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NMC   Horizon Report > 2012 K-12 Edition
Each of the three global editions of the NMC Horizon Report — higher education, primary and secondary
education (K-12), and museum education — highlights six emerging technologies or practices that are likely
to enter mainstream use with their focus sectors within three adoption horizons over the next five years.
1




Contents 	                     	     	         	        > Click on a topic or page number to jump to that page.




Executive Summary 	                                                                                            3

Key Trends 	                                                                                                   7

Significant Challenges 	                                                                                       9

Time-to-Adoption Horizon: One Year or Less
>	 Mobile Devices & Apps	                                                                                     11
>	 Tablet Computing	                                                                                          15

Time-to-Adoption Horizon: Two to Three Years	
>	 Game-Based Learning	                                                                                       19
>	 Personal Learning Environments	                                                                            24	

Time-to-Adoption Horizon: Four to Five Years
>	 Augmented Reality	                                                                                         28	
>	 Natural User Interfaces 	                                                                                  32	

The NMC Horizon Project 	                                                                                     36	

Methodology 	                                                                                                 38	

The NMC Horizon Project: 2012 K-12 Edition Advisory Board 	                                                   40	




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NMC




The NMC Horizon Report: 2012 K-12 Edition is a collaboration between the New Media
Consortium, the Consortium for School Networking, and the International Society for
Technology in Education.
The research behind the NMC Horizon Report: 2012 K-12 Edition is              The NMC Horizon Report: 2012 K-12 Edition is made
a collaboration between the New Media Consortium (NMC), the                   possible via a grant from HP.
Consortium for School Networking (CoSN), and the International
Society for Technology in Education (ISTE). Their critical participation                  HP creates innovative technology solutions that benefit
in the production of this report and their strong support for the NMC                     individuals, businesses, governments and society. The HP
Horizon Project is gratefully acknowledged. To learn more about the                       Sustainability & Social Innovation team applies HP’s global
NMC, visit www.nmc.org; to learn more about CoSN visit www.cosn.org;          reach, broad portfolio of products and services, and the expertise
to learn more about ISTE, visit www.iste.org.                                 of its employees to support initiatives in education, healthcare and
                                                                              communities around the world. As the world’s largest technology
© 2012, The New Media Consortium.                                             company, HP brings together a portfolio that spans printing, personal
                                                                              computing, software, services, and IT infrastructure to solve customer
ISBN 978-0-9846601-4-8                                                        problems. More information about HP is available at www.hp.com.


Permission is granted under a Creative Commons Attribution License to         Cover photograph
replicate, copy, distribute, transmit, or adapt this report freely provided   Photo by North-West University. Students on the Vaal Triangle campus in
that attribution is provided as illustrated in the citation below. To view    Vanderbijlpark, South Africa, where mobile learning approaches are
a copy of this license, visit creativecommons.org/licenses/by/3.0/ or         being researched. Photo submitted for the HP Catalyst Project Showcase:
send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford,           go.nmc.org/hpcatalyst-north-west-u
California 94305, USA.
                                                                              Inside Front and Back Cover Photograph
Citation                                                                      Photo by Julie Bohnenkamp. Kindergarten 1:1 iPad Classroom at Center
Johnson, L., Adams, S., and Cummins, M. (2012).                               Grove Elementary in Greenwood, Indiana participating in part of an
NMC Horizon Report: 2012 K-12 Edition. Austin, Texas: The New Media           Indiana Department of Education Innovation grant. www.centergrove.
Consortium.                                                                   k12.in.us/ipossibilities


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Executive Summary




T
        he internationally recognized NMC Horizon Report     education (K-12), and museum education — highlights
        series and regional NMC Technology Outlooks are      six emerging technologies or practices that are likely to
        part of the NMC Horizon Project, a comprehensive     enter mainstream use with their focus sectors within
        research venture established in 2002 that            three adoption horizons over the next five years. Key
        identifies and describes emerging technologies       trends and challenges that will affect current practice
likely to have a large impact over the coming five years     over the same period frame these discussions. Over the
in education around the globe. This volume, the NMC
Horizon Report: 2012 K-12 Edition, examines emerging
technologies for their potential impact on and use
in teaching, learning, and creative inquiry within the
                                                             The NMC Horizon Report: 2012
environment of pre-college education. While there are
many local factors affecting the practice of education,
                                                             K-12 Edition, examines emerging
there are also issues that transcend regional boundaries
and questions we all face in K-12 education; it was with
                                                             technologies for their potential
these questions in mind that this report was created.
The NMC Horizon Report: 2012 K-12 Edition is the fourth in
                                                             impact on and use in teaching,
the K-12 series of reports and is produced by the NMC in
collaboration with the Consortium for School Networking
                                                             learning, and creative inquiry
(CoSN), and the International Society for Technology
in Education (ISTE), with the generous support of HP’s
                                                             within the environment of
Sustainability & Social Innovation team.                     pre-college education.
To create the report, an international body of experts in    course of just a few weeks in the early Spring of 2012,
education, technology, and other fields was convened         the advisory board came to a consensus about the six
as an advisory board. The group engaged in discussions       topics that appear here in the NMC Horizon Report: 2012
around a set of research questions intended to surface       K-12 Edition. The examples and readings under each
significant trends and challenges and to identify a          topic area are meant to provide practical models as
wide array of potential technologies for the report. This    well as access to more detailed information. The precise
dialog was enriched by an extensive range of resources,      research methodology employed is detailed in the
current research, and practice that drew on the expertise    closing section of this report.
of both the NMC community and the communities of
the members of the advisory board. These interactions        The report’s format is consistent from year to year and
among the advisory board are the focus of the NMC            edition to edition, and opens with a discussion of the
Horizon Report research, and this report details the areas   trends and challenges identified by the advisory board
in which these experts were in strong agreement.             as most important for the next five years. The format
                                                             of the main section of this edition closely reflects the
Each of the three global editions of the NMC Horizon         focus of the NMC Horizon Project itself, centering on
Report — higher education, primary and secondary             the applications of emerging technologies — in this
4                                                                                NMC Horizon Report: 2012 K-12 Edition




case for K-12 settings. Each section is introduced with       able to work, play, and learn on these devices whenever
an overview that describes what the topic is, followed        they want and wherever they may be.
by a discussion of the particular relevance of the topic
to teaching, learning, and creative inquiry in K-12           >	 Mobile devices & apps are increasingly valued as
education. Several concrete examples of how the                  important learning tools in K-12. Once banned from
technology is being used are given.                              the classroom, mobile devices & apps have become
                                                                 such compelling tools that schools are beginning
Finally, each section closes with an annotated list of           to rethink standing policies, and some are even
suggested readings and additional examples that                  beginning to implement “bring your own device”
expand on the discussion in the report. These resources,         (BYOD) programs. The potential applications of
along with a wide collection of other helpful projects           mobiles are vast, and range from graphing complex
and readings, can all be found in the project’s open             mathematical equations to storing and sharing notes
content database — the NMC Horizon Project Navigator             and e-book annotations. Apps in particular are the
(navigator.nmc.org) — and in the NMC Horizon EdTech              fastest growing dimension of the mobile space in the
Weekly App for the iPhone and iPad (go.nmc.org/app).             K-12 sector right now, with impacts on virtually every
All the background materials for the NMC Horizon                 aspect of informal life, and increasingly, potential in
Report: 2012 K-12 Edition, including the research data,          almost every academic discipline. Always-connected
the preliminary selections, the topic preview, and this          Internet devices using 3G, 4G, and similar cellular
publication, can be downloaded for free on iTunes U              networks, imbedded sensors, cameras, and GPS have
(go.nmc.org/itunes-u).                                           inspired hundreds of thousands of applications. With
                                                                 a steady flow of new apps that take advantage of the
Technologies to Watch                                            continual stream of enhancements to these tools, as
The six technologies featured in the NMC Horizon                 well as key advances in electronic publishing, and
Report: 2012 K-12 Edition are placed along three                 the convergence of search technology and location
adoption horizons that indicate likely timeframes                awareness, mobile devices & apps grow more and
for their entrance into mainstream use for teaching,             more interesting with each passing month.
learning, and creative inquiry. The near-term horizon
assumes the likelihood of entry into the mainstream           >	 Tablet computing presents new opportunities to
for schools within the next 12 months; the mid-term              enhance learning experiences in ways simply not
horizon, within two to three years; and the far-term,            possible with mobile phones, laptops, or desktop
within four to five years. It should be noted at the outset      computers, and is especially suited for one-to-one
that the NMC Horizon Report is not a predictive tool. It is      learning in the K-12 environment. High-resolution
meant, rather, to highlight emerging technologies with           screens allow users of tablets, such as the iPad and
considerable potential for our focus areas of education          Galaxy, to easily share content, images, and video.
and interpretation. Each of the six is already the target        They are engaging and viewed as less disruptive than
of work at a number of innovative organizations around           other hand-held devices (no phone ringing and no
the world, and the projects we showcase here reveal the          incoming text messages). Because tablets are able
promise of a wider impact.                                       to tap into all the advantages that mobile apps bring
                                                                 to smaller devices but in a larger format, schools are
Near-term Horizon                                                seeing them not just as affordable solutions for one-
On the near-term horizon — that is, within the next 12           to-one learning, but also as feature-rich tools for all
months — are two related but distinct categories: mobile         sorts of assignments as well, often replacing far more
devices & apps and tablet computing. These two sets of           expensive and cumbersome devices and equipment.
technologies have become a pervasive part of everyday
life in much of the world, and are growing everywhere.        Mid-term Horizon
Students have ever-increasing expectations of being           The second adoption horizon, two to three years out,
Executive Summary                                                                                                     5




is where we will begin to see widespread adoptions              server-based solutions to distributed and portable
of two technologies that are experiencing growing               ones. Despite the use of the word ‘environment’ in
interest within K-12 education: game-based learning             the name, the notion of a physical or virtual space
and personal learning environments. Educational                 is somewhat irrelevant to a PLE. The goal is for
gaming brings an increasingly credible promise to               students to have more control over how they learn
make learning experiences more engaging for students,           in school, just as they do at home, and for teachers
while at the same time improving important skills,              to set expectations that their students will be actively
such as collaboration, creativity, and critical thinking.       engaged in designing and supporting their own
Over the past year, the definition of personal learning         learning strategies. Personal learning environments
environments has transcended its original ties and              rely on enabling technologies, especially cloud
dependence on learning management systems.                      computing and mobile devices, that make the
Personal learning environments (PLEs) have come to              learning environment portable, networked, and
refer to any collection of resources and content that           personally relevant.
students have chosen to use in directing their own
learning, at their own pace.                                  Far-term Horizon
                                                              On the far-term horizon, set at four to five years away
>	 Game-based learning has gained more traction in            from widespread adoption, are augmented reality and
   recent years as research continues to demonstrate its      natural user interfaces. Augmented reality is an intuitive
   effectiveness for learning. Games for education span       doorway through which data can be easily attached to
   the range from single-player or small-group card and       real world objects, settings, and processes in a way that
   board games all the way to massively multiplayer           facilitates a deeper understanding of what is being seen.
   online games and alternate reality games. Those at         Natural user interfaces make the technology we use far
   the single-player or small-group end of the spectrum       simpler and easier to use than ever before. Interfaces
   are easy to integrate into the curriculum, and have        that react to touch, movement, voice, and even facial
   long been an option in many schools; but the greatest      expressions are fundamentally changing how we
   potential of games for learning lies in their ability to   interact with our devices — and our expectations for
   foster collaboration and engage students deeply in         them. These technologies are several years away from
   the process of learning. Currently, the integration        mainstream use, but already it is clear that their impact
   of games into K-12 is largely driven by individual         will be significant, despite the lack of well-documented
   educators who are motivated to experiment with             K-12 project examples. The high level of interest and
   gaming at school. There is a small but growing set of      investment in both areas are clear indicators that they
   organizations that partner with schools to help them       are worth following closely.
   design or implement games, but until a way is found
   to marshal resources more effectively in support of        >	 Augmented reality (AR) refers to the layering
   game-based learning, it will remain on the mid-term           of information over a view or representation of
   horizon.                                                      the normal world, offering users the ability to
                                                                 access place-based information in ways that are
>	 Personal learning environments (PLEs), as outlined            compellingly intuitive. Augmented reality brings
   in this year’s report, refer to the personal collections      significant potential to supplement information
   of tools and resources a person assembles to support          delivered via computers, mobile devices, video, and
   their own learning — both formal and informal. The            even the printed book. Adding to the experience,
   conceptual basis for PLEs has shifted significantly           most of the current tools do this in ways that the
   in the last year, as smartphones, tablets, and apps           user can control and manipulate in real-time. While
   have begun to emerge as a compelling alternative              augmented reality is much simpler to create and use
   to browser-based PLEs and e-portfolios. There has             now than ever before, it is still several years away
   been a corresponding move away from centralized,              from widespread adoption in schools, although
6                                                                                NMC Horizon Report: 2012 K-12 Edition




       for informal education, it is already commonplace.          of progress has been made by exploring applications
       History and science museums use augmented reality           in these areas.
       in creative ways to show visitors the science behind
       a phenomena as it happens, or what a building             Each of these technologies is described in detail in the
       looked like centuries ago as they view it through the     main body of the report, where a discussion of what
       camera on their smartphones or tablets. Although AR       the technology is and why it is relevant to teaching,
                                                                 learning, or creative inquiry can also be found. Our
                                                                 research indicates that all six of these technologies
Natural user interfaces have proven                              have clear and immediate potential for teaching and
                                                                 learning, and this report aims to document that in a
especially beneficial for autistic,                              simple and compelling fashion.

