The 2011 Horizon Report was released few days ago. The annual Horizon Report describes the continuing work of the NMC’s Horizon Project, a research-oriented effort that seeks to identify and describe emerging technologies likely to have considerable impact on teaching, learning, and creative expression within higher education. Like the reports published in previous years, the 2011 Horizon Report describes six areas of emerging technology that will have significant impact on higher education and creative expression over the next one to five years. The areas of emerging technology cited for 2011 are:
1. Electronic Books (1 year or less)
2. Mobiles (1 year or less)
3. Augmented Realty (2-3 years)
4. Game-based Learning (2-3 years)
5. Gesture Based Computing (4-5 years)
6. Learning Analytics (4-5 years)
The following key trends and critical challenges are discussed in the executive summary.
- The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as educators in sense-making, coaching, and credentialing.
- People expect to be able to work, learn, and study whenever and wherever they want.
- The world of work is increasingly collaborative, giving rise to reflection about the way student projects are structured.
- The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.
- Digital media literacy continues its rise in importance as a key skill in every discipline and profession.
- Appropriate metrics of evaluation lag behind the emergence of new scholarly forms of authoring, publishing, and researching.
- Economic pressures and new models of education are presenting unprecedented competition to traditional models of the university.
- Keeping pace with the rapid proliferation of information, software tools, and devices is challenging for students and teachers alike.
The 2011 Horizon Report can be downloaded at:
http://www.nmc.org/pdf/2011-Horizon-Report.pdf (1.6Mb, 40 pages)
Also, you can view and comment on the Web version of 2011 Horizon Report at:
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The annual Horizon Report describes the continuing work of the NMC’s Horizon Project, a research-oriented effort that seeks to identify and describe emerging technologies likely to have considerable impact on teaching, learning, and creative expression within higher education. The 2010 Horizon Report was released in January 2010. The annual Horizon Report is a collaborative effort between the New Media Consortium (NMC) and the ELI. Each year, the report identifies six emerging technologies that are likely to have a significant impact on higher education in the next one to five years. In addition, the report presents an overview accompanied by examples and suggested readings for each technology.
The 2010 Horizon Report selected the following technologies and estimated a time for adoption for each.
- Mobile Computing (1 year or less)
- Open Content (1 year or less)
- Electronic Books (2-3 years)
- Simple Augmented Reality (2-3 years)
- Gesture Based Computing (4-5 years)
- Visual Data Analysis (4-5 years)
You can download the 2010 Horizon Report here or view the Web version.
In addition to 2010 Horizon Report for higher education, the 2010 Horizon Report: K-12 Edition was released in April 2010. The 2010 K-12 Edition is the second in an annual series of reports focused on emerging technology use in elementary and secondary education. The K-12 Edition report also identifies and describes six emerging technologies that will likely have a significant impact on K-12 education in the next one to five years. The areas of emerging technology cited in the 2010 Horizon Report: K-12 Edition are:
- Cloud Computing (1 year or less)
- Collaborative Environments (1 year or less)
- Game-Based Learning (2-3 years)
- Mobiles (2-3 years)
- Augmented Reality (4-5 years)
- Flexible Displays (4-5 years)
You can download the Horizon Report, 2010 K-12 Edition here or view the Web version.
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I have recently read an interesting report, ECAR study of undergraduate students and information technology, 2008, published by ECAR (EDUCAUSE Center for Applied Research). The study investigated the use of technology by undergraduate students in American colleges and universities. The report includes the key findings from a web based survey of over 23,000 students at nearly 100 American higher education institutions, which are supplemented by focus group findings and comparative data from surveys in previous years. It covers areas such as technology ownership, the amount of time spent online, the type of activities undertaken by students, student IT skills and information literacy, IT content in courses and how students view the role of technology in their learning. In addition, it includes a range of questions on the use of social networking websites, such as Facebook.
Here are the key findings based on the short summary in October 27, 2008 issue of OCLC Abstracts:
- More than 80 percent of respondents own laptops, 53.8 percent own desktops, and one-third own both a laptop and a desktop.
- Laptop ownership increased from 65.9 percent in 2006 to 82.2 percent in 2008. Freshmen respondents are entering college with new laptops in hand-this year 71.1 percent have a laptop less than one year old.
- Ownership of Internet-capable cell phones is also on the rise, now owned by 66.1 percent of respondents. Most respondents, however, do not yet take advantage of the Internet capability, citing high cost, slow response and difficulty of use as primary reasons.
- Despite barriers to use, almost one-fourth of respondents access the Internet from a cell phone or PDA at least monthly, and 17.5 percent do so weekly or more often.
- Respondents report spending an average 19.6 hours per week actively doing online activities for work, school or recreation, and 7.4 percent spend more than 40 hours per week doing so.
- Almost all students surveyed use the college or university library Web site (93.4 percent) and presentation software (91.9 percent). Also used by most students are spreadsheets (85.9 percent), social networking sites (85.2 percent), text messaging (83.6 percent) and course management systems (82.3 percent).
- About one-third of respondents report using audio-creation or video-creation software and 73.9 percent use graphics software (Photoshop, Flash, etc.).
- Almost one-third engage in online multiuser computer games (World of Warcraft, EverQuest, poker, etc.) and about 1 in 11 respondents (8.8 percent) report using online virtual worlds (Second Life, etc.).
- Students are interactive on the Web, with more than one-third contributing content to blogs, wikis, and photo and video Web sites.
- Over 85 percent of respondents report using social networking sites. The striking change over the last two years was in how many respondents now use social networking sites on a daily basis, from 32.8 percent in 2006 to 58.8 percent in 2008.
To view the full report, you can access the table of contents (in HTML format) on Educause site. Also, the complete report (122 pages) can be downloaded at http://net.educause.edu/ir/library/pdf/ers0808/rs/ers0808w.pdf
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