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What’s on the horizon 2010

What’s on the horizon 2010






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    What’s on the horizon 2010 What’s on the horizon 2010 Presentation Transcript

      a summary of the Australia-New Zealand Horizon Report 2010
      Michael Coghlan
    • Key Trends
      As the availability and use of electronic books continue to grow, the traditional publishing (and textbook) market is undergoing a profound and lasting change.
      Social and open forms of peer review and scholarship are gradually gaining acceptance.
      The availability of educational content for mobile devices is increasing as more providers develop for these platforms.
      Our notions of space and what constitutes learning environments continues to evolve.
    • “The whole world has
      become curricularised.”
    • 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.
    • Technologies to Watch
      I Year
      Mobile internet devices
      2-3 Years
      Open Content
      Augmented Reality
      4-5 Years
      Gesture Based Computing
      Visual Data Analysis
    • TIME TO ADOPTION – 1 yr or less
      Mobile Devices
      Provider served content
      Location based applications (GPS)
      Communication and Connection (“You have your social network in your hand.”)
      Media creation
    • TIME TO ADOPTION – 1 yr or less
      Mobile Devices
      Examples 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.
    • TIME TO ADOPTION – 1 yr or less
      Mobile 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.
    • TIME TO ADOPTION – 1 yr or less
      “The most interesting aspect of electronic books is not the devices they are accessed with; it is not even the texts themselves. What makes electronic books a potentially transformative technology is
      the new kinds of reading experiences that they make possible.”
      “...reader technology has developed to the point that graphs, illustrations, videos, and interactive elements can easily be included,
      and many enable bookmarking, annotation, commentary, dictionary lookup, and other research activities. Publishers have begun to uncouple print and electronic sales of textbooks, making it easier
      to choose one or the other as desired.”
    • TIME TO ADOPTION – 1 yr or less
      Flipboard – a magazine featuring you and your
      social network
    • http://www.cooliris.com/ipad/discover/
    • http://vimeo.com/15142335
    • TIME TO ADOPTION – 2 to 3 years
      Augmented Reality (AR)
      While the capability to deliver augmented reality experiences has been around for decades, it is only very recently that those experiences have become easy and portable. Advances in mobile devices as well as in the different technologies that combine the real world with virtual information have led to augmented reality applications that are as near to hand as any other application on a laptop or a smart phone.
    • TIME TO ADOPTION – 2 to 3 years
    • TIME TO ADOPTION – 2 to 3 years
    • TIME TO ADOPTION – 2 to 3 yearsAugmented Reality (AR)
    • TIME TO ADOPTION – 2 to 3 years
      Open content for education includes any freely available
      course materials — everything from worksheets to lectures to
      study aids to entire courses — offered onlinefor teachers or learners
      to access, download, use, and in many cases, modify.
      Relevance to Teaching and Learning
      It involves:
      Making use of resources already freely available (Web)
      Sharing course materials as a matter of social responsibility
      Open content offers the opportunity of reaching people that are not formally enrolled in a program of study — independent, informal, just-in-time, and life-long learners.
      Designing learning experiences that maximise the use of the Internet as a global dissemination platform of collective knowledge.
    • TIME TO ADOPTION – 2 to 3 years
      Flat World Knowledge - free online
      textbooks that teachers can modify for
      their own courses
      OER Commons - a clearinghouse of open educational resources.
      Wiki Educator aims to provide open educational
      resources for teachers around the world, covering all areas of the curriculum.
    • Open Content
      Reducing the cost of education through the development and sharing of content.
      Search, adapt, re-use and distribute.
      Using already prepared materials teachers can concentrate on pedagogy, context and teaching.
      Toolbox repository, LORN, OER movement, Creative Commons.
    • Open Content
      Thinkfinity – free lesson plans and resources for K-12
      Openlearn - http://openlearn.open.ac.uk/; free access to course materials
      GILF: Government Information Licensing Framework
    • TIME TO ADOPTION – 4 to 5 years
      Gesture Based Computing
      Relevance for Teaching and Learning
      The kinaesthetic nature of gesture-based computing
      will very likely lead to new kinds of teaching or
      training simulations that look, feel, and operate
      almost exactly like their real-world counterparts.
      The ease and intuitiveness of a gestural interface
      makes the experience seem very natural, and even
      fun, making them relevant for learning at any age
      or level of study..
    • Gesture Based Computing
    • Sixth Sense Technology
    • TIME TO ADOPTION – 4 to 5 years
      Visual Data Analysis
    • TIME TO ADOPTION – 4 to 5 years
      Visual Data Analysis
      Examples: http://www.google.com/publicdata/home
    • TIME TO ADOPTION – 4 to 5 years
      Visual Data Analysis
    • TIME TO ADOPTION – 4 to 5 years
      Visual Data Analysis
      Michael Coghlan
      Australian – New Zealand 2010 Horizon Report HERE