blind, deaf, and other special needs                             The advisory board of 46 technology experts spanned
                                                                 22 countries this year, and their names are listed at the
students; a great deal of progress                               end of this report. Despite their diversity of backgrounds
                                                                 and experience, they share a consensus view that each
has been made by exploring                                       of the profiled topics will have a significant impact on
                                                                 the practice of primary and secondary education around
applications in these areas.                                     the globe over the next five years. The key trends driving
                                                                 interest in their adoption, and the challenges schools
       is a well-understood technology, and the enabling         and school systems will need to address if they are to
       technologies are readily available, the lack of school-   reach their potential, also represent their perspective,
       based examples justifies its placement on the far-        and are the focus of the next sections of the NMC
       term horizon.                                             Horizon Report: 2012 K-12 Edition, where each is detailed
                                                                 in the context of schools, teaching, and learning.
  >	 Natural user interfaces allow computers to respond
     to gestures, motions of the body, facial expressions,
     voice, sound, and other environmental cues, and are
     replacing the keyboard and mouse as the standard
     for computer/human interaction. The various
     technologies that enable natural user interfaces are
     making interactions with computational devices
     far more intuitive, and often so simple that no
     instructions are even needed to use them. The
     device teaches you as you interact with it. From the
     touchscreens on smartphones and tablets, to the
     gesture and voice interactions built into the latest
     gaming systems (Xbox Kinect and Nintendo Wii, for
     example), to capable virtual assistants like Siri on
     the iPhone 4S, natural user interfaces enable users
     to learn by doing and seamlessly convert thought
     to action. Large multi-touch displays support
     collaborative work, allowing multiple users to interact
     with content simultaneously. Natural user interfaces
     have proven especially beneficial for autistic, blind,
     deaf, and other special needs students; a great deal
7




Key Trends




T
        he technologies featured in each edition of the     their own pace and style, whenever they want from
        NMC Horizon Report are embedded within a            wherever they are.
        contemporary context that reflects the realities
        of the time, both in the sphere of K-12 education
        and in the world at large. To ensure this context
was well understood, the advisory board engaged in an
                                                            2   The abundance of resources and relationships
                                                                made easily accessible via the Internet is
                                                            increasingly challenging us to revisit our roles as
extensive review of current articles, interviews, papers,   educators. Institutions must consider the unique
and new research to identify and rank trends that are       value that each adds to a world in which information
currently affecting teaching, learning, and creative        is everywhere. In such a world, sense-making and
inquiry in K-12 education. Once detailed, the list of       the ability to assess the credibility of information are
trends was then ranked according to how significant         paramount. Mentoring and preparing students for the
each was likely to be for K-12 education in the next five   world in which they will live is again at the forefront.
years. The highest ranked of those trends had significant   K-12 institutions have always been seen as critical
agreement among the advisory board members, who             paths to educational credentialing, but challenges from
considered them to be key drivers of educational            competing sources are redefining what these paths can
technology adoptions for the period of 2012 through         look like.
2017. They are listed here in the order in which the
advisory board ranked them.
                                                            3    As the cost of technology drops and school
                                                                 districts revise and open up their access policies,

1  Education paradigms are shifting to include
   online learning, hybrid learning and collaborative
models. Budget cuts have forced schools to re-evaluate
                                                            it is becoming increasingly common for students to
                                                            bring their own mobile devices. A growing number of
                                                            schools are launching “Bring Your Own Device” (BYOD)
their education platforms and find alternatives to          programs so that students can use the devices they
the exclusive face-to-face learning models. As such,        already own in class as well as in the informal and out-
what once was seen as a challenge has now become            of-school environments they are ubiquitous in now.
an increasingly interesting trend. Students already         This is happening partly because of how BYOD impacts
spend much of their free time on the Internet, learning     budgets; schools can spend less money on technology
and exchanging new information through various              overall if students use their own, while funneling the
resources, including social networks. Institutions that     funds they do spend to help students who cannot
embrace face-to-face/online hybrid learning models          afford their own devices. The interest in BYOD programs
have the potential to leverage the online skills learners   can also be attributed to an attitude shift as schools
have already developed independent of academia. We          are beginning to better understand the capabilities of
are beginning to see developments in online learning        smartphones and other devices that still remain banned
that offer similar — if not better — environments than      on most campuses.
classrooms, including opportunities for increased
collaboration while equipping students with stronger
digital skills. Hybrid models, when designed and
implemented successfully, enable students to learn at
                                                            4   People expect to be able to work, learn, and
                                                                study whenever and wherever they want. This
                                                            trend is certainly true for most adults, and many well-
8                                                                              NMC Horizon Report: 2012 K-12 Edition




  paying jobs literally can be done from anywhere that
  has a mobile Internet connection. It is also true for
  many of today’s school-age children, who live their lives
                                                                6   There is a new emphasis in the classroom
                                                                    on more challenge-based, active learning.
                                                                Challenge-based learning and similar methods foster
  in a state of constant connection to their peers, social      more active learning experiences, both inside and
  groups, and family. While some decry the constant             outside the classroom. As technologies such as tablets
  flow of information as a distraction or worse (with           and smartphones now have proven applications in
  some justification), others see the opportunity to “flip”     schools, educators are leveraging these tools, which
  expectations about what is homework and what is               students already use, to connect the curriculum with
  schoolwork by taking advantage of those connections           real life issues. The active learning approaches are
                                                                decidedly more student-centered, allowing them to
                                                                take control of how they engage with a subject and to
If learners can connect the course                              brainstorm and implement solutions to pressing local
                                                                and global problems. The hope is that if learners can
material with their own lives and                               connect the course material with their own lives and
                                                                their surrounding communities, then they will become
their surrounding communities, then                             more excited to learn and immerse themselves in the
                                                                subject matter. Studies of challenge-based learning in
they will become more excited to                                practice, including two authored by the NMC, depict
                                                                an increase in the uptake of 21st Century Skills among
learn and immerse themselves in the                             learners, including leadership and creativity.

subject matter.
  as learning opportunities. The implications for formal
  learning are profound, as flipping uses the resources
  on the Internet to free up valuable teacher classroom
  time, and fundamentally changes the teacher-student
  relationship. When students know how to use their
  network connections for more than texting, learning
  becomes much more serendipitous, opening the door
  to “just-in-time” learning, and “discovered” learning.


  5    Technology continues to profoundly affect the
       way we work, collaborate, communicate, and
  succeed. Increasingly, technology skills are critical to
  success in almost every arena, and those who are more
  facile with technology will advance while those without
  access or skills will not. The digital divide, once seen as
  a factor of wealth, is now seen as a factor of education:
  those who have the opportunity to learn technology
  skills are in a better position to obtain and make
  use of technology than those who do not. Evolving
  occupations, multiple careers, and an increasingly
  mobile workforce contribute to this trend.
9




Significant Challenges




A
        ny discussion of technology adoption must also        and use digital media literacy skills across the curriculum,
        consider important constraints and challenges,        the lack of formal training is being offset through
        and the advisory board drew deeply from               professional development or informal learning, but we
        a careful analysis of current events, papers,         are far from seeing digital media literacy as a norm. This
        articles, and similar sources, as well as personal    challenge is exacerbated by the fact that digital literacy
experience, in detailing a long list of challenges schools
face in adopting any new technology. The most
important of these are detailed below, but it was clear
from the discussions with the experts that behind the
                                                              Technology can and should support
challenges listed here is also a pervasive sense that
local and organizational constraints are likely the most
                                                              individual choices about access to
important factors in any decision to adopt — or not to
adopt — a given technology.
                                                              materials and expertise, amount
Even K-12 institutions that are eager to adopt new
                                                              and type of educational content, and
technologies may be constrained by school policies, the
lack of necessary human resources, and the financial
                                                              methods of teaching.
wherewithal to realize their ideas. Still others are          is less about tools and more about thinking, and thus
located within buildings that simply were not designed        skills and standards based on tools and platforms have
to provide the radio frequency transparency that              proven to be somewhat ephemeral.
wireless technologies require, and thus find themselves
shut out of many potential technology options. While
acknowledging that local barriers to technology
adoptions are many and significant, the advisory board
                                                              2   K-12 must address the increased blending of
                                                                  formal and informal learning. Traditional lectures
                                                              and subsequent testing are still dominant learning
focused its discussions on challenges that are common         vehicles in schools. In order for students to get a well-
to the K-12 community as a whole. The highest ranked          rounded education with real world experience, they
challenges they identified are listed here, in the order in   must also engage in more informal in-class activities
which the advisory board ranked them.                         as well as learning to learn outside the classroom. Most
                                                              schools are not encouraging students to do any of this,

1  Digital media literacy continues its rise in
   importance as a key skill in every discipline
and profession, especially teaching. This challenge
                                                              nor to experiment and take risks with their learning
                                                              — but a new model, called the “flipped classroom,”
                                                              is opening the door to new approaches. The flipped
appears at the top of the list because despite the            classroom uses the abundance of videos on the Internet
widespread agreement on the importance of digital             to allow students to learn new concepts and material
media literacy, training in the supporting skills and         outside of school, thus preserving class time for
techniques is still very rare in teacher education. As        discussions, collaborations with classmates, problem
classroom professionals begin to realize that they are        solving, and experimentation. The approach is not a
limiting their students by not helping them to develop        panacea, and designing an effective blended learning
10                                                                                NMC Horizon Report: 2012 K-12 Edition




model is key, but the growing success of the many non-         familiar to students, and mentoring from community
traditional alternatives to schools that are using more        members are examples of practices that can bring the
informal approaches indicates that this trend is here to       real world into the classroom. Practices like these may
stay for some time.                                            help retain students in school and prepare them for
                                                               further education, careers, and citizenship in a way that

3   The demand for personalized learning is not
    adequately supported by current technology or
                                                               traditional practices are failing to do.

practices. The increasing demand for education that is
customized to each student’s unique needs is driving the
development of new technologies that provide more
                                                               6   Many activities related to learning and education
                                                                   take place outside the walls of the classroom
                                                               and thus are not part of traditional learning metrics.
learner choice and control and allow for differentiated        Students can take advantage of learning material
instruction, but there remains a gap between the vision        online, through games and programs they may have on
and the tools needed to achieve it. It has become clear        systems at home, and through their extensive — and
that one-size-fits-all teaching methods are neither            constantly available — social networks. The experiences
effective nor acceptable for today’s diverse students.         that happen in and around these venues are difficult
Technology can and should support individual choices           to tie back to the classroom, as they tend to happen
about access to materials and expertise, amount and            serendipitously and in response to an immediate need
type of educational content, and methods of teaching.          for knowledge, rather than being related to topics
                                                               currently being studied in school.

4   Institutional barriers present formidable
    challenges to moving forward in a constructive
way with emerging technologies. A key challenge
                                                               	
                                                               These trends and challenges are a reflection of the
                                                               impact of technology that is occurring in almost every
is the fundamental structure of the K-12 education             aspect of our lives. They are indicative of the changing
establishment — aka “the system.” As long as                   nature of the way we communicate, access information,
maintaining the basic elements of the existing system          connect with peers and colleagues, learn, and even
remains the focus of efforts to support education, there       socialize.
will be resistance to any profound change in practice.
Learners have increasing opportunities to take their           Taken together, they provided the advisory board a
education into their own hands, and options like               frame through which to consider the potential impacts
informal education, online education, and home-based           of nearly 50 emerging technologies and related
learning are attracting students away from traditional         practices that were analyzed and discussed for possible
educational settings. If the system is to remain relevant it   inclusion in this edition of the NMC Horizon Report series.
must adapt, but major change comes hard in education.          Six of those were chosen through successive rounds of
Too often it is education’s own processes and practices        ranking and have been identified as “Technologies to
that limit broader uptake of new technologies.                 Watch.” They each have been placed on one of three
                                                               possible adoption horizon that span the coming five

5    Learning that incorporates real life experiences
     is not occurring enough and is undervalued
when it does take place. This challenge is an important
                                                               years, and are detailed in the main body of the report,
                                                               which follows.

one in K-12 schools, because it can greatly impact
the engagement of students who are seeking some
connection between the world as they know it exists
outside of school, and their experiences in school
that are meant to prepare them for that world. Use of
project-based learning practices that incorporate real-
life experiences, technology and tools that are already
11




Mobile Devices & Apps
Time-to-Adoption Horizon: One Year or Less




M
             obile phones — distinct from new sorts          children, mobile apps have redefined the way we
             of larger format mobile devices such as         think about software itself. Sophisticated but simple
             tablets — have as a category proven more        tools routinely sell for as little as 99 cents, or are even
             interesting and more capable with each          free. It is easy and cheap to outfit a smartphone with
             passing year. Smartphones including the         exactly the feature set you want, and many people are
iPhone and Android have redefined what we mean by
mobile computing, and in the past three to four years,
the small, often simple, low cost software extensions
to these devices — apps — have become a hotbed
                                                             In the U.S. alone, 61% of Americans
of development. A popular app can see millions of
downloads in a short time, and that potential market has
                                                             age 12 and up own a mobile
spawned a flood of creativity that is instantly apparent
in the extensive collections available in the app stores.
                                                             device, and 44% specifically own a
Apple’s app store recently passed 25 billion downloads —
with 10 billion in just the last eight months — and simple
                                                             smartphone.
but useful apps have found their way into almost every       even beginning to see the mobile platform as the most
form of human endeavor. The power of apps, coupled           compelling home for one’s personal learning collection
with the portability of mobile devices, is causing many      of tools and resources. Both Apple and Google have
schools to take another look at their policies regarding     developed extensive collections of apps, and adding
mobile devices. Many see mobiles as a key aspect of Bring    new tools and resources is as simple as it is inexpensive.
Your Own Device (BYOD) environments.
                                                             The best apps are tightly integrated with the capabilities
Overview                                                     of the device itself, using location data, motion
Mobile devices have become one of the primary ways           detection, gestures, access to social networks, and web
that youth interact with and learn from each other.          search, to seamlessly create a full-featured experience.
Edison Research reports that in the U.S. alone, 61% of       As just one example, users are now able to not only
Americans age 12 and up own a mobile device, and 44%         read an article foregrounded because of its relation to
specifically own a smartphone. In affluent areas, those      the user’s location, but also to share it with their social
percentages are even higher; it is extremely common          networks, make comments, swipe over an image to see
now for children, at younger and younger ages, to own        more, and store specific content to read at a later date
and comfortably use smartphones. Common Sense                — all within a typical newspaper app.
Media reports that 52% of children even under eight-
years-old have access to mobile media, and of this           In the last year, new additions to mobile operating systems
group, 11% spend an average of 43 minutes per day            have made it easier for newspapers, periodicals, and other
specifically with a mobile phone.                            subscription-based publications to migrate to mobile
                                                             devices. Print and online publications, such as Time, Wired,
At the same time that phones have become more                or Mashable, provide users with new material on a regular
capable, and more pervasive among school-age                 basis, sometimes sending the user alerts when there is a
12                                                                                 NMC Horizon Report: 2012 K-12 Edition




