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2014 NMC Horizon K-12 and Higher Education

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Review of two NMC reports on educational technology adoptions, challenges, and important developments for the next year, next 2-3 years, and next 4-5 years for K-12 and Higher Education.

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2014 NMC Horizon K-12 and Higher Education

  1. 1. 2014 NMC Horizon Reports Key Findings K-12 and Higher Education Cathleen Galas August 2014 Viewpoints Research Institute Communications Design Group/SAP
  2. 2. NMC New Media Consortium • an international community of experts in educational technology. •helps member stay at the leading edge of emerging technology. •key interest is in technologies and applications that make learning more relevant and engaging. •flagship research effort is the annual NMC Horizon Report.
  3. 3. NMC Horizon Report • Serves to chart the 5-year horizon for new technologies. • Organized discussions and follow-up move the research into planning and practice. • Enhanced by the NMC Horizon Project Navigator
  4. 4. NMC Horizon Project Navigator • an online, open-content database of free research on emerging technologies, is a dynamic social media platform overlying an innovative set of intelligent search tools and a comprehensive collection of resources • highlights the best practices captured in the NMC Horizon Report series and builds upon them with continuous supporting research to enable change agents to incorporate more innovation in education with a greatly reduced risk.
  5. 5. NMC Project Navigator • Part Extensive Library – houses all the curated library clippings and rich media assets. • Part Global Project Database – examples of emerging technologies in action all over the world. • Part Social Network – provides a global social perspective using geolocation to see exactly where innovation is taking place and discover new projects – provides customized backend infrastructure for large-scale projects
  6. 6. Two NMC Reports Reviewed in this Presentation • NMC Horizon 2014 K-12 • NMC Horizon 2014 Higher Education
  7. 7. NMC Horizon 2014 K-12 • KEY TRENDS accelerating K-12 Ed Tech Adoption • CHALLENGES Impeding K-12 Ed Tech Adoption • IMPORTANT DEVELOPMENTS in Technology for K-12 Education
  8. 8. KEY TRENDS • Fast Trends: Driving Ed Tech adoption in schools over the next one to two years •  Rethinking the Roles of Teachers •  Shift to Deep Learning Approaches • Mid-Range Trends: Driving Ed Tech adoption in schools within three to five years •  Increasing Focus on Open Content •  Increasing Use of Hybrid Learning Designs • Long-Range Trends: Driving Ed Tech adoption in schools in five or more years •  Rapid Acceleration of Intuitive Technology •  Rethinking How Schools Work
  9. 9. Teacher Roles • increasingly expected: – to be adept at a variety of ICT-based and other approaches for content delivery, learner support, and assessment – to collaborate with other teachers both inside and outside their schools – to routinely use digital strategies in their work with students and act as guides and mentors – to organize their own work and comply with administrative documentation and reporting requirements. • changes in the ways teachers engage in their own continuing professional development: – Social media – Online resources – Learning communities
  10. 10. Shift to Deep Learning • More challenge based, active learning • Leveraging tablets and phones • Student centered, allowing student control over how they engage with a subject, brainstorm, and implement solutions • Connections to local and global problems
  11. 11. Increasing Focus on Open Content • OER resources growing in breadth and quality. • Goal is open content that is freely copiable, freely remixable, and free of barriers to access, cultural sensitivities, sharing, and educational use. • 2012 UNESCO Paris OER Declaration has been a crucial document for defining open as it relates to the creation, circulation, and standardization of open content.
