - we followed the technology FOR ITS OWN SAKE and discovered wonderful things!
  • 4. THE PALACE (1997)
  • 5. Andrew DouchYr 12 Biology Teacher
  • 6. THEORIES ABOUT TECHNOLOGY1. Technological determinism: technology is an external agent that acts upon people and changes society.2. Social construction of technology (SCOT): it is human decisions and processes that create the technologies we have, and that the prevailing social milieu has an influential role in the decisions we make about how we use that technology.3. A middle ground between people and machine is the theory of Social Shaping. Nancy Baym refers to technologies having ‘logics’ that influence how we use them. Nicholas Carr calls them ‘ethics’: “the message that a tool or medium transmits into the minds and culture of its users”
  • 7. “We shape our toolsand thereafter ourtools shape us.”(McLuhan)
  • 8. “ALL GOODTECHNOLOGY ISINDISTINGUISHABLEFROM MAGIC.”(Arthur C Clarke) Creative Commons Image from dibytes
  • 9. QR Codes Make your own QR Codes at
  • 10. Today’s Meeting – Your Feedback
  • 11. HORIZON REPORT – the Process Modified version of the Delphi Technique:“ a structured communication technique, originally developed as a systematic, interactive forecasting method which relies on a panel of experts.” Creative Commons image from Dramagirl
  • 12. HORIZON REPORT – the Process• WIKI - List of Emerging Technologies prepared in advance by the New Media Consortium (NMC)• Advisory board members invited to add/annotate list items• This list then summarised into major headings that group similar technologies• Further discussion to ensure clarification (note: not justification)
  • 13. HORIZON REPORT – the ProcessSeveral rounds of voting ensue to reveal:• majority choice• timeframes• short list• final list
  • 14. WHAT’S ON THE HORIZON? a summary of recent Horizon Reports 2010/2011
  • 15. Technologies to Watch
  • 16. TIME TO ADOPTION – 1 yr or lessMobile DevicesExamples include:• Google Sky Map for Android platforms, which serves as a mobile planetarium• History: Maps of the World, containing full-colour, historical maps• iSeismometer - capable of measuring vibrations and tremors• Reference works such as the Australian Oxford Dictionary and the Aussie Slang Dictionary, featuring more than 700 common Australian phrases.• Forklift Driving Course (SA)
  • 17. TIME TO ADOPTION – 1 yr or lessMobile Internet Devices The knfbReader Mobile is designed to help those with learning disabilities or visual impairment. The user snaps a picture of text using his or her mobile phone and the phone converts the text to speech.
  • 18. TIME TO ADOPTION –1 yr or lesseBooks• Flipboard – a magazine featuring you and your social network• Project Gutenberg (Aust)
  • 19. TIME TO ADOPTION –1 yr or lesseBooks
  • 20. TIME TO ADOPTION – 2 to 3 years Augmented Reality (AR) Bringing Back the Berlin Wall
  • 21. TIME TO ADOPTION – 2 to 3 years Augmented Reality (AR)
  • 22. TIME TO ADOPTION – 2 to 3 years Augmented Reality (AR)
  • 23. TIME TO ADOPTION – 2 to 3 years Augmented Reality (AR)
  • 24. The future is alreadyhere — its just notevenly distributed.(William Gibson)
  • 25. TIME TO ADOPTION – 2 to 3 years
  • 26. CONVERGENCE TECHNOLOGICAL CONVERGENCEThe tendency for different technologicalsystems to evolve towards performing similar mobile phone + Internet = Smart Phone
  • 27. TIME TO ADOPTION – 2 to 3 years
  • 28. TIME TO ADOPTION – 2 to 3 years Game Based Learning Climate Change Game
  • 29. TIME TO ADOPTION – 2 to 3 years Game Based Learning Trading Around the World
  • 30. TIME TO ADOPTION – 2 to 3 years Game Based Learning Virtual Knee Surgery
  • 31. TIME TO ADOPTION – 4 to 5 yearsGesture Based ComputingRelevance for Teaching and LearningThe kinaesthetic nature of gesture-based computingwill very likely lead to new kinds of teaching ortraining simulations that look, feel, and operatealmost exactly like their real-world counterparts.The ease and intuitiveness of a gestural interfacemakes the experience seem very natural, and evenfun, making them relevant for learning at any ageor level of study..
  • 32. Gesture Based Computing THE FUTURE OF SHOPPING
  • 33. Gesture Based Computing VIRTUAL AUTOPSY TABLE
  • 34. Gesture Based Computing
  • 35. Sixth Sense Technology
  • 36. TIME TO ADOPTION – 4 to 5 yearsLearning Analytics Purdue University
  • 37. TIME TO ADOPTION – 4 to 5 yearsLearning Analytics SNAPP - University of Wollongong
  • 38. TIME TO ADOPTION – 4 to 5 yearsLearning Analytics Commercial Application -
  • 39. TIME TO ADOPTION – 4 to 5 yearsVisual Data Analysis
  • 40. TIME TO ADOPTION – 4 to 5 yearsVisual Data AnalysisExamples:
  • 41. TIME TO ADOPTION – 4 to 5 yearsVisual Data Analysis
  • 42. TIME TO ADOPTION – 4 to 5 yearsVisual Data Analysis
  • 45. Organisations will need to adapt to the fact that web 2.0 citizens willenter places of work and learning highly connected to a network ofpeers that they rely on for entertainment, mutual learning, andcollaboration. They may expect to be able to make use of these personallearning and social networks, and the technologies that make thesenetworks possible, in their places of work or study. These web 2.0citizens operate in a world that is open and mobile, and they are unlikelyto accept authority that is automatically assigned to a position. Theirworld is flat and devoid of hierarchy. In a world where information abouttheir areas of interest or expertise is increasing exponentially they willplace greater store on connected networks, which may extend beyondclassroom or workplace boundaries, and knowing where to get theknowledge and information they need, is more important than havingthat knowledge and information themselves.
  • 46. THANK YOU • Australian – New Zealand 2010 Horizon Report HERE • Global Report 2011 HERE • Looking to the Horizon Wiki (created by Marlene Manto) • These slides on the web at Commons (CC) licensed music Michael Coghlanby Lohstana David at JAMENDO