  new edition, breaking news, or a story that is relevant to       GPS and compasses allow sophisticated location and
  the user’s interests. Mobile apps designed for tablets have      positioning, accelerometers and motion sensors enable
  given many traditional print-based publications a new            the apps to be designed and used in completely new
  life, and new tools, such as iBook Author and iTunes U,          ways, and digital capture and editing bring rich tools
  are making it very easy for anyone to create and publish         for video, audio, and imaging. Mobile devices & apps
  media-rich interactive pieces. The newest version of             encompass all this, and innovation in the mobile space
  iBook is optimized for viewing interactive textbooks,            continues at an unprecedented pace.
  and e-readers for the Kindle and Android platforms are
  heading the same direction.                                      At the same time, schools are relaxing their mobile
                                                                   policies and opening up new and creative opportunities
                                                                   for students to use their smartphones and
As the potential of mobile computing                               accompanying apps as learning tools. Forsyth County
                                                                   Schools in Georgia is one particularly good example of
is being demonstrated across an                                    how schools can successfully open the door to students
                                                                   using their own devices, and they offer a collection of
ever-growing list of K-12 education                                informative resources (go.nmc.org/forsyth). They have
                                                                   provided their teachers with professional development
institutions, a successful shift from                              so they are able to use the devices themselves. Third
                                                                   grade students have made videos from their mobiles
a traditional to a mobile environment                              and much of the student bodies have become experts in
                                                                   digital media creation — a 21st Century Skill of growing
still requires planning and research.                              importance. Students are engaged and feel empowered
                                                                   as creators of substance. At New Milford High School
                                                                   in New Jersey, students use their smartphones to
   The mobile app marketplace reflects an expanding                access Poll Everywhere (go.nmc.org/poll) and answer
   world of resources that fits into the palm of a hand.           questions from the teacher, who is then able to see
   While the adoption of apps has been especially                  everyone’s responses in real-time to gauge the class’
   apparent in the consumer sector, there has also been a          overall understanding of the material.
   great interest in apps that illustrate scientific and related
   concepts via tools that also have practical application.        As the potential of mobile computing is being
   Apps that support learning are commonplace. Fun,                demonstrated across an ever-growing list of K-12
   easy-to-use tools can be found for budding chefs,               education institutions, a successful shift from a
   astronomers, physicists, artists, musicians, book lovers,       traditional to a mobile environment still requires
   and writers — and all of them are designed to go with           planning and research. Osseo Area Schools in Minnesota
   you anywhere and to be available with a tap on a screen.        deployed an organic strategy, where they first allowed
   The K-12 education sector is beginning to capitalize on         student-owned devices in a few classrooms and
   this by integrating mobile apps into the curriculum and         monitored the impact before transitioning to a school-
   revising their school policies to allow the use of mobile       wide, and eventually a district-wide implementation.
   devices and by extension, mobile apps.
                                                                   One of the main attractions for incorporating mobiles
  Relevance for Teaching, Learning, or                             so prominently in the classroom is that apps used in
  Creative Inquiry                                                 tandem with class curriculum can help students better
  Mobile devices & apps embody the convergence of                  understand complex material. The new Khan Academy
  several technologies that lend themselves to educational         app puts supplemental instructional videos, ranging from
  use, including annotation tools, applications for                art history to linear equations, in the hands of students,
  creation and composition, and social networking tools.           while the interactive “Aero!” app makes physics easier to
Time-to-Adoption Horizon: One Year or Less                                                                            13




grasp by focusing on the flight dynamics of an albatross.       School in Michigan are using smartphones to draw
Apps with interactive components enable students to             diagrams to help understand multiplication. The
learn by doing, not just by listening to teacher lectures.      early results are promising, showing that students
The “Elements” app has been the best example of this,           are more engaged in the material, and teachers have
and a catalyst for the launch of similar apps. Students are     noticed an improvement in student performance and
able to explore elements from the periodic table by using       attitude. go.nmc.org/goble
the touchscreen to rotate 3D images — an experience
that mimics the act of physically holding the elements.       >	 Research and Analysis. Richard S Fowler School in St.
Similarly, the “Frog Dissection” app leads students through      Albert, Alberta is using mobile devices to empower
a virtual exploration of the frog anatomy — an alternative       students to do research and data analysis for solving
for schools without access to science laboratory                 complex problems, publish with multimedia,
equipment, as well as for squeamish students.                    communicate with peers and experts, and work
                                                                 collaboratively. go.nmc.org/rsfgs
Apps such as “Evernote” allow students to add video,
photos, and more to their notes and readily share             Mobile Devices & Apps in Practice
them with their peers. Students can store individual          The following links provide examples of mobile devices &
notebooks in the app, organized by subject, and easily        apps in use in K-12 education settings:
perform a search to find a specific term in their notes
while they are studying at home. One freshman English         Idaho Digital Learning Mobile Initiative
teacher from the Lodi Unified School District in California   go.nmc.org/idaho
is using “Edmodo” to post alerts to her students about        Last spring, Idaho Digital Learning launched an initiative
assignments and keep track of homework submissions.           that allows specific content within existing classes to
Students use it to turn in their assignments, share notes,    be accessible through a mobile app and is creating
and check their grades.                                       additional mobile accessible learning activities.

The increasing availability of network access means           The “Magic of Learning” via Smartphone
that the growing capabilities of mobiles are available        go.nmc.org/magic
to more students in more locations each year. Schools         The Girls’ Schools Association, representing most of the
around the world are investing in the infrastructure          UK’s independent girls’ schools, is encouraging the use
that supports mobile access, sponsoring programs that         of smartphones in the classroom, particularly as a means
provide devices to students who do not already have           of replacing traditional textbooks. They also believe it is
them, and designing class curriculum to incorporate           important for students to be able to learn responsible
interaction with smartphones and apps.                        use of the technology and improve their research skills.

A sampling of applications of mobile devices & apps           Metcalf Laboratory School: Apps in the Classroom
across disciplines includes the following:                    go.nmc.org/metca
                                                              The teachers at Metcalf Laboratory School in Illinois
>	 Language Arts. Hazeldale Elementary School                 are exploring the use of apps as classroom learning
   in Oregon uses the app “Toontastic” to learn               tools. They built a website to share their reviews of
   pronunciation, grammar, and vocabulary. Through            specific apps and how they have integrated them into
   this app, students create their own animated stories       components of their curriculum. Their findings cover a
   and watch replays of the scenes they have created,         wide range of disciplines, from algebra to etymology.
   which helps them understand and correct any
   mistakes. go.nmc.org/orego                                 Smartphones at Swiss Primary School
                                                              go.nmc.org/swiss
>	 Mathematics. Third graders at Gobles Elementary            At a Swiss primary school, 5th grade students are
14                                                                             NMC Horizon Report: 2012 K-12 Edition




equipped with smartphones and allowed to use the             they connect to the school’s wireless network to use in
Internet services at no charge. As a result, students have   class. The school has also purchased a limited number
become more engaged in the content and their digital         of devices to be available for students who do not have
literacy has increased.                                      their own. This article addresses the pros and cons of
	                                                            this strategy.
For Further Reading
The following articles and resources are recommended         More American Students Use Personal Tech Devices
for those who wish to learn more about mobile devices &      in the Classroom
apps:                                                        go.nmc.org/morea
                                                             (Charles Atkeison, CNN, 11 August 2011.) Students using
7 Myths About BYOD Debunked                                  their own mobiles and devices in the classroom have
go.nmc.org/7myth                                             seen grade increases on assignments, as they are now
(Lisa Neilsen, The Journal, 9 November 2011.) BYOD           able to better understand learning material. The author
has become a controversial subject. Some arguments           cites specific examples of schools that are allowing
against it are that BYOD deepens the digital divide or       students to bring their own devices and includes
that it will cause students to be distracted. This article   differing reactions from parents.
confronts the current concerns and explains why they
are invalid.                                                 My Teacher Is an App
                                                             go.nmc.org/mytea
10 Schools Encouraging Smartphones in the                    (Stephanie Banchero and Stephanie Simon, Wall Street
Classroom                                                    Journal, 12 November 2011.) This article explores how
go.nmc.org/10sch                                             more than ever, students are learning outside the
(Jeff Dunn, Edudemic, 12 December 2011.) This                classroom via mobile apps. The technology supports
article explores 10 schools that are creatively using        and encourages informal learning, which, in turn, helps
smartphones in their classrooms. Uses range from             students perform better in the classroom.
interacting with educational apps and programs to
submitting homework, to graphing and tracking                Time to Repeal the Cellphone Ban, Students Say
science experiments to performing “web quests.”              go.nmc.org/timet
                                                             (Schoolbook, The New York Times, 2 November 2011.)
How Mobile Apps Are Changing Classrooms and                  This article examines mobiles in schools from the student
Education                                                    perspective, citing that bans on cell phones demonstrate
go.nmc.org/howmo                                             an underestimation of students’ responsibility. Students
(Piyush Mangukiya, Huffington Post, 3 February 2012.)        are already using mobiles anyway, and incorporating
This article describes how mobile apps are adding to         them thoughtfully into school will only increase the
the in-classroom experience as well as extending the         responsible and creative uses.
classroom outside of the building. In the classroom,
engagement is increased. Full course curriculums can
be published to platforms like iTunes U so that content
is available outside the classroom.

In Some Cash-Strapped Schools, Kids Bring Their
Own Tech Devices
go.nmc.org/insom
(Tina Barseghian, MindShift, 3 February 2012.) Mankato
Public School System in Minnesota encourages students
to bring any tech devices they own to school, which
15




Tablet Computing
Time-to-Adoption Horizon: One Year or Less




I
      n the past two years, advances in tablets have        success of the iPad (though 10% of South Koreans now
      captured the imagination of educators around the      own the Galaxy Tab, according to Android Beats), but
      world. Led by the incredible success of the iPad,     together, these companies have solidified tablets as the
      which in 2011-12 was selling at the rate of more      new family of devices to watch.
      than 3 million units a month, other similar devices
such as the Samsung Galaxy and Sony’s Tablet S have         Immensely portable, tablets are already a significant
also begun to enter this rapidly growing market. In the     distribution element for magazines and e-books.   iOS
process, the tablet (a form that is distinct from tablet    5 even includes a newsstand that allows easy access to
PCs) has come to be viewed as not just a new category       newspapers, magazines, and managing subscriptions
of mobile devices, but indeed a new technology in           — with a mere touch. Even without extending their
its own right, one that blends features of laptops,
smartphones, and earlier tablet computers with
always-connected Internet, and thousands of apps
with which to personalize the experience. As these
                                                            The device itself encourages
new devices have become more used and understood,
it is clear that they are independent and distinct from
                                                            exploration of its capabilities,
other mobile devices such as smartphones, e-readers,
or tablet PCs. With significantly larger screens and
                                                            something easily demonstrated
richer gesture-based interfaces than their smartphone
predecessors, they are ideal tools for sharing content,
                                                            by simply placing the device in the
videos, images, and presentations because they
are easy for anyone to use, visually compelling, and
                                                            hands of a small child.
highly portable.                                            functionality via the full range of mobile apps, tablets
                                                            serve as nicely sized video players with instant access
Overview                                                    to an enormous library of content; digital readers for
Led by the category-defining phenomenon that is             books, magazines, and newspapers; real-time two-way
the Apple iPad, tablets have earned their own listing       video phones; easily sharable photo viewers and even
in the NMC Horizon Report series this year, completely      cameras; fast, easy email and web browsers; and rich,
distinct from mobiles. According to a recent study from     full-featured game platforms — all in a slim, lightweight,
Chitika, the iPad now accounts for more than 95% of all     portable package that fits in a purse or briefcase —
tablet-based web traffic in the U.S., and 88% of global     but which significantly omits a traditional keyboard.
tablet web traffic. Similar statistics show tablets are     That design choice, and the implications it brings for
increasingly the device of choice for social networking     interacting with the device, is a key reason that tablets
and reading news. The newest iPad, with its revamped        are not a new kind of lightweight laptop, but rather a
retina display and advanced HD camera, has added            completely new computing device.
even more capability to the platform. Competing
models, including Kindle Fire, Sony’s S, Motorola’s Xoom    When the iPad was introduced, it was described as a “lean
and Samsung’s Galaxy Tab have not yet enjoyed the           back” experience as contrasted to the “lean forward”
16                                                                              NMC Horizon Report: 2012 K-12 Edition




   experience of typical computers. While second market         hundreds of thousands of specialized apps are available
   and wireless keyboards are available for tablets, the real   to extend the functionality of tablets. Apps for tablets
   innovation in these devices is in how they are used. A       have many features in common with mobile apps,
   swipe, a tap, or a pinch allows the user to interact with    such as seamless use of location awareness, network
   the device in completely new ways that are so intuitive      connections, and other built-in sensors, but the larger
   and simple they require no manuals or instructions. The      screen real estate allows for more detailed interfaces
   device itself encourages exploration of its capabilities,    or viewing area. Also similar to smartphone apps, apps
   something easily demonstrated by simply placing the          for tablets are inexpensive and very easy to add to the
   device in the hands of a small child. For times when a       device, using the same tools and online stores.

