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What’s on the horizon 2010


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What’s on the horizon 2010

  1. 1. WHAT’S ON THE HORIZON?<br /> a summary of the Australia-New Zealand Horizon Report 2010<br />Michael Coghlan<br />eLearning10<br />7/12/10<br />
  2. 2. Key Trends<br />As the availability and use of electronic books continue to grow, the traditional publishing (and textbook) market is undergoing a profound and lasting change.<br />Social and open forms of peer review and scholarship are gradually gaining acceptance.<br />The availability of educational content for mobile devices is increasing as more providers develop for these platforms.<br />Our notions of space and what constitutes learning environments continues to evolve.<br />
  3. 3. “The whole world has <br />become curricularised.” <br />(Pachler)<br />
  4. 4. 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.<br /><br />
  5. 5. Technologies to Watch<br />I Year<br />Mobile internet devices<br />eBooks<br />2-3 Years<br />Open Content<br />Augmented Reality<br />4-5 Years<br />Gesture Based Computing<br />Visual Data Analysis<br />
  6. 6. TIME TO ADOPTION – 1 yr or less<br />Mobile Devices<br />Provider served content <br />Internet<br />Location based applications (GPS)<br />Communication and Connection (“You have your social network in your hand.”)<br />Media creation<br />
  7. 7. TIME TO ADOPTION – 1 yr or less<br />Mobile Devices<br />Examples include:<br />Google Sky Map for Android platforms, which <br /> serves as a mobile planetarium <br />History: Maps of the World, containing full-colour, historical maps<br />iSeismometer - capable of measuring vibrations and tremors<br />Reference works such as the Australian Oxford Dictionary and the Aussie Slang Dictionary, featuring more than 700 common Australian phrases.<br />
  8. 8. TIME TO ADOPTION – 1 yr or less<br />Mobile Internet Devices<br /> The knfbReader Mobile is designed <br /> to help those with learning <br /> 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.<br />
  9. 9. TIME TO ADOPTION – 1 yr or less<br />eBooks<br />“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<br />the new kinds of reading experiences that they make possible.”<br />“...reader technology has developed to the point that graphs, illustrations, videos, and interactive elements can easily be included,<br />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<br />to choose one or the other as desired.”<br />
  10. 10. TIME TO ADOPTION – 1 yr or less<br />eBooks<br />Flipboard – a magazine featuring you and your <br /> social network<br />
  11. 11.<br />WIKIPEDIA + COOLIRIS = DISCOVER<br />
  12. 12.<br />
  13. 13. TIME TO ADOPTION – 2 to 3 years<br />Augmented Reality (AR)<br />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.<br />
  14. 14. TIME TO ADOPTION – 2 to 3 years<br /><br />
  15. 15. TIME TO ADOPTION – 2 to 3 years<br /><br />
  16. 16. TIME TO ADOPTION – 2 to 3 yearsAugmented Reality (AR)<br />
  17. 17. TIME TO ADOPTION – 2 to 3 years<br />OPEN CONTENT<br />Open content for education includes any freely available<br /> course materials — everything from worksheets to lectures to <br /> study aids to entire courses — offered onlinefor teachers or learners <br /> to access, download, use, and in many cases, modify.<br />Relevance to Teaching and Learning<br />It involves:<br />Making use of resources already freely available (Web)<br />Sharing course materials as a matter of social responsibility<br /> 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.<br />Designing learning experiences that maximise the use of the Internet as a global dissemination platform of collective knowledge.<br />
  18. 18. TIME TO ADOPTION – 2 to 3 years<br />OPEN CONTENT<br />Flat World Knowledge - free online <br />textbooks that teachers can modify for <br />their own courses<br />OER Commons - a clearinghouse of open educational resources.<br />Wikieducator<br /> Wiki Educator aims to provide open educational<br /> resources for teachers around the world, covering all areas of the curriculum.<br />
  19. 19. Open Content<br />Reducing the cost of education through the development and sharing of content.<br />Search, adapt, re-use and distribute.<br />Using already prepared materials teachers can concentrate on pedagogy, context and teaching.<br />Toolbox repository, LORN, OER movement, Creative Commons. <br />
  20. 20. Open Content<br />Thinkfinity – free lesson plans and resources for K-12<br />Openlearn -; free access to course materials<br />GILF: Government Information Licensing Framework<br />
  21. 21. TIME TO ADOPTION – 4 to 5 years<br />Gesture Based Computing<br />Relevance for Teaching and Learning<br />The kinaesthetic nature of gesture-based computing<br />will very likely lead to new kinds of teaching or<br />training simulations that look, feel, and operate<br />almost exactly like their real-world counterparts.<br />The ease and intuitiveness of a gestural interface<br />makes the experience seem very natural, and even<br />fun, making them relevant for learning at any age<br />or level of study..<br />
  22. 22. Gesture Based Computing<br /><br />
  23. 23. Sixth Sense Technology<br /><br />
  24. 24. TIME TO ADOPTION – 4 to 5 years<br />Visual Data Analysis<br />
  25. 25. TIME TO ADOPTION – 4 to 5 years<br />Visual Data Analysis<br />Examples:<br />
  26. 26. TIME TO ADOPTION – 4 to 5 years<br />Visual Data Analysis<br /><br />
  27. 27. TIME TO ADOPTION – 4 to 5 years<br />Visual Data Analysis<br /><br />
  28. 28. THANK YOU<br />Michael Coghlan<br /><br />Australian – New Zealand 2010 Horizon Report HERE<br />