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What's on the Horizon? Trends and Trials in Educational Technology

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For the past 10 years, the New Media Consortium has released an annual Horizon Report, evaluating current trends in technology, and forecasting newer technologies' importance and uptake in education over a multi-year horizon. We will review previous Horizon Reports' predictions with a focus on the 2014 Horizon Report Higher Ed Edition's findings and forecasts. Particular emphasis will be placed on challenges in the educational technology realm, including faculty training and readiness, innovation scalability, and the ultimate question - when should new technologies be used? Are we jumping on the bandwagon? When should we jump off? http://stream.lib.utah.edu/index.php?c=details&id=10298

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What's on the Horizon? Trends and Trials in Educational Technology

  1. 1. What’s on the Horizon? Trends and Trials in Educational Technology Melissa L. Rethlefsen, MLS, AHIP @mlrethlefsen
  2. 2. 2006
  3. 3. https://flic.kr/p/2WsSKi
  4. 4. Before or After Melissa’s Presentation October 14, 2006
  5. 5. iPhone Before or After Oct 2006
  6. 6. iPhone: 6/29/07 After Oct 2006
  7. 7. Smartphone Before or After Oct 2006
  8. 8. Smartphone: 1999 (in Japan) Before Oct 2006
  9. 9. YouTube Before or After Oct 2006
  10. 10. YouTube: February 2005 Before Oct 2006
  11. 11. Facebook Before or After Oct 2006
  12. 12. Facebook: May 2004 Before Oct 2006
  13. 13. Facebook Released to Public Before or After Oct 2006
  14. 14. Facebook Released to Public: September 26, 2006 Before Oct 2006
  15. 15. Twitter Before or After Oct 2006
  16. 16. Twitter: March 21, 2006 Before Oct 2006
  17. 17. Google Scholar Before or After Oct 2006
  18. 18. Google Scholar: November 2004 Before Oct 2006
  19. 19. Google Docs Before or After Oct 2006
  20. 20. Google Docs: It Depends Before Oct 2006: Writely (8/05) / Docs (8/06) Before Oct 2006: Google Spreadsheets (6/06) After Oct 2006: Google Docs presentations (9/07) After Oct 2006: Google Docs released from beta (7/09)
  21. 21. iPad Before or After Oct 2006
  22. 22. iPad: April 3, 2010 After Oct 2006
  23. 23. Wikipedia Before or After Oct 2006
  24. 24. Wikipedia: January 2001 Before Oct 2006
  25. 25. Blogs Before or After Oct 2006
  26. 26. Blogs: 1998/9 Before Oct 2006 Open Diary: 1998 LiveJournal: 1999 Blogger: 1999 WordPress: May 2003
  27. 27. iTunes U Before or After Oct 2006
  28. 28. iTunes U: May 30, 2007 After Oct 2006 Before Oct 2006: iTunes (2001), iTunes Store (2003)
  29. 29. World of Warcraft Before or After Oct 2006
  30. 30. World of Warcraft: 2004 Before Oct 2006
  31. 31. Flipped Classroom Before or After Oct 2006
  32. 32. Flipped Classroom: 2007 After Oct 2006
  33. 33. Touchscreen Before or After Oct 2006
  34. 34. Touchscreen: 1965 Before Oct 2006 1983: 1st home computer 1993: Apple Newton 1996: Palm 2002: Windows XP Tablet
  35. 35. Dropbox Before or After Oct 2006
  36. 36. Dropbox: September 2008 After Oct 2006
  37. 37. Horizon Report • Outlines timelines for adoption of technology – 20% of educational institutions adopt – 3 time horizons: • 1 year • 2-3 years • 4-5 years • Started in 2004, updated annually • Team uses apps, iTunes U, wiki, RSS feeds
  38. 38. Learning Objects Scalable Vector Graphics Extended Learning Ubiquitous Wireless Rapid Prototyping Multimodal Interfaces Social Computing Personal Broadcasting Intelligent Search Educational Gaming User-Created Content Social Networking Knowledge Webs Phones in their Pockets Educational Gaming Grassroots Video Collaboration Webs Context-Aware Computing Social Networks/Knowledge Webs Context-Aware Computing/Augmented Reality Mobile Phones Virtual Worlds Cloud Computing Augmented Reality and Enhanced Visualization Context-Aware Environments and Devices Mobile Broadband Data Mashups Mobile Computing Open Content eBooks Geo Everything Personal Web Mobiles New Scholarship/Emerging Forms of Publication Massively Multiplayer Educational Gaming Collective Intelligence Social Operating Systems eBooks Simple Augmented Reality Mobile Apps Tablet Computing Semantic-Aware Applications Smart Objects Augmented Reality Game-Based Learning Massive Open Online Courses Tablet Computing
