Soon and Very Soon: Based on Horizon Report 2013

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Soon and Very Soon: Based on Horizon Report 2013

  1. 1. The Future of Technology: Soon and very soon Based on the Horizon Report 2013 https://net.educause.edu/ir/library/pdf/HR2013.p df Evan Peterson Instructional Technologist
  2. 2. About the Horizon Report  The NMC Horizon Report is an unbiased source of information that helps education leaders, trustees, policy makers, and others easily understand the impact of key emerging technologies on education, and when they are likely to enter mainstream use.
  3. 3. Key Trends  Time-to-Adoption Horizon: One Year or Less ◦ Massively Open Online Courses (MOOCs) ◦ Tablet Computing  Time-to-Adoption Horizon: Two to Three Years ◦ Games and Gamification ◦ Learning Analytics  Time-to-Adoption Horizon: Four to Five Years ◦ 3D Printing ◦ Wearable Technology
  4. 4. 1 Year or Less  Massively Online Open Course (MOOC) ◦ Student Advantage  Continuing life-long learning for “free”  Professionals are able to increase knowledge and employability ◦ College/ University Advantage  Opportunity to showcase their curriculum  Market their school to potential students
  5. 5. MOOC: The Major Players  Coursera https://www.coursera.org/  edX https://www.edx.org/  Udacity https://www.udacity.com
  6. 6. MOOC Disadvantages  Little personal contact from the instructor  Not college credit  Grading is usually computer based or peer review  Changing model…not ALL courses are free
  7. 7. Tablet Computing  Advantages ◦ ◦ ◦ ◦ Ease in size eBooks High resolution Network: WiFi, Cellular network connectivity ◦ Wealth of mobile apps ◦ Low cost
  8. 8. Tablet Computing ◦ From a student perspective  https://www.youtube.com/watch?v=A3ZVVRna vac
  9. 9. Tablet Computing Disadvantages Support challenges  Cost challenges  Broken devices  Variety of devices  Possible classroom distraction 
  10. 10. Time-to-Adoption: Two to Three Years Games and Gamification  Learning Analytics 
  11. 11. Games and Gamification  Gamification? ◦ the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.
  12. 12. Games?
  13. 13. Games and Gamificaton Gamer culture is growing  31% of gamers between 18-35 Years old  Tablets, Smart phones proliferation  Xbox, Sony PlayStation, Wii, etc 
  14. 14. Games and Gamification  Elements ◦ ◦ ◦ ◦ Badges/ Levels Interaction with other students Immersion in content Animation and demonstration
  15. 15. Games and Gamification ◦ The Hour of Code  The use of an online game to teach how to create computer programing code  http://code.org/
  16. 16. Games and Gamification  Advantages ◦ Engages students in your content ◦ Immersion of concepts in an exciting environment ◦ Encourages competition ◦ Encourages creativity ◦ Encourages interaction between students
  17. 17. Games and Gamification  Disadvantages ◦ Maybe be complicated to organize meaningful gaming ◦ Students may lose sight of lesson
  18. 18. Learning Analytics  The field associated with deciphering trends and patterns from educational big data, or huge sets of studentrelated data, to further the advancement of a personalized supportive system of higher education.
  19. 19. Learning Analytics  What does that mean? ◦ Analyzing data to base decisions relating to education  Learning Analytics example ◦ Being able to use your LMS data to identify at-risk learners ◦ Help you adjust your courses design by helping you identify success in assessments vs. your learning outcomes
  20. 20. Learning analytics ◦ In industry- Using metrics to tailor recommendations and advertisements  Google  Amazon.com  Netflix
  21. 21. Time-to-Adoption: Four to Five Years 3D Printing  Wearable Technology 
  22. 22. 3D Printing  Allows users to build “print” ◦ ◦ ◦ ◦ ◦ ◦ ◦  Toys Robots Models Building replicas tools Household furniture and accessories Anything you design, or download http://youtu.be/X5AZzOw7FwA
  23. 23. 3D Printing  Relevance to Teaching and Learning: Enables more authentic explorations of objects not readily available to universities ◦ ◦ ◦ ◦ ◦ ◦ Dinosaur fossils/ Artifacts Molecular structures Design Physics Engineering Paleontology
  24. 24. 3D Printing  In a real life solution: “Magic “ Arms ◦ http://youtu.be/WoZ2BgPVtA0
  25. 25. 3D Printing How does it work? How much does it cost?  Less than $2,500  http://youtu.be/AKTSdW7-H3Q 
  26. 26. Wearable Technology  Wearable technology refers to devices that can be worn by users ◦ ◦ ◦ ◦ Jewelry Sunglasses Backpack Clothing items like a shore or jacket
  27. 27. Wearable technology  Google Glass  Smarty Ring http://youtu.be/MI7cflJdtcU  Headband that measures brain waves http://bcove.me/3vss06tu 
  28. 28. Discussion Do you feel the Horizon Report forecast is accurate?  What barriers do faculty have adopting such technologies?  What would you ask of your administration to help support your adoption of technology? 
  29. 29. Questions

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