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E-maginarium - Horizon Report - Michael Coghlan

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E-maginarium - Horizon Report - Michael Coghlan

  1. 1. Michael Coghlan
  2. 2. EXPLOITING THE WOW FACTOR Michael Coghlan eLearning11 7/12/11 Creative Commons (CC) licensed music by  Lohsta na David Creative Commons (CC) licensed music by   Lohstana David found at JAMENDO
  3. 3. 10 YEARS AGO (2001) <ul><li>BLOGS </li></ul><ul><li>WIKIS </li></ul><ul><li>PODCASTS </li></ul><ul><li>RSS FEEDS </li></ul><ul><li>YOUTUBE </li></ul><ul><li>TWITTER </li></ul><ul><li>VIRTUAL CLASSROOMS </li></ul><ul><li>FACEBOOK </li></ul><ul><li>IPADS </li></ul><ul><li>IPHONES </li></ul><ul><li>EBOOKS </li></ul>
  4. 4. EXPLOITING THE WOW FACTOR TO ENHANCE TEACHING PRACTICE <ul><li>The WOW factor is very much underrated when attempting to engage people in educational technology. I was always hearing ' you can't 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! </li></ul>
  5. 5. THE PALACE (1997)
  6. 6. Andrew Douch Yr 12 Biology Teacher
  7. 9. THEORIES ABOUT TECHNOLOGY <ul><li>Technological determinism : technology is an external agent that acts upon people and changes society. </li></ul><ul><li>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. </li></ul><ul><li>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 ’ : </li></ul><ul><li>“ the message that a tool or medium transmits into the minds and culture of its users” </li></ul>
  8. 10. <ul><li>“ We shape our tools and thereafter our tools shape us. ” (McLuhan) </li></ul>
  9. 11. <ul><li>“ ALL GOOD TECHNOLOGY IS INDISTINGUISHABLE FROM MAGIC. ” </li></ul><ul><li>(Arthur C Clarke) </li></ul>Creative Commons Image from dibytes
  10. 12. QR Codes Make your own QR Codes at QRStuff.com
  11. 13. Today ’ s Meeting – Your Feedback http://todaysmeet.com/imaginarium
  12. 14. HORIZON REPORT – the Process <ul><li>Modified version of the Delphi Technique : </li></ul><ul><li>“ a structured communication technique, originally developed as a systematic, interactive forecasting  </li></ul><ul><li>method which relies on a panel of experts. ” </li></ul>Creative Commons image from Dramagirl
  13. 15. HORIZON REPORT – the Process <ul><li>WIKI - List of Emerging Technologies prepared in advance by the New Media Consortium (NMC) </li></ul><ul><li>Advisory board members invited to add/annotate list items </li></ul><ul><li>This list then summarised into major headings that group similar technologies </li></ul><ul><li>Further discussion to ensure clarification (note: not justification) </li></ul>
  14. 16. HORIZON REPORT – the Process <ul><li>Several rounds of voting ensue to reveal: </li></ul><ul><li>majority choice </li></ul><ul><li>timeframes </li></ul><ul><li>short list </li></ul><ul><li>final list </li></ul>
  15. 17. WHAT ’ S ON THE HORIZON? a summary of recent Horizon Reports 2010/2011
  16. 18. Technologies to Watch
  17. 19. TIME TO ADOPTION – 1 yr or less <ul><li>Mobile 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><ul><li>Forklift Driving Course (SA) </li></ul>
  18. 20. 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>
  19. 21. TIME TO ADOPTION – 1 yr or less <ul><li>eBooks </li></ul><ul><li>Flipboard – a magazine featuring you and your </li></ul><ul><li>social network </li></ul><ul><li>Project Gutenberg (Aust) </li></ul>
  20. 22. TIME TO ADOPTION – 1 yr or less <ul><li>eBooks </li></ul>