                                                                Relevance for Teaching, Learning, or
Recent research indicates that                                  Creative Inquiry
                                                                Because of their portability, large display, and
tablets, because they are designed                              touchscreen, tablets are ideal devices for one-to-
                                                                one deployments. A number of schools are using
to easily share their screens, foster                           the devices to support and enhance inquiry-based
                                                                learning, challenge-based learning, and other forms
key 21st Century Skills in students,                            of active learning, and recent research indicates that
                                                                tablets, because they are designed to easily share
including creativity, innovation,                               their screens, foster key 21st Century Skills in students,
                                                                including creativity, innovation, communication, and
communication, and collaboration.                               collaboration. As a result, more and more schools are
                                                                choosing tablets as one-to-one devices.
   keyboard is needed, a custom-configured software
   keyboard appears, but the best-designed apps make            Calgary Science School, for example, has been a one-
   little or no use of it.                                      to-one school for the past five years. Last year, they
                                                                introduced the iPad into their environment and have
   Screen technology has advanced to the point that             found already that the device has enabled students to
   tablets are exceptionally effective at displaying visual     become producers and creators, rather than passive
   content, such as photographs, books, and video;              consumers, of content. The school is documenting
   similar advances in natural user interfaces have moved       its iPad journey with the hopes that their findings
   tablets far beyond the point and click capabilities of       will be beneficial to other educators embarking on
   touchscreens, and tablets are engaging and intuitive         similar explorations (go.nmc.org/calga). Pleasant City
   devices to use. This combination of features is especially   Elementary School in Florida is using the iPad as a vehicle
   enticing to educational institutions at all levels, and a    to increase student performance by using iBooks and
   growing number of K-12 institutions are considering          iBooks Author for content-driven, interactive lessons.
   tablets as a cost-effective alternative when planning        Their goal is to create a library of e-books that gives
   a one-to-one deployment. In these and other group            educators current and meaningful content that engages
   settings, their large screens — and the ease with which      students in the subject matter (go.nmc.org/pleas).
   the image automatically adjusts its orientation to the
   viewer — make it easy to share content.                      Tablets also have proven benefits for students with
                                                                special needs. At Belle View Elementary School in
   Perhaps the most interesting aspect of tablets is that       Virginia, the iPad has enabled autistic students to
   they owe their heritage not to the desktop, but to the       better communicate with their teachers what they are
   mobile phone. Both iOS and Android-based tablets             thinking and needing. At Auburn School in Maryland,
   are designed with the app model firmly in mind, and          students with social and communication disabilities are
Time-to-Adoption Horizon: One Year or Less                                                                               17




sitting together, poring over content displayed on the           >	 Physics. High school classes are using the iPad app
iPad, making eye contact with one another. Students                 “Clinometer” to measure slope, object surfaces,
can choose from a wide spectrum of apps and e-books,                precise angles of incline and decline, and more. The
such as EngLit and the enhanced e-book for T.S. Elliot’s            app uses the motion sensor of the iPad, which enables
“The Wasteland,” (go.nmc.org/tselli) that provide easy-             students to guide the device to an equilibrium and
to-comprehend notes on the text, video interviews with              work on their balance skills. go.nmc.org/clino
authors and scholars, and other reading aids.
                                                                 Tablet Computing in Practice
While tablet programs are still very new, a number of            The following links provide examples of tablet
major studies are underway or recently completed that            computing in use in K-12 education settings:
look to measure their outcomes, and many are moving
quickly to share results — this bodes well for continued         Archbishop Mitty High School’s iPad Program
further adoptions. One such group is iPads for Education,        go.nmc.org/mitty
based in Australia (go.nmc.org/ipads). They are compiling        Named an Apple Distinguished School, Archbishop
resources, first-hand accounts from educators, app               Mitty High School in California launched an iPad
reviews, case studies, and more that document the results        program in which students are graphing quadratic
of using the iPad for a wide variety of applications. Overall,   equations and parabolic functions in their mathematics
the outcomes are very positive, including increased              classes, exploring interactive maps in their social studies
student engagement and sense of leadership, and better           classes, creating presentations, and performing a wide
teamwork and communication. Still to be adequately               variety of other tasks across multiple disciplines.
documented in K-12 are other potential uses of tablets,
including the replacement of print textbooks with                iPad for Autistic Kids
e-books, the wide use of specialized apps, the expanded          go.nmc.org/ipada
use of the devices’ built-in sensors, GPS, gesture interface,    In South Africa, the Key School for Specialised Education
cameras, video and audio tools, and more.                        is using the iPad to help autistic students with their
                                                                 communication skills. The iPad is easier to use than
A sampling of tablet computing applications across               traditional computers because it can be manipulated
disciplines includes the following:                              via touch to give the students immediate feedback.
                                                                 Nonverbal students have been more interactive,
>	 Literature. One elementary school teacher is using            communicating through pictures or repeating words
   the iPad to update traditional student literature             pronounced by the iPad.	
   circles and make them more effective. Using a                 	
   variety of features and apps, including “Edmodo”              Ringwood North Primary’s CBL Project
   and “GoodReader,” he has access to group member               go.nmc.org/ringw
   contributions, and with iBooks, students are able             As part of Apple’s global “Challenge Based Learning”
   to share notes, annotate, and bookmark multiple               program, 5th and 6th grade students at Ringwood
   passages to refer to later. go.nmc.org/litcir                 North Primary School in Melbourne, Australia used
                                                                 one-to-one iPad devices to research areas hit by natural
>	 Mathematics. A third grade teacher at Millstone               disasters and the issues those communities faced. From
   Elementary School in New Jersey is using the “Math            there, they planned out and implemented solutions to
   Bingo” app to help students master math concepts              help the communities recover.
   through gaming. Students receive immediate
   feedback when they make an incorrect answer and               SVSD iPad Pilot
   are rewarded when they pass through various levels.           go.nmc.org/svsd
   go.nmc.org/mills                                              Snoqualmie Valley School District in Washington
                                                                 embarked on an iPad pilot program to identify teacher
18                                                                            NMC Horizon Report: 2012 K-12 Edition




and student training needs, understand how the iPad         iPads: What are We Learning? (PDF)
can enhance student learning and achievement, and           go.nmc.org/albert
provide avenues for teachers to network and share best      (Government of Alberta, 3 October 2011.) Alberta
practices on integrating the device into the curriculum.    Education hosted an event for school authorities that
                                                            are exploring the use of iPads in schools, which resulted
Youth LINKS                                                 in a report that covers subjects including student
go.nmc.org/youth                                            engagement and enhanced student assessment.
Global Nomad Group’s exchange program Youth LINKS
is using tablets to reach a wider audience in Kabul,        Math That Moves: Schools Embrace the iPad
Afghanistan and across the United States. Youth LINKS       go.nmc.org/matht
is a year-long program connecting six schools in the US     (Winnie Hu, The New York Times, 4 January 2011.) Roslyn
with six schools in Afghanistan via videoconferencing       High School on Long Island handed out 47 iPads to
and online platforms. The program can be extended to        students and teachers in two humanities classes for a
any place that has a wireless signal.                       pilot program in which iPads replace textbooks, allow
                                                            students to correspond with teachers, turn in papers
For Further Reading                                         and homework assignments, and preserve a record of
The following articles and resources are recommended        student work in digital portfolios. The school sees the
for those who wish to learn more about tablet               investment as one that will pay for itself by cutting
computing:                                                  future costs in printing and textbook costs.

6 Reasons Tablets are Ready for the Classroom               Six Examples of iPad Integration in the 1:1 Classroom
go.nmc.org/lcrin                                            go.nmc.org/sixexa
(Vineet Madan, Mashable, 16 May 2011.) This article         (Andrew Marcinek, Edutopia, 24 April 2012.) In this
explores the applications of tablet computers in            article, an instructional technologist at Burlington
education, based on reports from classrooms that have       High School in Massachusetts explains why iPads have
participated in pilot studies, citing that iPads fit with   become invaluable. He describes how six different
students’ current lifestyles.                               teachers at his high school are using the devices to
                                                            engage students across a variety of disciplines.
Educators Evaluate Learning Benefits of iPad
go.nmc.org/whlnr
(Ian Quillen, Education Week, 15 June 2011.) This article
discusses the use of iPad devices as learning tools, and
delves into the ongoing discourse about whether they
are more viable for one-to-one solutions or as part of a
group of shared devices.

Intel Releases Rugged Education Tablet for the
Developing World
go.nmc.org/intel
(Josh Smith, GottaBe Mobile, 10 April 2012.) Intel has
created a tablet called Intel Studybook that is made to
be resistant to water and dust, as well as being more
durable when dropped. This looks like a great option
for mobile labs in which students take tablets out with
them for field research.
19




Game-Based Learning
Time-to-Adoption Horizon: Two to Three Years




G
          ame-based learning refers to the integration     more than a decade of solid exploration completed, it
          of games or gaming mechanics into                is clear that when applied properly, games can yield
          educational experiences. This topic has gained   powerful outcomes — a concept now recognized at the
          considerable traction over the past decade as    highest levels of education policy. In the most recent
          games have proven to be effective learning       National Education Technology Plan, gaming was named
tools, and beneficial in cognitive development and
the fostering of soft skills among students, such as
collaboration, communication, problem-solving, and
critical thinking. The forms of games grow increasingly
                                                           Despite steady interest from
diverse and some of the most commonly used for
educational purposes include alternate reality games
                                                           educators, game-based learning has
(ARG), massively multiplayer online games (MMO),
and global social awareness games. Most games that
                                                           been tantalizingly just out of reach
are currently used for learning across a wide range
of disciplines share similar qualities: they are goal-
                                                           for the K-12 mainstream.
oriented; have strong social components; and simulate      as an ideal method of assessing student knowledge
some sort of real world experience that students           comprehension, citing the ability of games to provide
find relevant to their lives. As game-based learning       immediate performance feedback to the players.
garners more attention in academia, developers are         Students are engaged because they are motivated to
responding with games expressly designed to support        do better, to get to the next level, and ultimately, to
immersive, experiential learning.                          succeed. Proponents also underscore the productive
                                                           role of play, which allows for experimentation, the
Overview                                                   exploration of identities, and even failure.
Despite steady interest from educators, game-based
learning has been tantalizingly just out of reach for      In recent years, the Serious Games movement has
the K-12 mainstream, and again appears on the mid-         focused on uniting significant educational content
term horizon, still two to three years away. This may      with play. The games within this genre layer social
be because a compelling supporting technology or           issues or problems with game play, helping players
concrete set of tools has not emerged that schools         gain a new perspective through active engagement.
can broadly use to bring game-based learning to life,      Research shows that players readily connect with
although tablets may open that door more broadly. For      learning material when doing so will help them achieve
much of the last decade, the integration of game-based     personally meaningful goals.
learning into K-12 classes has usually been the work
of one or a small group of motivated educators who         Perhaps the most popular games at the K-12 level come
incorporate elements of gaming into lesson plans.          in app form. This is especially true as an increasing
                                                           number of schools invest in one or more key enabling
Nonetheless, the rationale for using games for learning    technologies — mobiles or tablets, for example, where
continues to resonate with many educators. With now        games are the most downloaded genre of apps, followed
20                                                                              NMC Horizon Report: 2012 K-12 Edition




   closely by news, maps, and social networking. For April       soft skills schools strive for students to acquire:
   2012, four of the top five most downloaded apps in            collaboration, problem solving, communication, critical
   the iTunes store were games. Educational games like           thinking, and digital literacy. What makes educational
   “Dabble,” the fast-thinking word game, and “Move the          gaming appealing today is the plethora of genres
   Turtle,” a game for young and aspiring programmers, are       and applications associated with it. From role-playing
   used both inside and outside of the classroom.                games that enable students to experience the world
                                                                 from someone else’s eyes, to online social games that
   Over the past couple years, there has also been more          present real world problems and raise global awareness,
   traction surrounding massively multiplayer online             to the incorporation of game design in computer
   (MMO) games. Online games including “Minecraft”               science classes, game mechanics can be integrated on
                                                                 many different levels in K-12 curriculum.

From role-playing games that enable                              While most games contain a clear reward system for
                                                                 players (moving up a level, receiving badges or points,
students to experience the world                                 etc.), what may be most appealing to educators is that
                                                                 games provide students a safe place to learn from
from someone else’s eyes, to online                              failure. In games, exploration is inherent and there
                                                                 are generally no high-stakes consequences. Children
social games that present real                                   are able to experiment and take risks to find solutions
                                                                 without the feeling that they are doing something
world problems and raise global                                  wrong. Games encourage students to make and learn
                                                                 from mistakes, which is a particularly important concept
awareness, to the incorporation of                               in the K-12 setting.

game design in computer science                                  For schools that are daunted by the notion of starting
                                                                 from scratch to incorporate game-based learning, there
classes, game mechanics can be                                   are a growing number of organizations that are helping
                                                                 with this process. Creative Academies, for example,
integrated on many different levels in                           works with schools to focus content and curriculum
                                                                 around game development. They work with students to
K-12 curriculum.                                                 develop simulations and animations for the grade levels
                                                                 below them (go.nmc.org/creati). EdGE is another such
   (go.nmc.org/massi) and “World of Warcraft” have been          organization, devoted to research and game design at
   integrated into course curriculum, with educators             the K-12 level (go.nmc.org/edge). Game design in itself
   and educational technology writers frequently                 is recognized as a successful way of engaging students
   documenting their stories and outcomes. MMOs bring            with specific content by allowing them to creatively
   many players together to work on activities that require      design their own games or activities to reach a specific
   collaborative problem solving. They are complex, and          learning outcome.
   include solo and group content, as well as goals that
   tie to a storyline or theme. Their link to education exists   Games related specifically to course content help
   in the highest levels of interaction in which game-play       students gain a fresh perspective on material and
   requires teamwork, leadership, and discovery.                 can potentially engage them in that content in more
                                                                 complex and nuanced ways. Alternate reality games
   Relevance for Teaching, Learning, or                          (ARGs), in which players find clues and solve puzzles in
   Creative Inquiry                                              experiences that blur the boundary between the game
   Game-based learning reflects a number of important            and real life, are one way that course content and game
Time-to-Adoption Horizon: Two to Three Years                                                                        21




