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Horizon Report 2012

Dwayne Harapnuik —  February 20, 2012 — Leave a comment

Horizon Report 2012 Highlights

Time-to-Adoption Horizon: One Year or Less

  • Mobile Apps
  • Tablet Computing

Time-to-Adoption Horizon: Two to Three Years

  • Game-Based Learning
  • Learning Analytics

Time-to-Adoption Horizon: Four to Five Years

  • Gesture-Based Computing
  • Internet of Things

Key Trends

  • The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as educators.
  • Education paradigms are shifting to include online learning, hybrid learning and collaborative models.
  • People expect to be able to work, learn, and study whenever and wherever they want to.
  • The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.
  • There is a new emphasis in the classroom on more challenge-based and active learning.
  • The world of work is increasingly collaborative, driving changes in the way student projects are structured.

Significant Challenges

  • Appropriate metrics of evaluation lag the emergence of new scholarly forms of authoring, publishing, and researching.
  • Digital media literacy continues its rise in importance as a key skill in every discipline and profession.
  • Economic pressures and new models of education are bringing unprecedented competition to the traditional models of tertiary education.
  • Institutional barriers present formidable challenges to moving forward in a constructive way with emerging technologies.
  • New modes of scholarship are presenting significant challenges for libraries and university collections, how scholarship is documented, and the business models to support these activities.

Source: Horizon Report 2012

The pre-release of the 2010 Horizon report is now available and ACU has two mentions in the prestigious report that looks to that identify and describe emerging technologies likely to have a large impact on teaching, learning, or creative inquiry on college and university campuses within the next five years.

This years report points to the following predictions:

Time-to-adoption: one Year or Less

  • Mobile Computing
  • Open Content

Time-to-adoption: Two to Three Years

  • Electronic Books
  • Simple Augmented Reality

Time-to-adoption: four to five Years

  • Gesture-Based Computing
  • Visual Data Analysis

While these predictions are interesting in themselves almost all except for the Visual Data Analysis all are somewhat or totally dependent on Mobile Learning.

More to come…

The full report will be released by the end of January.