  21. 23. TIME TO ADOPTION – 2 to 3 years Augmented Reality (AR) Bringing Back the Berlin Wall
  22. 24. TIME TO ADOPTION – 2 to 3 years Augmented Reality (AR) http://www.youtube.com/watch?v=loZtR05O0uU
  23. 25. TIME TO ADOPTION – 2 to 3 years Augmented Reality (AR) http://www.youtube.com/watch?v=P9KPJlA5yds
  24. 26. TIME TO ADOPTION – 2 to 3 years Augmented Reality (AR)
  25. 27. The future is already here — it's just not evenly distributed. (William Gibson)
  26. 28. TIME TO ADOPTION – 2 to 3 years http://www.youtube.com/watch?v=tb0pMeg1UN0
  27. 29. CONVERGENCE TECHNOLOGICAL CONVERGENCE The tendency for different technological systems to evolve towards performing similar tasks. eg mobile phone + Internet = Smart Phone
  28. 30. TIME TO ADOPTION – 2 to 3 years http://www.vimeo.com/2341387
  29. 31. TIME TO ADOPTION – 2 to 3 years Game Based Learning Climate Change Game
  30. 32. TIME TO ADOPTION – 2 to 3 years Game Based Learning Trading Around the World
  31. 33. TIME TO ADOPTION – 2 to 3 years Game Based Learning Virtual Knee Surgery
  32. 34. TIME TO ADOPTION – 4 to 5 years <ul><li>Gesture Based Computing </li></ul><ul><li>Relevance for Teaching and Learning </li></ul><ul><li>The kinaesthetic nature of gesture-based computing </li></ul><ul><li>will very likely lead to new kinds of teaching or </li></ul><ul><li>training simulations that look, feel, and operate </li></ul><ul><li>almost exactly like their real-world counterparts. </li></ul><ul><li>The ease and intuitiveness of a gestural interface </li></ul><ul><li>makes the experience seem very natural, and even </li></ul><ul><li>fun, making them relevant for learning at any age </li></ul><ul><li>or level of study. . </li></ul>
  33. 35. Gesture Based Computing http://www.youtube.com/v/xyBXjjZa9qE THE FUTURE OF SHOPPING
  34. 36. Gesture Based Computing http://vimeo.com/moogaloop.swf?clip_id=6866296 VIRTUAL AUTOPSY TABLE
  35. 37. Gesture Based Computing http://www.youtube.com/user/oblongtamper
  36. 38. Sixth Sense Technology http://www.ted.com/talks/pranav_mistry_the_thrilling_potential_of_sixthsense_technology.html
  37. 39. TIME TO ADOPTION – 4 to 5 years http://www.youtube.com/watch?v=KxYewO9iAgw Learning Analytics Purdue University
  38. 40. TIME TO ADOPTION – 4 to 5 years Learning Analytics SNAPP - University of Wollongong
  39. 41. TIME TO ADOPTION – 4 to 5 years Learning Analytics Commercial Application - Mixpanel.com
  40. 42. TIME TO ADOPTION – 4 to 5 years <ul><li>Visual Data Analysis </li></ul>
  41. 43. TIME TO ADOPTION – 4 to 5 years <ul><li>Visual Data Analysis </li></ul><ul><li>Examples: http://www.google.com/publicdata/home </li></ul>
  42. 44. TIME TO ADOPTION – 4 to 5 years <ul><li>Visual Data Analysis </li></ul>http://www.ushahidi.com/
  43. 45. TIME TO ADOPTION – 4 to 5 years Visual Data Analysis http://www.christchurchquakemap.co.nz/
  44. 46. THE MOST IMPORTANT TOOL OF ALL IS YOU!!! JanneM @ flickr.com
  45. 47. WHAT DO YOU DO WITH ALL OF THIS??
  46. 48. 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.
  47. 49. Michael Coghlan [email_address] THANK YOU <ul><li>Australian – New Zealand 2010 Horizon Report </li></ul><ul><li>Global Report 2011 </li></ul><ul><li>Looking to the Horizon Wiki (created by Marlene Manto) </li></ul><ul><li>These slides on the web </li></ul>Creative Commons (CC) licensed music by   Lohstana David found at JAMENDO

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