play can overlap. “Statecraft X” is one such example,          in the role of apprentice chemists. The curriculum in
addressing the principles of governance in a high              the game adheres to the performance–play–dialog
school social studies curriculum. Students learn political     model of design for game-based learning. Students
and leadership skills as they are assigned the role of         learn through inquiry. go.nmc.org/legen
governors in a medieval kingdom, where they have to
overcome many challenges in order to develop and             >	 Humanities. “Minecraft” is used in the humanities
sustain a viable and thriving kingdom. In the process,          program at Yokohama International School in Japan,
they also learn the relationship between citizenship and        primarily as an engaging way for sixth and seventh
governance (go.nmc.org/states).                                 grade students to collaborate on models of buildings
                                                                and explore simulated natural and man-made
Open-ended, challenge-based, truly collaborative                environments. The game is incorporated into the
games are an emerging category of games that prepare            units Early Humans, Earth and Man, Early Civilizations,
K-12 students for their continued education and the             and the Renaissance — all of which emphasize
workforce. Games like these, which occur both online
and in non-digital forms, can draw on skills for research,
writing, collaboration, problem solving, public speaking,
leadership, digital literacy, and media making. When
                                                             Perhaps the most popular games at
embedded in the curriculum, they offer a path into the
material that allows students to learn how to learn along
                                                             the K-12 level come in app form.
with mastering the subject matter. Such games require          fundamental architectural and civic structures and
students to discover and construct knowledge in order          the interaction between humans and the natural
to solve problems. They are challenging to design well,        environment. go.nmc.org/minec
but the results can be transformative.
                                                             >	 Social Studies. Third graders at HTS Independent
The challenge that persists with educational games              School in Ontario, Canada, are using the SimCity iPad
— a good indicator of why they still reside on the mid-         game to learn about the similarities and differences
term horizon — is embedding traditional educational             between rural and urban communities. They are
content so that it looks and feels like a natural part of       building their own cities from the ground up and
playing the game. Faculty members may find it difficult         figuring out how to keep residents satisfied in the
to make pronounced connections between specific                 process, facing issues such as natural disasters,
course content and the gaming objectives. What is               transportation, and residential taxes. go.nmc.org/htsin
known, however, is that these games spark interest in
students to expand their learning outside of the game.       Game-Based Learning in Practice
Digital and communication literacy goes hand in hand         The following links provide examples of game-based
with game play, which is why it continues to be of great     learning in use in K-12 education settings:
interest to educators.
                                                             Catalysts for Change
A sampling of applications of game-based learning            go.nmc.org/catal
across disciplines includes the following:                   The Institute for the Future and the Rockefeller
                                                             Foundation teamed up to create “Catalysts for Change,”
>	 Chemistry. Developed by the Learning Sciences Lab         a game where players must plan and implement ways
   at the National Institute of Education in Singapore,      to alleviate world poverty. The game invites players
   the “Legends of Alkhimia” video game supports             to share their own ideas or to build upon more than
   the chemistry curriculum for middle school and            600 ideas that have been brainstormed by non-profit
   high school students. Students learn the subject by       groups from all over the globe. Renowned game master
   performing chemistry experiments, while positioned        Jane McGonigal helped design the game platform.
22                                                                            NMC Horizon Report: 2012 K-12 Edition




Design Corps                                               for those who wish to learn more about game-based
go.nmc.org/desig                                           learning:
The Learning Games Network, in partnership with the
State of Kentucky Department of Education, launched        Games and Learning: Teaching as Designing
Design Corps as a project-based alternative to motivate    go.nmc.org/cooat
and inspire learning and deeper understanding of           (James Gee, The Huffington Post, 21 April 2011.) James
subjects and topics across the curriculum. They have       Gee builds a case for games as catalysts for more
created a game design tool kit that reinforces important   interaction, creativity, and critical thinking in learning.
elements of research, documentation, communication,        He likens gamers to designers as they must understand
and collaboration with teachers as students develop        the “rule system” to be successful.
games.
                                                           Kids and Video Games: Why Children Should Play
Game Designs Online                                        More
go.nmc.org/gamed                                           go.nmc.org/kidsan
Big World Learning created an online course that brings    (Scott Steinberg, Venture Beat, 13 March 2012.) This
together educational experts, gaming professionals and     article highlights aspects of gaming, such as interactivity
young learners over 10 weeks to learn to design and        and creativity. Many gaming scenarios require strategic
produce computer games. A weekly videoconference           thinking, interpretative analysis, plan formulation, and
provides instruction for students alongside an             the ability to respond to change.
asynchronous web space to set tasks, store learning
resources and promote student discussion. Each week        A Neurologist Makes the Case for the Video Game
covers a separate element of game design, and a            Model as a Learning Tool
different industry expert joins each session.              go.nmc.org/rqvxp
                                                           (Judy Willis, Edutopia, 14 April 2011.) The neurologist
Meet the Earthwork Builders                                author of this article equates the success of game-based
go.nmc.org/cyaow                                           learning with the release of dopamine, a physiological
Funded by the National Endowment for the Humanities,       response to a prosperous choice or action, and outlines
a team of content specialists and game developers is       the phases of this natural learning process.
making a video game prototype about the Newark
Earthworks, an ancient lunar observatory in Newark,        New Learners of the 21st Century: Dr. James Gee
Ohio. Through the game, players will learn about the       (Video)
lunar observatory and gain a more global understanding     go.nmc.org/newle
of different cultures.                                     (PBS, 13 February 2011.) In this interview with
                                                           educational gaming expert James Gee, he discusses
National STEM Video Game Challenge                         how gaming environments stimulate advanced
go.nmc.org/stemc                                           problem solving and innovation. He breaks down the
As a component of President Obama’s initiative to          structure of games, asserting that all good games are
promote a renewed focus on Science, Technology,            just sets of problems that must be solved by learning
Engineering, and Math (STEM) education, the National       something new or applying what one has just learned.
STEM Video Game Challenge is a multi-year competition
whose goal is to motivate interest in STEM learning        The Only Game in Town
among America’s youth by tapping into students’            go.nmc.org/theon
natural passion for playing and making video games.        (Alex Ross, The Varsity, 18 March 2012.) This article
	                                                          discusses the potential of augmented reality games
For Further Reading                                        that allow the player to interact within a narrative. David
The following articles and resources are recommended       Fono, lead designer for the upcoming Toronto-based
Time-to-Adoption Horizon: Two to Three Years                                                  23




augmented reality game, ZED.TO, is focusing on the
storytelling possibilities.

Student-Created Video Games Enter Science Class
go.nmc.org/stude
(Jennifer Roland, MindShift, 2 April 2012.) Many schools
are participating in Globaloria, a U.S. program that
enables K-12 students to design educational games
with global and social relevance. This article cites
several success stories and discusses how the gaming
activities have improved soft skills in students, including
collaboration and self-directed learning.



                                                              What may be most appealing to
                                                              educators is that games provide
                                                              students a safe place to learn from
                                                              failure. In games, exploration is
                                                              inherent and there are generally no
                                                              high-stakes consequences.
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition
NMC Horizon Report > 2012 K-12 Edition

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NMC Horizon Report > 2012 K-12 Edition

