What’s On The Horizon?


Published on

A summary of the Australia-New Zealand Horizon Report 2009. Presentation given at eDayz09 (http://edayz.org/) 13/11/09

Published in: Education, Technology
1 Like
  • Be the first to comment

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

What’s On The Horizon?

  1. 1. WHAT’S ON THE HORIZON? a summary of the Australia-New Zealand Horizon Report 2009 Michael Coghlan eDayz 2009 13/11/09
  2. 2. TIME TO ADOPTION – 1 yr or less <ul><li>Mobile Internet Devices </li></ul><ul><li>Examples include: </li></ul><ul><li>Google Sky Map for Android platforms, which </li></ul><ul><li>serves as a mobile planetarium </li></ul><ul><li>History: Maps of the World, containing full-colour, historical maps </li></ul><ul><li>iSeismometer - capable of measuring vibrations and tremors </li></ul><ul><li>Reference works such as the Australian Oxford Dictionary and the Aussie Slang Dictionary, featuring more than 700 common Australian phrases. </li></ul>
  3. 3. TIME TO ADOPTION – 1 yr or less <ul><li>Mobile Internet Devices </li></ul><ul><li>The knfbReader Mobile is designed </li></ul><ul><li>to help those with learning </li></ul><ul><li>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. </li></ul>
  4. 4. TIME TO ADOPTION – 1 yr or less <ul><li>Private Clouds </li></ul><ul><li>Cloud Computing Made Simple </li></ul><ul><li>A private cloud is, essentially, a cloud computing capability dedicated to one organization (Bernard Golden, CIO, 22 May 2009.) </li></ul>
  5. 5. TIME TO ADOPTION – 1 yr or less <ul><li>Public Clouds </li></ul><ul><li>Google Apps </li></ul><ul><li>Microsoft Live </li></ul><ul><li>Private Clouds </li></ul><ul><li>Uni of Melb Cloud to Water Farms </li></ul>
  6. 6. TIME TO ADOPTION – 2 to 3 years <ul><li>OPEN CONTENT </li></ul><ul><li>Open content for education includes any freely available </li></ul><ul><li>course materials — everything from worksheets to lectures to </li></ul><ul><li>study aids to entire courses — offered online for teachers or learners </li></ul><ul><li>to access, download, use, and in many cases, modify. </li></ul><ul><li>Relevance to Teaching and Learning </li></ul><ul><li>In a time when teachers and educators are increasingly attuned to student engagement, many see open content as a way to share learning materials in forms other than text. A great deal of rich media content , for example, is available in audio or video form through iTunes U, YouTube, and other media sharing sites. Increasingly, institutions are creating special content expressly to be shared on </li></ul><ul><li>such sites. </li></ul><ul><li>Open content offers the additional promise of reaching people that </li></ul><ul><li>are not formally enrolled in a program of study — independent, </li></ul><ul><li>informal, just-in-time, and life-long learners. </li></ul>
  7. 7. TIME TO ADOPTION – 2 to 3 years <ul><li>OPEN CONTENT </li></ul><ul><li>Flat World Knowledge - free online </li></ul><ul><li>textbooks that teachers can modify for </li></ul><ul><li>their own courses </li></ul><ul><li>OER Commons - a clearinghouse of open educational resources. </li></ul><ul><li>Wikieducator </li></ul><ul><li>Wiki Educator aims to provide open educational </li></ul><ul><li>resources for teachers around the world, covering all areas of the curriculum. </li></ul>
  8. 8. TIME TO ADOPTION – 2 to 3 years <ul><li>Virtual, Augmented, and Alternate Realities </li></ul><ul><li>With virtual worlds firmly </li></ul><ul><li>established as valuable learning </li></ul><ul><li>spaces, educational institutions </li></ul><ul><li>are exploring additional ways to </li></ul><ul><li>provide immersive experiences </li></ul><ul><li>for education. Activities that blur </li></ul><ul><li>the boundary between the virtual </li></ul><ul><li>and the real, including simulations , augmented reality experiences, and alternate reality games , are proving to be effective means for attracting students’ interest and increasing their engagement. </li></ul>Image: http://flickr.com/photos/teachandlearn/2332548574
  9. 9. TIME TO ADOPTION – 2 to 3 years <ul><li>Virtual, Augmented, and Alternate Realities </li></ul><ul><li>Jokaydia </li></ul><ul><li>Virtual Worlds – Real Learning </li></ul><ul><li>Zombie Truth – an alternate </li></ul><ul><li>reality game </li></ul><ul><li>Stock Track: Global Portfolio </li></ul><ul><li>Simulations </li></ul>Image: http://www.flickr.com/photos/antares/2536756809/
  10. 10. TIME TO ADOPTION – 4 to 5 years <ul><li>Location-Based Learning </li></ul><ul><li>Relevance for Teaching and Learning </li></ul><ul><li>As an educational tool, location-based learning offers </li></ul><ul><li>the promise of just-in-time content delivery, giving </li></ul><ul><li>students access to data that is clearly tied with what </li></ul><ul><li>they are seeing and experiencing at the moment. </li></ul><ul><li>Since the technologies that facilitate location-based </li></ul><ul><li>learning support both access and production of </li></ul><ul><li>information, learners have a key opportunity to </li></ul><ul><li>create content as well as receive it. </li></ul>http://www.flickr.com/photos/gravitystorm/2189744333/
  11. 11. TIME TO ADOPTION – 4 to 5 years <ul><li>Location-Based Learning </li></ul><ul><li>Glympse - http://www.glympse.com/ </li></ul><ul><li>Layar - http://layar.com/ </li></ul>
  12. 12. TIME TO ADOPTION – 4 to 5 years <ul><li>Smart Objects and Devices </li></ul><ul><li>LiveScribe </li></ul><ul><li>Kindle </li></ul>http://www.flickr.com/photos/43602175@N06/4070018642 / http://www.flickr.com/photos/piair/3887369065/
  13. 13. TIME TO ADOPTION – 4 to 5 years <ul><li>Smart Objects and Devices </li></ul><ul><li>Siftables – Making the Content Digital </li></ul><ul><li>Tweet-a-Watt </li></ul>
  14. 14. http://flickr.com/photos/7447470@N06/1345266896/ Organisations will need to adapt to the fact that web 2.0 citizens will enter places of work and learning highly connected to a network of peers that they rely on for entertainment, mutual learning, and collaboration. They may expect to be able to make use of these personal learning and social networks, and the technologies that make these networks possible, in their places of work or study. These web 2.0 citizens operate in a world that is open and mobile, and they are unlikely to accept authority that is automatically assigned to a position. Their world is flat and devoid of hierarchy. In a world where information about their areas of interest or expertise is increasing exponentially they will place greater store on connected networks, which may extend beyond classroom or workplace boundaries, and knowing where to get the knowledge and information they need, is more important than having that knowledge and information themselves.
  15. 15. Michael Coghlan [email_address] THANK YOU Australian – New Zealand 2009 Horizon Report HERE