  39. 39. Educational Gaming (2008) Educational Gaming (2009) Massively Multiplayer Educational Gaming (2012) (2014) Game-Based Learning
  40. 40. Context-Aware Computing (2009) Context-Aware Computing/Augmented Reality (2010) Augmented Reality and Enhanced Visualization Context-Aware Environments and Devices (2011) (2013) Simple Augmented Reality Smart Objects Augmented Reality (2014)
  41. 41. Learning Objects Scalable Vector Graphics Extended Learning Ubiquitous Wireless Social Computing Personal Broadcasting User-Created Content Social Networking Grassroots Video Collaboration Webs Mobile Phones Cloud Computing Mobile Computing Open Content eBooks Mobiles Mobile Apps Tablet Computing Massive Open Online Courses Tablet Computing
  42. 42. Predicted to Happen This Year • Gesture-Based Computing (also 2016, 2017) • Visual Data Analysis • Game-Based Learning (also 2016, 2017) • Learning Analytics (also 2016) • Flipped Classroom (also 2016)
  43. 43. 2014 Horizon Report • Key technologies • Trends with impact • Key challenges teaching, learning, creative inquiry
  44. 44. Key Trends • Ubiquitous Social Media • Integration of Online, Hybrid, Collaborative Learning • Data-Driven Learning/Assessment • Students as Creators • Agile Change • Online Learning Evolution
  45. 45. Key Technologies • Flipped Classroom • Learning Analytics • 3D Printing • Games and Gamification • Quantified Self • Virtual Assistants
  46. 46. Key Challenges • Low Digital Fluency of Faculty • Relative Lack of Rewards for Teaching • Competition from New Models of Education • Scaling Teaching Innovations • Expanding Access • Keeping Education Relevant
  47. 47. Low Digital Fluency What is it, and how can we get better?
  48. 48. The Bandwagon Yes, I know a Conestoga wagon isn’t *quite* a bandwagon…
  49. 49. Key Technologies • Flipped Classroom • Learning Analytics • 3D Printing • Games and Gamification • Quantified Self • Virtual Assistants
  50. 50. Learning Objects Scalable Vector Graphics Extended Learning Ubiquitous Wireless Rapid Prototyping Multimodal Interfaces Social Computing Personal Broadcasting Intelligent Search Educational Gaming User-Created Content Social Networking Knowledge Webs Phones in their Pockets Educational Gaming Grassroots Video Collaboration Webs Context-Aware Computing Social Networks/Knowledge Webs Context-Aware Computing/Augmented Reality Mobile Phones Virtual Worlds Cloud Computing Augmented Reality and Enhanced Visualization Context-Aware Environments and Devices Mobile Broadband Data Mashups Mobile Computing Open Content eBooks Geo Everything Personal Web Mobiles New Scholarship/Emerging Forms of Publication Massively Multiplayer Educational Gaming Collective Intelligence Social Operating Systems eBooks Simple Augmented Reality Mobile Apps Tablet Computing Semantic-Aware Applications Smart Objects Augmented Reality Game-Based Learning Massive Open Online Courses Tablet Computing
  51. 51. http://www.yiyinglu.com/?portfolio=lifting-a-dreamer-aka-twitter-fail-whale https://www.flickr.com/photos/seanosteen/2658279825 https://www.flickr.com/photos/tveskov/3387394098 https://www.flickr.com/photos/spiritsdancing/2619213845 https://www.flickr.com/photos/emdot/2628476582 https://www.flickr.com/photos/digitalpapercuts/2789585613
  52. 52. https://www.flickr.com/photo s/wellingtoncollege/8580411 596
  53. 53. Melissa L. Rethlefsen, MLS, AHIP @mlrethlefsen Thanks!

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