  • 1. NMC Horizon Report > 2012 K-12 Edition
  • 2. Each of the three global editions of the NMC Horizon Report — higher education, primary and secondary education (K-12), and museum education — highlights six emerging technologies or practices that are likely to enter mainstream use with their focus sectors within three adoption horizons over the next five years.
  • 3. 1 Contents > Click on a topic or page number to jump to that page. Executive Summary 3 Key Trends 7 Significant Challenges 9 Time-to-Adoption Horizon: One Year or Less > Mobile Devices & Apps 11 > Tablet Computing 15 Time-to-Adoption Horizon: Two to Three Years > Game-Based Learning 19 > Personal Learning Environments 24 Time-to-Adoption Horizon: Four to Five Years > Augmented Reality 28 > Natural User Interfaces 32 The NMC Horizon Project 36 Methodology 38 The NMC Horizon Project: 2012 K-12 Edition Advisory Board 40 Interested in these emerging technology topics? Learn more about them and other edtech insights by “liking” us on Facebook at facebook.com/newmediaconsortium and following us on Twitter at twitter.com/nmcorg.
  • 4. NMC The NMC Horizon Report: 2012 K-12 Edition is a collaboration between the New Media Consortium, the Consortium for School Networking, and the International Society for Technology in Education. The research behind the NMC Horizon Report: 2012 K-12 Edition is The NMC Horizon Report: 2012 K-12 Edition is made a collaboration between the New Media Consortium (NMC), the possible via a grant from HP. Consortium for School Networking (CoSN), and the International Society for Technology in Education (ISTE). Their critical participation HP creates innovative technology solutions that benefit in the production of this report and their strong support for the NMC individuals, businesses, governments and society. The HP Horizon Project is gratefully acknowledged. To learn more about the Sustainability & Social Innovation team applies HP’s global NMC, visit www.nmc.org; to learn more about CoSN visit www.cosn.org; reach, broad portfolio of products and services, and the expertise to learn more about ISTE, visit www.iste.org. of its employees to support initiatives in education, healthcare and communities around the world. As the world’s largest technology © 2012, The New Media Consortium. company, HP brings together a portfolio that spans printing, personal computing, software, services, and IT infrastructure to solve customer ISBN 978-0-9846601-4-8 problems. More information about HP is available at www.hp.com. Permission is granted under a Creative Commons Attribution License to Cover photograph replicate, copy, distribute, transmit, or adapt this report freely provided Photo by North-West University. Students on the Vaal Triangle campus in that attribution is provided as illustrated in the citation below. To view Vanderbijlpark, South Africa, where mobile learning approaches are a copy of this license, visit creativecommons.org/licenses/by/3.0/ or being researched. Photo submitted for the HP Catalyst Project Showcase: send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, go.nmc.org/hpcatalyst-north-west-u California 94305, USA. Inside Front and Back Cover Photograph Citation Photo by Julie Bohnenkamp. Kindergarten 1:1 iPad Classroom at Center Johnson, L., Adams, S., and Cummins, M. (2012). Grove Elementary in Greenwood, Indiana participating in part of an NMC Horizon Report: 2012 K-12 Edition. Austin, Texas: The New Media Indiana Department of Education Innovation grant. www.centergrove. Consortium. k12.in.us/ipossibilities Design by emgusa.com
  • 5. 3 Executive Summary T he internationally recognized NMC Horizon Report education (K-12), and museum education — highlights series and regional NMC Technology Outlooks are six emerging technologies or practices that are likely to part of the NMC Horizon Project, a comprehensive enter mainstream use with their focus sectors within research venture established in 2002 that three adoption horizons over the next five years. Key identifies and describes emerging technologies trends and challenges that will affect current practice likely to have a large impact over the coming five years over the same period frame these discussions. Over the in education around the globe. This volume, the NMC Horizon Report: 2012 K-12 Edition, examines emerging technologies for their potential impact on and use in teaching, learning, and creative inquiry within the The NMC Horizon Report: 2012 environment of pre-college education. While there are many local factors affecting the practice of education, K-12 Edition, examines emerging there are also issues that transcend regional boundaries and questions we all face in K-12 education; it was with technologies for their potential these questions in mind that this report was created. The NMC Horizon Report: 2012 K-12 Edition is the fourth in impact on and use in teaching, the K-12 series of reports and is produced by the NMC in collaboration with the Consortium for School Networking learning, and creative inquiry (CoSN), and the International Society for Technology in Education (ISTE), with the generous support of HP’s within the environment of Sustainability & Social Innovation team. pre-college education. To create the report, an international body of experts in course of just a few weeks in the early Spring of 2012, education, technology, and other fields was convened the advisory board came to a consensus about the six as an advisory board. The group engaged in discussions topics that appear here in the NMC Horizon Report: 2012 around a set of research questions intended to surface K-12 Edition. The examples and readings under each significant trends and challenges and to identify a topic area are meant to provide practical models as wide array of potential technologies for the report. This well as access to more detailed information. The precise dialog was enriched by an extensive range of resources, research methodology employed is detailed in the current research, and practice that drew on the expertise closing section of this report. of both the NMC community and the communities of the members of the advisory board. These interactions The report’s format is consistent from year to year and among the advisory board are the focus of the NMC edition to edition, and opens with a discussion of the Horizon Report research, and this report details the areas trends and challenges identified by the advisory board in which these experts were in strong agreement. as most important for the next five years. The format of the main section of this edition closely reflects the Each of the three global editions of the NMC Horizon focus of the NMC Horizon Project itself, centering on Report — higher education, primary and secondary the applications of emerging technologies — in this
  • 6. 4 NMC Horizon Report: 2012 K-12 Edition case for K-12 settings. Each section is introduced with able to work, play, and learn on these devices whenever an overview that describes what the topic is, followed they want and wherever they may be. by a discussion of the particular relevance of the topic to teaching, learning, and creative inquiry in K-12 > Mobile devices & apps are increasingly valued as education. Several concrete examples of how the important learning tools in K-12. Once banned from technology is being used are given. the classroom, mobile devices & apps have become such compelling tools that schools are beginning Finally, each section closes with an annotated list of to rethink standing policies, and some are even suggested readings and additional examples that beginning to implement “bring your own device” expand on the discussion in the report. These resources, (BYOD) programs. The potential applications of along with a wide collection of other helpful projects mobiles are vast, and range from graphing complex and readings, can all be found in the project’s open mathematical equations to storing and sharing notes content database — the NMC Horizon Project Navigator and e-book annotations. Apps in particular are the (navigator.nmc.org) — and in the NMC Horizon EdTech fastest growing dimension of the mobile space in the Weekly App for the iPhone and iPad (go.nmc.org/app). K-12 sector right now, with impacts on virtually every All the background materials for the NMC Horizon aspect of informal life, and increasingly, potential in Report: 2012 K-12 Edition, including the research data, almost every academic discipline. Always-connected the preliminary selections, the topic preview, and this Internet devices using 3G, 4G, and similar cellular publication, can be downloaded for free on iTunes U networks, imbedded sensors, cameras, and GPS have (go.nmc.org/itunes-u). inspired hundreds of thousands of applications. With a steady flow of new apps that take advantage of the Technologies to Watch continual stream of enhancements to these tools, as The six technologies featured in the NMC Horizon well as key advances in electronic publishing, and Report: 2012 K-12 Edition are placed along three the convergence of search technology and location adoption horizons that indicate likely timeframes awareness, mobile devices & apps grow more and for their entrance into mainstream use for teaching, more interesting with each passing month. learning, and creative inquiry. The near-term horizon assumes the likelihood of entry into the mainstream > Tablet computing presents new opportunities to for schools within the next 12 months; the mid-term enhance learning experiences in ways simply not horizon, within two to three years; and the far-term, possible with mobile phones, laptops, or desktop within four to five years. It should be noted at the outset computers, and is especially suited for one-to-one that the NMC Horizon Report is not a predictive tool. It is learning in the K-12 environment. High-resolution meant, rather, to highlight emerging technologies with screens allow users of tablets, such as the iPad and considerable potential for our focus areas of education Galaxy, to easily share content, images, and video. and interpretation. Each of the six is already the target They are engaging and viewed as less disruptive than of work at a number of innovative organizations around other hand-held devices (no phone ringing and no the world, and the projects we showcase here reveal the incoming text messages). Because tablets are able promise of a wider impact. to tap into all the advantages that mobile apps bring to smaller devices but in a larger format, schools are Near-term Horizon seeing them not just as affordable solutions for one- On the near-term horizon — that is, within the next 12 to-one learning, but also as feature-rich tools for all months — are two related but distinct categories: mobile sorts of assignments as well, often replacing far more devices & apps and tablet computing. These two sets of expensive and cumbersome devices and equipment. technologies have become a pervasive part of everyday life in much of the world, and are growing everywhere. Mid-term Horizon Students have ever-increasing expectations of being The second adoption horizon, two to three years out,
  • 7. Executive Summary 5 is where we will begin to see widespread adoptions server-based solutions to distributed and portable of two technologies that are experiencing growing ones. Despite the use of the word ‘environment’ in interest within K-12 education: game-based learning the name, the notion of a physical or virtual space and personal learning environments. Educational is somewhat irrelevant to a PLE. The goal is for gaming brings an increasingly credible promise to students to have more control over how they learn make learning experiences more engaging for students, in school, just as they do at home, and for teachers while at the same time improving important skills, to set expectations that their students will be actively such as collaboration, creativity, and critical thinking. engaged in designing and supporting their own Over the past year, the definition of personal learning learning strategies. Personal learning environments environments has transcended its original ties and rely on enabling technologies, especially cloud dependence on learning management systems. computing and mobile devices, that make the Personal learning environments (PLEs) have come to learning environment portable, networked, and refer to any collection of resources and content that personally relevant. students have chosen to use in directing their own learning, at their own pace. Far-term Horizon On the far-term horizon, set at four to five years away > Game-based learning has gained more traction in from widespread adoption, are augmented reality and recent years as research continues to demonstrate its natural user interfaces. Augmented reality is an intuitive effectiveness for learning. Games for education span doorway through which data can be easily attached to the range from single-player or small-group card and real world objects, settings, and processes in a way that board games all the way to massively multiplayer facilitates a deeper understanding of what is being seen. online games and alternate reality games. Those at Natural user interfaces make the technology we use far the single-player or small-group end of the spectrum simpler and easier to use than ever before. Interfaces are easy to integrate into the curriculum, and have that react to touch, movement, voice, and even facial long been an option in many schools; but the greatest expressions are fundamentally changing how we potential of games for learning lies in their ability to interact with our devices — and our expectations for foster collaboration and engage students deeply in them. These technologies are several years away from the process of learning. Currently, the integration mainstream use, but already it is clear that their impact of games into K-12 is largely driven by individual will be significant, despite the lack of well-documented educators who are motivated to experiment with K-12 project examples. The high level of interest and gaming at school. There is a small but growing set of investment in both areas are clear indicators that they organizations that partner with schools to help them are worth following closely. design or implement games, but until a way is found to marshal resources more effectively in support of > Augmented reality (AR) refers to the layering game-based learning, it will remain on the mid-term of information over a view or representation of horizon. the normal world, offering users the ability to access place-based information in ways that are > Personal learning environments (PLEs), as outlined compellingly intuitive. Augmented reality brings in this year’s report, refer to the personal collections significant potential to supplement information of tools and resources a person assembles to support delivered via computers, mobile devices, video, and their own learning — both formal and informal. The even the printed book. Adding to the experience, conceptual basis for PLEs has shifted significantly most of the current tools do this in ways that the in the last year, as smartphones, tablets, and apps user can control and manipulate in real-time. While have begun to emerge as a compelling alternative augmented reality is much simpler to create and use to browser-based PLEs and e-portfolios. There has now than ever before, it is still several years away been a corresponding move away from centralized, from widespread adoption in schools, although
  • 8. 6 NMC Horizon Report: 2012 K-12 Edition for informal education, it is already commonplace. of progress has been made by exploring applications History and science museums use augmented reality in these areas. in creative ways to show visitors the science behind a phenomena as it happens, or what a building Each of these technologies is described in detail in the looked like centuries ago as they view it through the main body of the report, where a discussion of what camera on their smartphones or tablets. Although AR the technology is and why it is relevant to teaching, learning, or creative inquiry can also be found. Our research indicates that all six of these technologies Natural user interfaces have proven have clear and immediate potential for teaching and learning, and this report aims to document that in a especially beneficial for autistic, simple and compelling fashion. blind, deaf, and other special needs The advisory board of 46 technology experts spanned 22 countries this year, and their names are listed at the students; a great deal of progress end of this report. Despite their diversity of backgrounds and experience, they share a consensus view that each has been made by exploring of the profiled topics will have a significant impact on the practice of primary and secondary education around applications in these areas. the globe over the next five years. The key trends driving interest in their adoption, and the challenges schools is a well-understood technology, and the enabling and school systems will need to address if they are to technologies are readily available, the lack of school- reach their potential, also represent their perspective, based examples justifies its placement on the far- and are the focus of the next sections of the NMC term horizon. Horizon Report: 2012 K-12 Edition, where each is detailed in the context of schools, teaching, and learning. > Natural user interfaces allow computers to respond to gestures, motions of the body, facial expressions, voice, sound, and other environmental cues, and are replacing the keyboard and mouse as the standard for computer/human interaction. The various technologies that enable natural user interfaces are making interactions with computational devices far more intuitive, and often so simple that no instructions are even needed to use them. The device teaches you as you interact with it. From the touchscreens on smartphones and tablets, to the gesture and voice interactions built into the latest gaming systems (Xbox Kinect and Nintendo Wii, for example), to capable virtual assistants like Siri on the iPhone 4S, natural user interfaces enable users to learn by doing and seamlessly convert thought to action. Large multi-touch displays support collaborative work, allowing multiple users to interact with content simultaneously. Natural user interfaces have proven especially beneficial for autistic, blind, deaf, and other special needs students; a great deal
  • 9. 7 Key Trends T he technologies featured in each edition of the their own pace and style, whenever they want from NMC Horizon Report are embedded within a wherever they are. contemporary context that reflects the realities of the time, both in the sphere of K-12 education and in the world at large. To ensure this context was well understood, the advisory board engaged in an 2 The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as extensive review of current articles, interviews, papers, educators. Institutions must consider the unique and new research to identify and rank trends that are value that each adds to a world in which information currently affecting teaching, learning, and creative is everywhere. In such a world, sense-making and inquiry in K-12 education. Once detailed, the list of the ability to assess the credibility of information are trends was then ranked according to how significant paramount. Mentoring and preparing students for the each was likely to be for K-12 education in the next five world in which they will live is again at the forefront. years. The highest ranked of those trends had significant K-12 institutions have always been seen as critical agreement among the advisory board members, who paths to educational credentialing, but challenges from considered them to be key drivers of educational competing sources are redefining what these paths can technology adoptions for the period of 2012 through look like. 2017. They are listed here in the order in which the advisory board ranked them. 3 As the cost of technology drops and school districts revise and open up their access policies, 1 Education paradigms are shifting to include online learning, hybrid learning and collaborative models. Budget cuts have forced schools to re-evaluate it is becoming increasingly common for students to bring their own mobile devices. A growing number of schools are launching “Bring Your Own Device” (BYOD) their education platforms and find alternatives to programs so that students can use the devices they the exclusive face-to-face learning models. As such, already own in class as well as in the informal and out- what once was seen as a challenge has now become of-school environments they are ubiquitous in now. an increasingly interesting trend. Students already This is happening partly because of how BYOD impacts spend much of their free time on the Internet, learning budgets; schools can spend less money on technology and exchanging new information through various overall if students use their own, while funneling the resources, including social networks. Institutions that funds they do spend to help students who cannot embrace face-to-face/online hybrid learning models afford their own devices. The interest in BYOD programs have the potential to leverage the online skills learners can also be attributed to an attitude shift as schools have already developed independent of academia. We are beginning to better understand the capabilities of are beginning to see developments in online learning smartphones and other devices that still remain banned that offer similar — if not better — environments than on most campuses. classrooms, including opportunities for increased collaboration while equipping students with stronger digital skills. Hybrid models, when designed and implemented successfully, enable students to learn at 4 People expect to be able to work, learn, and study whenever and wherever they want. This trend is certainly true for most adults, and many well-