  12. 12. Increasing Use of Hybrid Learning • using both the physical and the virtual learning environments to their highest potentials allows teachers to engage students in a broader variety of ways, and even extend the learning day. • enable students to use the school day for group work and project-based activities, while using the network to access readings, videos, and other learning materials on their own time, leveraging the best of both environments.
  13. 13. Rapid Acceleration of Intuitive Technology • Natural user interfaces allow users to engage in virtual activities with movements similar to what they would use in the real world, manipulating content intuitively. •
  14. 14. Rethinking How Schools Work • project- and challenge-based learning call for school set-ups that enable students to move from one learning activity to another more organically. • learning design that better connects each class and set of subject matter to each other. • schedules should be more flexible to allow opportunities for authentic learning experiences to take place.
  15. 15. CHALLENGES Impeding K-12 Ed Tech Adoption • Solvable Challenges: Those that we understand and know how to solve – Creating Authentic Learning Opportunities – Integrating Personalized Learning
  16. 16. CHALLENGES Impeding K-12 Ed Tech Adoption • Difficult Challenges: Those that we understand but for which solutions are elusive – Complex thinking and Communication – Increased Privacy Concerns
  17. 17. CHALLENGES Impeding K-12 Ed Tech Adoption • Wicked Challenges: Those that are complex to even define, much less address – Competition from New Models of Education – Keeping Formal Education Relevant
  18. 18. IMPORTANT DEVELOPMENTS in Technology for K-12 • Time-to-Adoption Horizon: One Year or Less – BYOD (Bring Your Own Device) – Cloud Computing
  19. 19. IMPORTANT DEVELOPMENTS in Technology for K-12 • Time-to-Adoption Horizon: Two to Three Years – Games and Gamification – Learning Analytics
  20. 20. IMPORTANT DEVELOPMENTS in Technology for K-12 • Time-to-Adoption Horizon: Four to Five Years – The Internet of Things (IoT) • conveys information communicated by network aware objects that connect the physical world with the world of information through the web through TCP/IP. • TCP/IP was formulated in the 1970s by Vinton Cerf and Robert E. Kahn. TCP/IP v6 was launched in 2006, added enormous new addressing capabilities to the Internet, and enabled objects and the information they might carry in attached sensors or devices to be addressable and searchable across the web. – Wearable technology • devices that can be worn by users, taking the form of an accessory such as jewelry, sunglasses, a backpack, or even actual items of clothing such as shoes or a jacket.
  21. 21. NMC Horizon 2014 Higher Education • KEY TRENDS Accelerating Ed Tech Adoption in Higher Education • CHALLENGES Impeding Ed Tech Adoption in Higher Education • IMPORTANT DEVELOPMENTS in Ed Tech for Higher Education • http://www.nmc.org/pdf/2014-horizon-he-preview.pdf
  22. 22. KEY TRENDS HE • Fast Moving Trends: Those likely to create substantive change (or burn out) in one to two years – Online, Hybrid, and Collaborative Learning – Social Media Use in Learning
  23. 23. KEY TRENDS HE • Mid-Range Trends: Those likely to take three to five years to create substantive change – The Creator Society – Data-Driven Learning and Assessment
  24. 24. KEY TRENDS HE • Slow Trends: Those likely to take more than five years to create substantive change – Agile Approaches to Change – Making Online Learning Natural
  25. 25. CHALLENGES HE • Urgent Challenges: Those which we both understand and know how to solve – Low Digital Fluency of Faculty – Relative Lack of Rewards for Teaching
  26. 26. CHALLENGES HE • Difficult Challenges: Those we understand but for which solutions are elusive – Competition from New Models of Education – Scaling Teaching Innovations
  27. 27. CHALLENGES HE • Wicked Challenges: Those that are complex to even define, much less address – Expanding Access – Keeping Education Relevant
  28. 28. IMPORTANT DEVELOPMENTS HE • Time-to-Adoption Horizon: One Year or Less – Flipped Classroom – Learning Analytics
  29. 29. IMPORTANT DEVELOPMENTS HE • Time-to-Adoption Horizon: Two to Three Years – 3D Printing – Games and Gamification
  30. 30. IMPORTANT DEVELOPMENTS HE • Time-to-Adoption Horizon: Four to Five Years – Quantified Self – Virtual Assistants

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