Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Horizon reportppt notrans

525 views

Published on

Published in: Technology, Business
  • Be the first to comment

  • Be the first to like this

Horizon reportppt notrans

  1. 1. What’s on the New Technology and NCS
  2. 2. The Horizon Report • Six emergent technologies and practices • Organized by date of adoption • 2 Reports Generated • One Global report • One for K-12 Education • Horizon Report Wiki • Horizon Report - Global • Horizon Report K-12
  3. 3. The Horizon Report Global Edition K-12 Edition Near Horizon (1 year or less) Near Horizon (1 year or less) • Mobile Computing • Collaborative Environments • Open Content • Cloud Computing Second Adoption (2-3 years) Second Adoption (2-3 years) • Electronic Books • Game-based Learning • Simple Augmented Reality • Mobile Computing Far-term Horizon (4-5 years) Far-term Horizon (4-5 years) • Gesture-Based Computing • Simple Augmented Reality • Visual Data Analysis • Flexible Displays
  4. 4. The Near Horizon One Year or Less Global Mobile Computing Open Content K-12 Cloud Computing Collaborative Environments
  5. 5. The Near Mobile Computing • Integrated devices allow constant access • Services like CourseSmart
  6. 6. Sample Uses of Mobile
  7. 7. The Near Integrating Mobile Technologies at NCS Possible Scenarios Issues to Consider • Polling software in class • Equity • Course info on phones • Policy for in-school • Podcasts on field trips phone usage
  8. 8. The Near Open Content • Free content available over the Internet repurposed for education • Saves money (in theory)
  9. 9. Sample Uses of Open Content
  10. 10. The Near Integrating Open Content at NCS Possible Scenarios Issues to Consider • Continue to use free • Copyright issues involved resources in creating textbooks • Create class-specific • It may take time to textbooks compile sources
  11. 11. The Near K-12 Collaborative Environments • Online spaces that allow for collaboration and group-work • Expands beyond physical boundary of school
  12. 12. Sample Collaborative Wiki Moodle s Skype
  13. 13. The Near K-12 Integrating Collaborative Environments at NCS Possible Scenarios Issues to Consider • Become a Moodle • Time to setup online super-user collaborative • Video conferencing environments • Wikis • Security concerns
  14. 14. The Near K-12 Cloud Computing • Not a specific application, but a way of implementing technology • Using the processing power of multiple computers to run apps • Saves money
  15. 15. Sample Cloud-based Services
  16. 16. The Near K-12 Integrating Cloud Computing Technology at NCS Issues to Consider • How does cloud computing fit in the Tech Plan? • Is it secure enough?
  17. 17. Second Adoption Two to Three Years Global Electronic Books Augmented Reality K-12 Game-Based Learning Mobile Computing
  18. 18. Second Adoption Electronic Books • Convenient access to multiple books in one device • The ideal ebook will have: • Copy and paste • Personal & collaborative note-taking & highlighting • Search • Text manipulation
  19. 19. Second Adoption Integrating Electronic Books at NCS Issues to Consider Possible Scenarios • Lend ebook readers • Ereaders are designed to be personal devices. • Have a cart of ereaders • There are legal and • Require students to management issues purchase ereaders involved.
  20. 20. Second Adoption Simple Augmented Reality • Using the camera and screen of mobile technology, and adding information • Can be triggered by markers, or GPS • Educational Immersion • ZooBurst
  21. 21. Second Adoption Integrating Augmented Reality at NCS Possible Scenarios Issues to Consider • Use augmented reality • equity (cell phone) during field trips • Mobile-use policy • Have students use a • Privacy concerns with service to “Tag” places - augmented reality historical markers, etc. services that use GPS
  22. 22. Second Adoption K-12 Game-based Learning • Educational Immersion • Success in military and industrial training • From paper and pencil word searches to MMOs (massive multiplayer online games)
  23. 23. Second Adoption K-12 Integrating Game-based Learning at NCS Issues to Consider • How could gaming be successfully integrated into a curriculum?
  24. 24. Second Adoption K-12 Mobile Computing • Why 2-3 years for K-12, not in the 1-2 year phase? • A resource or policy problem?
  25. 25. Far-Term Four to Five Years Global Gesture-Based Computing Visual Analysis K-12 Augmented Reality Flexible Displays
  26. 26. Far-Term Gesture-based computing • Moving beyond a keyboard and mouse • Teaching and training simulations that will look like real-world counterpart • Will take time to reach full potential
  27. 27. Far-Term Visual Analysis • Find patterns in data simply by looking - great for University- level scholarship • “Creative inquiry is benefiting from a wide range of new tools that are exposing trends and relationships among both qualitative and quantitative variables in real time, and making longitudinal relationships easier to find and interpret than ever.”
  28. 28. Far-Term K-12 Simple Augmented Reality • Why not sooner for K-12? • Education not the focus - consumer sector and university level
  29. 29. Far-Term K-12 Flexible Displays • Thin flexible display screens that can be attached to other surfaces • Adaptable and low cost • Display in a school notebook, displays on lab equipment, video in textbook
  30. 30. Final Thoughts These technologies represent a possible future, not a requirement for future instruction. Many of these technologies will take a long while for adoption. By considering them now, you can be better prepared.
  31. 31. Final Thoughts What Can We Do Now? • Use Open Content available for free from the Cloud • Consider using blogs, wikis, video conferences or Moodle discussions to create Online Collaborative Environments • Begin discussions on whether NCS should consider promoting Mobile Computing, • Begin thinking about how instruction might change with far-off technologies like Augmented Reality, Electronic Books, Game-based learning, Flexible Displays, and Gesture-based computing

×