  • 10. 8 NMC Horizon Report: 2012 K-12 Edition paying jobs literally can be done from anywhere that has a mobile Internet connection. It is also true for many of today’s school-age children, who live their lives 6 There is a new emphasis in the classroom on more challenge-based, active learning. Challenge-based learning and similar methods foster in a state of constant connection to their peers, social more active learning experiences, both inside and groups, and family. While some decry the constant outside the classroom. As technologies such as tablets flow of information as a distraction or worse (with and smartphones now have proven applications in some justification), others see the opportunity to “flip” schools, educators are leveraging these tools, which expectations about what is homework and what is students already use, to connect the curriculum with schoolwork by taking advantage of those connections real life issues. The active learning approaches are decidedly more student-centered, allowing them to take control of how they engage with a subject and to If learners can connect the course brainstorm and implement solutions to pressing local and global problems. The hope is that if learners can material with their own lives and connect the course material with their own lives and their surrounding communities, then they will become their surrounding communities, then more excited to learn and immerse themselves in the subject matter. Studies of challenge-based learning in they will become more excited to practice, including two authored by the NMC, depict an increase in the uptake of 21st Century Skills among learn and immerse themselves in the learners, including leadership and creativity. subject matter. as learning opportunities. The implications for formal learning are profound, as flipping uses the resources on the Internet to free up valuable teacher classroom time, and fundamentally changes the teacher-student relationship. When students know how to use their network connections for more than texting, learning becomes much more serendipitous, opening the door to “just-in-time” learning, and “discovered” learning. 5 Technology continues to profoundly affect the way we work, collaborate, communicate, and succeed. Increasingly, technology skills are critical to success in almost every arena, and those who are more facile with technology will advance while those without access or skills will not. The digital divide, once seen as a factor of wealth, is now seen as a factor of education: those who have the opportunity to learn technology skills are in a better position to obtain and make use of technology than those who do not. Evolving occupations, multiple careers, and an increasingly mobile workforce contribute to this trend.
  • 11. 9 Significant Challenges A ny discussion of technology adoption must also and use digital media literacy skills across the curriculum, consider important constraints and challenges, the lack of formal training is being offset through and the advisory board drew deeply from professional development or informal learning, but we a careful analysis of current events, papers, are far from seeing digital media literacy as a norm. This articles, and similar sources, as well as personal challenge is exacerbated by the fact that digital literacy experience, in detailing a long list of challenges schools face in adopting any new technology. The most important of these are detailed below, but it was clear from the discussions with the experts that behind the Technology can and should support challenges listed here is also a pervasive sense that local and organizational constraints are likely the most individual choices about access to important factors in any decision to adopt — or not to adopt — a given technology. materials and expertise, amount Even K-12 institutions that are eager to adopt new and type of educational content, and technologies may be constrained by school policies, the lack of necessary human resources, and the financial methods of teaching. wherewithal to realize their ideas. Still others are is less about tools and more about thinking, and thus located within buildings that simply were not designed skills and standards based on tools and platforms have to provide the radio frequency transparency that proven to be somewhat ephemeral. wireless technologies require, and thus find themselves shut out of many potential technology options. While acknowledging that local barriers to technology adoptions are many and significant, the advisory board 2 K-12 must address the increased blending of formal and informal learning. Traditional lectures and subsequent testing are still dominant learning focused its discussions on challenges that are common vehicles in schools. In order for students to get a well- to the K-12 community as a whole. The highest ranked rounded education with real world experience, they challenges they identified are listed here, in the order in must also engage in more informal in-class activities which the advisory board ranked them. as well as learning to learn outside the classroom. Most schools are not encouraging students to do any of this, 1 Digital media literacy continues its rise in importance as a key skill in every discipline and profession, especially teaching. This challenge nor to experiment and take risks with their learning — but a new model, called the “flipped classroom,” is opening the door to new approaches. The flipped appears at the top of the list because despite the classroom uses the abundance of videos on the Internet widespread agreement on the importance of digital to allow students to learn new concepts and material media literacy, training in the supporting skills and outside of school, thus preserving class time for techniques is still very rare in teacher education. As discussions, collaborations with classmates, problem classroom professionals begin to realize that they are solving, and experimentation. The approach is not a limiting their students by not helping them to develop panacea, and designing an effective blended learning
  • 12. 10 NMC Horizon Report: 2012 K-12 Edition model is key, but the growing success of the many non- familiar to students, and mentoring from community traditional alternatives to schools that are using more members are examples of practices that can bring the informal approaches indicates that this trend is here to real world into the classroom. Practices like these may stay for some time. help retain students in school and prepare them for further education, careers, and citizenship in a way that 3 The demand for personalized learning is not adequately supported by current technology or traditional practices are failing to do. practices. The increasing demand for education that is customized to each student’s unique needs is driving the development of new technologies that provide more 6 Many activities related to learning and education take place outside the walls of the classroom and thus are not part of traditional learning metrics. learner choice and control and allow for differentiated Students can take advantage of learning material instruction, but there remains a gap between the vision online, through games and programs they may have on and the tools needed to achieve it. It has become clear systems at home, and through their extensive — and that one-size-fits-all teaching methods are neither constantly available — social networks. The experiences effective nor acceptable for today’s diverse students. that happen in and around these venues are difficult Technology can and should support individual choices to tie back to the classroom, as they tend to happen about access to materials and expertise, amount and serendipitously and in response to an immediate need type of educational content, and methods of teaching. for knowledge, rather than being related to topics currently being studied in school. 4 Institutional barriers present formidable challenges to moving forward in a constructive way with emerging technologies. A key challenge These trends and challenges are a reflection of the impact of technology that is occurring in almost every is the fundamental structure of the K-12 education aspect of our lives. They are indicative of the changing establishment — aka “the system.” As long as nature of the way we communicate, access information, maintaining the basic elements of the existing system connect with peers and colleagues, learn, and even remains the focus of efforts to support education, there socialize. will be resistance to any profound change in practice. Learners have increasing opportunities to take their Taken together, they provided the advisory board a education into their own hands, and options like frame through which to consider the potential impacts informal education, online education, and home-based of nearly 50 emerging technologies and related learning are attracting students away from traditional practices that were analyzed and discussed for possible educational settings. If the system is to remain relevant it inclusion in this edition of the NMC Horizon Report series. must adapt, but major change comes hard in education. Six of those were chosen through successive rounds of Too often it is education’s own processes and practices ranking and have been identified as “Technologies to that limit broader uptake of new technologies. Watch.” They each have been placed on one of three possible adoption horizon that span the coming five 5 Learning that incorporates real life experiences is not occurring enough and is undervalued when it does take place. This challenge is an important years, and are detailed in the main body of the report, which follows. one in K-12 schools, because it can greatly impact the engagement of students who are seeking some connection between the world as they know it exists outside of school, and their experiences in school that are meant to prepare them for that world. Use of project-based learning practices that incorporate real- life experiences, technology and tools that are already
  • 13. 11 Mobile Devices & Apps Time-to-Adoption Horizon: One Year or Less M obile phones — distinct from new sorts children, mobile apps have redefined the way we of larger format mobile devices such as think about software itself. Sophisticated but simple tablets — have as a category proven more tools routinely sell for as little as 99 cents, or are even interesting and more capable with each free. It is easy and cheap to outfit a smartphone with passing year. Smartphones including the exactly the feature set you want, and many people are iPhone and Android have redefined what we mean by mobile computing, and in the past three to four years, the small, often simple, low cost software extensions to these devices — apps — have become a hotbed In the U.S. alone, 61% of Americans of development. A popular app can see millions of downloads in a short time, and that potential market has age 12 and up own a mobile spawned a flood of creativity that is instantly apparent in the extensive collections available in the app stores. device, and 44% specifically own a Apple’s app store recently passed 25 billion downloads — with 10 billion in just the last eight months — and simple smartphone. but useful apps have found their way into almost every even beginning to see the mobile platform as the most form of human endeavor. The power of apps, coupled compelling home for one’s personal learning collection with the portability of mobile devices, is causing many of tools and resources. Both Apple and Google have schools to take another look at their policies regarding developed extensive collections of apps, and adding mobile devices. Many see mobiles as a key aspect of Bring new tools and resources is as simple as it is inexpensive. Your Own Device (BYOD) environments. The best apps are tightly integrated with the capabilities Overview of the device itself, using location data, motion Mobile devices have become one of the primary ways detection, gestures, access to social networks, and web that youth interact with and learn from each other. search, to seamlessly create a full-featured experience. Edison Research reports that in the U.S. alone, 61% of As just one example, users are now able to not only Americans age 12 and up own a mobile device, and 44% read an article foregrounded because of its relation to specifically own a smartphone. In affluent areas, those the user’s location, but also to share it with their social percentages are even higher; it is extremely common networks, make comments, swipe over an image to see now for children, at younger and younger ages, to own more, and store specific content to read at a later date and comfortably use smartphones. Common Sense — all within a typical newspaper app. Media reports that 52% of children even under eight- years-old have access to mobile media, and of this In the last year, new additions to mobile operating systems group, 11% spend an average of 43 minutes per day have made it easier for newspapers, periodicals, and other specifically with a mobile phone. subscription-based publications to migrate to mobile devices. Print and online publications, such as Time, Wired, At the same time that phones have become more or Mashable, provide users with new material on a regular capable, and more pervasive among school-age basis, sometimes sending the user alerts when there is a
  • 14. 12 NMC Horizon Report: 2012 K-12 Edition new edition, breaking news, or a story that is relevant to GPS and compasses allow sophisticated location and the user’s interests. Mobile apps designed for tablets have positioning, accelerometers and motion sensors enable given many traditional print-based publications a new the apps to be designed and used in completely new life, and new tools, such as iBook Author and iTunes U, ways, and digital capture and editing bring rich tools are making it very easy for anyone to create and publish for video, audio, and imaging. Mobile devices & apps media-rich interactive pieces. The newest version of encompass all this, and innovation in the mobile space iBook is optimized for viewing interactive textbooks, continues at an unprecedented pace. and e-readers for the Kindle and Android platforms are heading the same direction. At the same time, schools are relaxing their mobile policies and opening up new and creative opportunities for students to use their smartphones and As the potential of mobile computing accompanying apps as learning tools. Forsyth County Schools in Georgia is one particularly good example of is being demonstrated across an how schools can successfully open the door to students using their own devices, and they offer a collection of ever-growing list of K-12 education informative resources (go.nmc.org/forsyth). They have provided their teachers with professional development institutions, a successful shift from so they are able to use the devices themselves. Third grade students have made videos from their mobiles a traditional to a mobile environment and much of the student bodies have become experts in digital media creation — a 21st Century Skill of growing still requires planning and research. importance. Students are engaged and feel empowered as creators of substance. At New Milford High School in New Jersey, students use their smartphones to The mobile app marketplace reflects an expanding access Poll Everywhere (go.nmc.org/poll) and answer world of resources that fits into the palm of a hand. questions from the teacher, who is then able to see While the adoption of apps has been especially everyone’s responses in real-time to gauge the class’ apparent in the consumer sector, there has also been a overall understanding of the material. great interest in apps that illustrate scientific and related concepts via tools that also have practical application. As the potential of mobile computing is being Apps that support learning are commonplace. Fun, demonstrated across an ever-growing list of K-12 easy-to-use tools can be found for budding chefs, education institutions, a successful shift from a astronomers, physicists, artists, musicians, book lovers, traditional to a mobile environment still requires and writers — and all of them are designed to go with planning and research. Osseo Area Schools in Minnesota you anywhere and to be available with a tap on a screen. deployed an organic strategy, where they first allowed The K-12 education sector is beginning to capitalize on student-owned devices in a few classrooms and this by integrating mobile apps into the curriculum and monitored the impact before transitioning to a school- revising their school policies to allow the use of mobile wide, and eventually a district-wide implementation. devices and by extension, mobile apps. One of the main attractions for incorporating mobiles Relevance for Teaching, Learning, or so prominently in the classroom is that apps used in Creative Inquiry tandem with class curriculum can help students better Mobile devices & apps embody the convergence of understand complex material. The new Khan Academy several technologies that lend themselves to educational app puts supplemental instructional videos, ranging from use, including annotation tools, applications for art history to linear equations, in the hands of students, creation and composition, and social networking tools. while the interactive “Aero!” app makes physics easier to
  • 15. Time-to-Adoption Horizon: One Year or Less 13 grasp by focusing on the flight dynamics of an albatross. School in Michigan are using smartphones to draw Apps with interactive components enable students to diagrams to help understand multiplication. The learn by doing, not just by listening to teacher lectures. early results are promising, showing that students The “Elements” app has been the best example of this, are more engaged in the material, and teachers have and a catalyst for the launch of similar apps. Students are noticed an improvement in student performance and able to explore elements from the periodic table by using attitude. go.nmc.org/goble the touchscreen to rotate 3D images — an experience that mimics the act of physically holding the elements. > Research and Analysis. Richard S Fowler School in St. Similarly, the “Frog Dissection” app leads students through Albert, Alberta is using mobile devices to empower a virtual exploration of the frog anatomy — an alternative students to do research and data analysis for solving for schools without access to science laboratory complex problems, publish with multimedia, equipment, as well as for squeamish students. communicate with peers and experts, and work collaboratively. go.nmc.org/rsfgs Apps such as “Evernote” allow students to add video, photos, and more to their notes and readily share Mobile Devices & Apps in Practice them with their peers. Students can store individual The following links provide examples of mobile devices & notebooks in the app, organized by subject, and easily apps in use in K-12 education settings: perform a search to find a specific term in their notes while they are studying at home. One freshman English Idaho Digital Learning Mobile Initiative teacher from the Lodi Unified School District in California go.nmc.org/idaho is using “Edmodo” to post alerts to her students about Last spring, Idaho Digital Learning launched an initiative assignments and keep track of homework submissions. that allows specific content within existing classes to Students use it to turn in their assignments, share notes, be accessible through a mobile app and is creating and check their grades. additional mobile accessible learning activities. The increasing availability of network access means The “Magic of Learning” via Smartphone that the growing capabilities of mobiles are available go.nmc.org/magic to more students in more locations each year. Schools The Girls’ Schools Association, representing most of the around the world are investing in the infrastructure UK’s independent girls’ schools, is encouraging the use that supports mobile access, sponsoring programs that of smartphones in the classroom, particularly as a means provide devices to students who do not already have of replacing traditional textbooks. They also believe it is them, and designing class curriculum to incorporate important for students to be able to learn responsible interaction with smartphones and apps. use of the technology and improve their research skills. A sampling of applications of mobile devices & apps Metcalf Laboratory School: Apps in the Classroom across disciplines includes the following: go.nmc.org/metca The teachers at Metcalf Laboratory School in Illinois > Language Arts. Hazeldale Elementary School are exploring the use of apps as classroom learning in Oregon uses the app “Toontastic” to learn tools. They built a website to share their reviews of pronunciation, grammar, and vocabulary. Through specific apps and how they have integrated them into this app, students create their own animated stories components of their curriculum. Their findings cover a and watch replays of the scenes they have created, wide range of disciplines, from algebra to etymology. which helps them understand and correct any mistakes. go.nmc.org/orego Smartphones at Swiss Primary School go.nmc.org/swiss > Mathematics. Third graders at Gobles Elementary At a Swiss primary school, 5th grade students are
  • 16. 14 NMC Horizon Report: 2012 K-12 Edition equipped with smartphones and allowed to use the they connect to the school’s wireless network to use in Internet services at no charge. As a result, students have class. The school has also purchased a limited number become more engaged in the content and their digital of devices to be available for students who do not have literacy has increased. their own. This article addresses the pros and cons of this strategy. For Further Reading The following articles and resources are recommended More American Students Use Personal Tech Devices for those who wish to learn more about mobile devices & in the Classroom apps: go.nmc.org/morea (Charles Atkeison, CNN, 11 August 2011.) Students using 7 Myths About BYOD Debunked their own mobiles and devices in the classroom have go.nmc.org/7myth seen grade increases on assignments, as they are now (Lisa Neilsen, The Journal, 9 November 2011.) BYOD able to better understand learning material. The author has become a controversial subject. Some arguments cites specific examples of schools that are allowing against it are that BYOD deepens the digital divide or students to bring their own devices and includes that it will cause students to be distracted. This article differing reactions from parents. confronts the current concerns and explains why they are invalid. My Teacher Is an App go.nmc.org/mytea 10 Schools Encouraging Smartphones in the (Stephanie Banchero and Stephanie Simon, Wall Street Classroom Journal, 12 November 2011.) This article explores how go.nmc.org/10sch more than ever, students are learning outside the (Jeff Dunn, Edudemic, 12 December 2011.) This classroom via mobile apps. The technology supports article explores 10 schools that are creatively using and encourages informal learning, which, in turn, helps smartphones in their classrooms. Uses range from students perform better in the classroom. interacting with educational apps and programs to submitting homework, to graphing and tracking Time to Repeal the Cellphone Ban, Students Say science experiments to performing “web quests.” go.nmc.org/timet (Schoolbook, The New York Times, 2 November 2011.) How Mobile Apps Are Changing Classrooms and This article examines mobiles in schools from the student Education perspective, citing that bans on cell phones demonstrate go.nmc.org/howmo an underestimation of students’ responsibility. Students (Piyush Mangukiya, Huffington Post, 3 February 2012.) are already using mobiles anyway, and incorporating This article describes how mobile apps are adding to them thoughtfully into school will only increase the the in-classroom experience as well as extending the responsible and creative uses. classroom outside of the building. In the classroom, engagement is increased. Full course curriculums can be published to platforms like iTunes U so that content is available outside the classroom. In Some Cash-Strapped Schools, Kids Bring Their Own Tech Devices go.nmc.org/insom (Tina Barseghian, MindShift, 3 February 2012.) Mankato Public School System in Minnesota encourages students to bring any tech devices they own to school, which
