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Distance EducationThe Foreseeable Future Excerpts taken from: Horizon Report 2011
What is the Horizon Report 2011? A comprehensive research venture   examines emerging technologies for their impact on teaching, learning and creative inquiry.  Each edition introduces six emerging technologies or practices  likely to enter mainstream adoption within the next one to five years.
Key Trends Abundance of resources and relationships  made easily accessible via the Internet and mobile devices (What impact does this have on the role of teaching and learning and instruction?) Flexibility in the workplace and lifestyle People expect to work, learn, and study whenever and wherever they want - instant access (increase in wireless) World of work increasingly collaborative rethinking how we structure student and organizational projects – (mobile workers) Technologies  increasingly “cloud based” (data and services moved to the cloud)
Key Challenges and Constraints Pervasive sense  individual organizational constraints are likely the most important factor in any decision to adopt or not adopt any given new technology Arbitrary rules  Federal laws Organizational culture (Saba, 2005)  *Digital media literacy (most common to higher education and highest ranked) a critical skill in every discipline and profession (skills not yet well defined)
Key Challenges and Constraints, cont. Appropriate metrics  behind scholarly forms of authoring, publishing and authoring (difficult to evaluate blogs, e-books, multimedia pieces) Unprecedented competition  from proprietary colleges (How do you provide high-quality services while controlling costs?) Keeping pace with the rapid proliferation of information, software tools, devices Overwhelming Greater need for finding, interpreting, organizing and retrieving data
What’s coming on the horizon?Technologies to Watch 12 months Electronic books  Electronic books beyond the Kindle now are multifunctional  Support for social interaction  Integration of multimedia and collaborative elements http://vimeo.com/15142335
What’s coming on the Horizon? Technologies to Watch 12 months Mobiles Increasing in popularity as a primary means of accessing Internet resources.  Twitter, Poll Anywhere
Two-Three Years Adoption Augmented Reality Layering of information over 3D space Concept of “blending information”  QR codes- blends visual (markers-camera) and information  Augmented reality field work http://gameslab.radford.edu/ROAR/  http://www.youtube.com/watch?v=ZKw_Mp5YkaE
Augmented Reality
Two-Three Years Adoption, cont. Game-based Learning Supports 21st century skills required for students: collaboration, problem-solving and communication Allow for experimentation, new discoveries and even failure http://www.molleindustria.org/freeculturegame-eng Educational games grouped into 3 categories: Not digital Are digital, but not collaborative Collaborative digital games
Two-Three Years Adoption, cont. Gesture-based Computing Full impact remains several years away New generation of students accustomed to touching, tapping, wiping, jumping, and moving as a means to engage with information (Wii, iPad, iPhone)  ,[object Object]
Improve understandings of teaching and learning
Tailor instruction to individual students more effectively,[object Object]
What will we see in the future of learning and teaching? Personal learning environments  Increasing emphasis on what is called informal learning  Networked Communities versus groups Collaboration to produce a common goal or outcome Unstructured learning and discussion  Leaderless groups  Age of competencies  Learning opportunities embedded in other activities    Individually tailored learning management systems
Open Campus Horizon12 months

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Horizon rptpresentationdraft (3)

  • 1. Distance EducationThe Foreseeable Future Excerpts taken from: Horizon Report 2011
  • 2. What is the Horizon Report 2011? A comprehensive research venture examines emerging technologies for their impact on teaching, learning and creative inquiry. Each edition introduces six emerging technologies or practices likely to enter mainstream adoption within the next one to five years.
  • 3. Key Trends Abundance of resources and relationships made easily accessible via the Internet and mobile devices (What impact does this have on the role of teaching and learning and instruction?) Flexibility in the workplace and lifestyle People expect to work, learn, and study whenever and wherever they want - instant access (increase in wireless) World of work increasingly collaborative rethinking how we structure student and organizational projects – (mobile workers) Technologies increasingly “cloud based” (data and services moved to the cloud)
  • 4. Key Challenges and Constraints Pervasive sense individual organizational constraints are likely the most important factor in any decision to adopt or not adopt any given new technology Arbitrary rules Federal laws Organizational culture (Saba, 2005) *Digital media literacy (most common to higher education and highest ranked) a critical skill in every discipline and profession (skills not yet well defined)
  • 5. Key Challenges and Constraints, cont. Appropriate metrics behind scholarly forms of authoring, publishing and authoring (difficult to evaluate blogs, e-books, multimedia pieces) Unprecedented competition from proprietary colleges (How do you provide high-quality services while controlling costs?) Keeping pace with the rapid proliferation of information, software tools, devices Overwhelming Greater need for finding, interpreting, organizing and retrieving data
  • 6. What’s coming on the horizon?Technologies to Watch 12 months Electronic books Electronic books beyond the Kindle now are multifunctional Support for social interaction Integration of multimedia and collaborative elements http://vimeo.com/15142335
  • 7. What’s coming on the Horizon? Technologies to Watch 12 months Mobiles Increasing in popularity as a primary means of accessing Internet resources. Twitter, Poll Anywhere
  • 8. Two-Three Years Adoption Augmented Reality Layering of information over 3D space Concept of “blending information” QR codes- blends visual (markers-camera) and information Augmented reality field work http://gameslab.radford.edu/ROAR/ http://www.youtube.com/watch?v=ZKw_Mp5YkaE
  • 10. Two-Three Years Adoption, cont. Game-based Learning Supports 21st century skills required for students: collaboration, problem-solving and communication Allow for experimentation, new discoveries and even failure http://www.molleindustria.org/freeculturegame-eng Educational games grouped into 3 categories: Not digital Are digital, but not collaborative Collaborative digital games
  • 11.
  • 12. Improve understandings of teaching and learning
  • 13.
  • 14. What will we see in the future of learning and teaching? Personal learning environments Increasing emphasis on what is called informal learning Networked Communities versus groups Collaboration to produce a common goal or outcome Unstructured learning and discussion Leaderless groups Age of competencies Learning opportunities embedded in other activities Individually tailored learning management systems