  • 17. 15 Tablet Computing Time-to-Adoption Horizon: One Year or Less I n the past two years, advances in tablets have success of the iPad (though 10% of South Koreans now captured the imagination of educators around the own the Galaxy Tab, according to Android Beats), but world. Led by the incredible success of the iPad, together, these companies have solidified tablets as the which in 2011-12 was selling at the rate of more new family of devices to watch. than 3 million units a month, other similar devices such as the Samsung Galaxy and Sony’s Tablet S have Immensely portable, tablets are already a significant also begun to enter this rapidly growing market. In the distribution element for magazines and e-books. iOS process, the tablet (a form that is distinct from tablet 5 even includes a newsstand that allows easy access to PCs) has come to be viewed as not just a new category newspapers, magazines, and managing subscriptions of mobile devices, but indeed a new technology in — with a mere touch. Even without extending their its own right, one that blends features of laptops, smartphones, and earlier tablet computers with always-connected Internet, and thousands of apps with which to personalize the experience. As these The device itself encourages new devices have become more used and understood, it is clear that they are independent and distinct from exploration of its capabilities, other mobile devices such as smartphones, e-readers, or tablet PCs. With significantly larger screens and something easily demonstrated richer gesture-based interfaces than their smartphone predecessors, they are ideal tools for sharing content, by simply placing the device in the videos, images, and presentations because they are easy for anyone to use, visually compelling, and hands of a small child. highly portable. functionality via the full range of mobile apps, tablets serve as nicely sized video players with instant access Overview to an enormous library of content; digital readers for Led by the category-defining phenomenon that is books, magazines, and newspapers; real-time two-way the Apple iPad, tablets have earned their own listing video phones; easily sharable photo viewers and even in the NMC Horizon Report series this year, completely cameras; fast, easy email and web browsers; and rich, distinct from mobiles. According to a recent study from full-featured game platforms — all in a slim, lightweight, Chitika, the iPad now accounts for more than 95% of all portable package that fits in a purse or briefcase — tablet-based web traffic in the U.S., and 88% of global but which significantly omits a traditional keyboard. tablet web traffic. Similar statistics show tablets are That design choice, and the implications it brings for increasingly the device of choice for social networking interacting with the device, is a key reason that tablets and reading news. The newest iPad, with its revamped are not a new kind of lightweight laptop, but rather a retina display and advanced HD camera, has added completely new computing device. even more capability to the platform. Competing models, including Kindle Fire, Sony’s S, Motorola’s Xoom When the iPad was introduced, it was described as a “lean and Samsung’s Galaxy Tab have not yet enjoyed the back” experience as contrasted to the “lean forward”
  • 18. 16 NMC Horizon Report: 2012 K-12 Edition experience of typical computers. While second market hundreds of thousands of specialized apps are available and wireless keyboards are available for tablets, the real to extend the functionality of tablets. Apps for tablets innovation in these devices is in how they are used. A have many features in common with mobile apps, swipe, a tap, or a pinch allows the user to interact with such as seamless use of location awareness, network the device in completely new ways that are so intuitive connections, and other built-in sensors, but the larger and simple they require no manuals or instructions. The screen real estate allows for more detailed interfaces device itself encourages exploration of its capabilities, or viewing area. Also similar to smartphone apps, apps something easily demonstrated by simply placing the for tablets are inexpensive and very easy to add to the device in the hands of a small child. For times when a device, using the same tools and online stores. Relevance for Teaching, Learning, or Recent research indicates that Creative Inquiry Because of their portability, large display, and tablets, because they are designed touchscreen, tablets are ideal devices for one-to- one deployments. A number of schools are using to easily share their screens, foster the devices to support and enhance inquiry-based learning, challenge-based learning, and other forms key 21st Century Skills in students, of active learning, and recent research indicates that tablets, because they are designed to easily share including creativity, innovation, their screens, foster key 21st Century Skills in students, including creativity, innovation, communication, and communication, and collaboration. collaboration. As a result, more and more schools are choosing tablets as one-to-one devices. keyboard is needed, a custom-configured software keyboard appears, but the best-designed apps make Calgary Science School, for example, has been a one- little or no use of it. to-one school for the past five years. Last year, they introduced the iPad into their environment and have Screen technology has advanced to the point that found already that the device has enabled students to tablets are exceptionally effective at displaying visual become producers and creators, rather than passive content, such as photographs, books, and video; consumers, of content. The school is documenting similar advances in natural user interfaces have moved its iPad journey with the hopes that their findings tablets far beyond the point and click capabilities of will be beneficial to other educators embarking on touchscreens, and tablets are engaging and intuitive similar explorations (go.nmc.org/calga). Pleasant City devices to use. This combination of features is especially Elementary School in Florida is using the iPad as a vehicle enticing to educational institutions at all levels, and a to increase student performance by using iBooks and growing number of K-12 institutions are considering iBooks Author for content-driven, interactive lessons. tablets as a cost-effective alternative when planning Their goal is to create a library of e-books that gives a one-to-one deployment. In these and other group educators current and meaningful content that engages settings, their large screens — and the ease with which students in the subject matter (go.nmc.org/pleas). the image automatically adjusts its orientation to the viewer — make it easy to share content. Tablets also have proven benefits for students with special needs. At Belle View Elementary School in Perhaps the most interesting aspect of tablets is that Virginia, the iPad has enabled autistic students to they owe their heritage not to the desktop, but to the better communicate with their teachers what they are mobile phone. Both iOS and Android-based tablets thinking and needing. At Auburn School in Maryland, are designed with the app model firmly in mind, and students with social and communication disabilities are
  • 19. Time-to-Adoption Horizon: One Year or Less 17 sitting together, poring over content displayed on the > Physics. High school classes are using the iPad app iPad, making eye contact with one another. Students “Clinometer” to measure slope, object surfaces, can choose from a wide spectrum of apps and e-books, precise angles of incline and decline, and more. The such as EngLit and the enhanced e-book for T.S. Elliot’s app uses the motion sensor of the iPad, which enables “The Wasteland,” (go.nmc.org/tselli) that provide easy- students to guide the device to an equilibrium and to-comprehend notes on the text, video interviews with work on their balance skills. go.nmc.org/clino authors and scholars, and other reading aids. Tablet Computing in Practice While tablet programs are still very new, a number of The following links provide examples of tablet major studies are underway or recently completed that computing in use in K-12 education settings: look to measure their outcomes, and many are moving quickly to share results — this bodes well for continued Archbishop Mitty High School’s iPad Program further adoptions. One such group is iPads for Education, go.nmc.org/mitty based in Australia (go.nmc.org/ipads). They are compiling Named an Apple Distinguished School, Archbishop resources, first-hand accounts from educators, app Mitty High School in California launched an iPad reviews, case studies, and more that document the results program in which students are graphing quadratic of using the iPad for a wide variety of applications. Overall, equations and parabolic functions in their mathematics the outcomes are very positive, including increased classes, exploring interactive maps in their social studies student engagement and sense of leadership, and better classes, creating presentations, and performing a wide teamwork and communication. Still to be adequately variety of other tasks across multiple disciplines. documented in K-12 are other potential uses of tablets, including the replacement of print textbooks with iPad for Autistic Kids e-books, the wide use of specialized apps, the expanded go.nmc.org/ipada use of the devices’ built-in sensors, GPS, gesture interface, In South Africa, the Key School for Specialised Education cameras, video and audio tools, and more. is using the iPad to help autistic students with their communication skills. The iPad is easier to use than A sampling of tablet computing applications across traditional computers because it can be manipulated disciplines includes the following: via touch to give the students immediate feedback. Nonverbal students have been more interactive, > Literature. One elementary school teacher is using communicating through pictures or repeating words the iPad to update traditional student literature pronounced by the iPad. circles and make them more effective. Using a variety of features and apps, including “Edmodo” Ringwood North Primary’s CBL Project and “GoodReader,” he has access to group member go.nmc.org/ringw contributions, and with iBooks, students are able As part of Apple’s global “Challenge Based Learning” to share notes, annotate, and bookmark multiple program, 5th and 6th grade students at Ringwood passages to refer to later. go.nmc.org/litcir North Primary School in Melbourne, Australia used one-to-one iPad devices to research areas hit by natural > Mathematics. A third grade teacher at Millstone disasters and the issues those communities faced. From Elementary School in New Jersey is using the “Math there, they planned out and implemented solutions to Bingo” app to help students master math concepts help the communities recover. through gaming. Students receive immediate feedback when they make an incorrect answer and SVSD iPad Pilot are rewarded when they pass through various levels. go.nmc.org/svsd go.nmc.org/mills Snoqualmie Valley School District in Washington embarked on an iPad pilot program to identify teacher
  • 20. 18 NMC Horizon Report: 2012 K-12 Edition and student training needs, understand how the iPad iPads: What are We Learning? (PDF) can enhance student learning and achievement, and go.nmc.org/albert provide avenues for teachers to network and share best (Government of Alberta, 3 October 2011.) Alberta practices on integrating the device into the curriculum. Education hosted an event for school authorities that are exploring the use of iPads in schools, which resulted Youth LINKS in a report that covers subjects including student go.nmc.org/youth engagement and enhanced student assessment. Global Nomad Group’s exchange program Youth LINKS is using tablets to reach a wider audience in Kabul, Math That Moves: Schools Embrace the iPad Afghanistan and across the United States. Youth LINKS go.nmc.org/matht is a year-long program connecting six schools in the US (Winnie Hu, The New York Times, 4 January 2011.) Roslyn with six schools in Afghanistan via videoconferencing High School on Long Island handed out 47 iPads to and online platforms. The program can be extended to students and teachers in two humanities classes for a any place that has a wireless signal. pilot program in which iPads replace textbooks, allow students to correspond with teachers, turn in papers For Further Reading and homework assignments, and preserve a record of The following articles and resources are recommended student work in digital portfolios. The school sees the for those who wish to learn more about tablet investment as one that will pay for itself by cutting computing: future costs in printing and textbook costs. 6 Reasons Tablets are Ready for the Classroom Six Examples of iPad Integration in the 1:1 Classroom go.nmc.org/lcrin go.nmc.org/sixexa (Vineet Madan, Mashable, 16 May 2011.) This article (Andrew Marcinek, Edutopia, 24 April 2012.) In this explores the applications of tablet computers in article, an instructional technologist at Burlington education, based on reports from classrooms that have High School in Massachusetts explains why iPads have participated in pilot studies, citing that iPads fit with become invaluable. He describes how six different students’ current lifestyles. teachers at his high school are using the devices to engage students across a variety of disciplines. Educators Evaluate Learning Benefits of iPad go.nmc.org/whlnr (Ian Quillen, Education Week, 15 June 2011.) This article discusses the use of iPad devices as learning tools, and delves into the ongoing discourse about whether they are more viable for one-to-one solutions or as part of a group of shared devices. Intel Releases Rugged Education Tablet for the Developing World go.nmc.org/intel (Josh Smith, GottaBe Mobile, 10 April 2012.) Intel has created a tablet called Intel Studybook that is made to be resistant to water and dust, as well as being more durable when dropped. This looks like a great option for mobile labs in which students take tablets out with them for field research.
  • 21. 19 Game-Based Learning Time-to-Adoption Horizon: Two to Three Years G ame-based learning refers to the integration more than a decade of solid exploration completed, it of games or gaming mechanics into is clear that when applied properly, games can yield educational experiences. This topic has gained powerful outcomes — a concept now recognized at the considerable traction over the past decade as highest levels of education policy. In the most recent games have proven to be effective learning National Education Technology Plan, gaming was named tools, and beneficial in cognitive development and the fostering of soft skills among students, such as collaboration, communication, problem-solving, and critical thinking. The forms of games grow increasingly Despite steady interest from diverse and some of the most commonly used for educational purposes include alternate reality games educators, game-based learning has (ARG), massively multiplayer online games (MMO), and global social awareness games. Most games that been tantalizingly just out of reach are currently used for learning across a wide range of disciplines share similar qualities: they are goal- for the K-12 mainstream. oriented; have strong social components; and simulate as an ideal method of assessing student knowledge some sort of real world experience that students comprehension, citing the ability of games to provide find relevant to their lives. As game-based learning immediate performance feedback to the players. garners more attention in academia, developers are Students are engaged because they are motivated to responding with games expressly designed to support do better, to get to the next level, and ultimately, to immersive, experiential learning. succeed. Proponents also underscore the productive role of play, which allows for experimentation, the Overview exploration of identities, and even failure. Despite steady interest from educators, game-based learning has been tantalizingly just out of reach for In recent years, the Serious Games movement has the K-12 mainstream, and again appears on the mid- focused on uniting significant educational content term horizon, still two to three years away. This may with play. The games within this genre layer social be because a compelling supporting technology or issues or problems with game play, helping players concrete set of tools has not emerged that schools gain a new perspective through active engagement. can broadly use to bring game-based learning to life, Research shows that players readily connect with although tablets may open that door more broadly. For learning material when doing so will help them achieve much of the last decade, the integration of game-based personally meaningful goals. learning into K-12 classes has usually been the work of one or a small group of motivated educators who Perhaps the most popular games at the K-12 level come incorporate elements of gaming into lesson plans. in app form. This is especially true as an increasing number of schools invest in one or more key enabling Nonetheless, the rationale for using games for learning technologies — mobiles or tablets, for example, where continues to resonate with many educators. With now games are the most downloaded genre of apps, followed
  • 22. 20 NMC Horizon Report: 2012 K-12 Edition closely by news, maps, and social networking. For April soft skills schools strive for students to acquire: 2012, four of the top five most downloaded apps in collaboration, problem solving, communication, critical the iTunes store were games. Educational games like thinking, and digital literacy. What makes educational “Dabble,” the fast-thinking word game, and “Move the gaming appealing today is the plethora of genres Turtle,” a game for young and aspiring programmers, are and applications associated with it. From role-playing used both inside and outside of the classroom. games that enable students to experience the world from someone else’s eyes, to online social games that Over the past couple years, there has also been more present real world problems and raise global awareness, traction surrounding massively multiplayer online to the incorporation of game design in computer (MMO) games. Online games including “Minecraft” science classes, game mechanics can be integrated on many different levels in K-12 curriculum. From role-playing games that enable While most games contain a clear reward system for players (moving up a level, receiving badges or points, students to experience the world etc.), what may be most appealing to educators is that games provide students a safe place to learn from from someone else’s eyes, to online failure. In games, exploration is inherent and there are generally no high-stakes consequences. Children social games that present real are able to experiment and take risks to find solutions without the feeling that they are doing something world problems and raise global wrong. Games encourage students to make and learn from mistakes, which is a particularly important concept awareness, to the incorporation of in the K-12 setting. game design in computer science For schools that are daunted by the notion of starting from scratch to incorporate game-based learning, there classes, game mechanics can be are a growing number of organizations that are helping with this process. Creative Academies, for example, integrated on many different levels in works with schools to focus content and curriculum around game development. They work with students to K-12 curriculum. develop simulations and animations for the grade levels below them (go.nmc.org/creati). EdGE is another such (go.nmc.org/massi) and “World of Warcraft” have been organization, devoted to research and game design at integrated into course curriculum, with educators the K-12 level (go.nmc.org/edge). Game design in itself and educational technology writers frequently is recognized as a successful way of engaging students documenting their stories and outcomes. MMOs bring with specific content by allowing them to creatively many players together to work on activities that require design their own games or activities to reach a specific collaborative problem solving. They are complex, and learning outcome. include solo and group content, as well as goals that tie to a storyline or theme. Their link to education exists Games related specifically to course content help in the highest levels of interaction in which game-play students gain a fresh perspective on material and requires teamwork, leadership, and discovery. can potentially engage them in that content in more complex and nuanced ways. Alternate reality games Relevance for Teaching, Learning, or (ARGs), in which players find clues and solve puzzles in Creative Inquiry experiences that blur the boundary between the game Game-based learning reflects a number of important and real life, are one way that course content and game
  • 23. Time-to-Adoption Horizon: Two to Three Years 21 play can overlap. “Statecraft X” is one such example, in the role of apprentice chemists. The curriculum in addressing the principles of governance in a high the game adheres to the performance–play–dialog school social studies curriculum. Students learn political model of design for game-based learning. Students and leadership skills as they are assigned the role of learn through inquiry. go.nmc.org/legen governors in a medieval kingdom, where they have to overcome many challenges in order to develop and > Humanities. “Minecraft” is used in the humanities sustain a viable and thriving kingdom. In the process, program at Yokohama International School in Japan, they also learn the relationship between citizenship and primarily as an engaging way for sixth and seventh governance (go.nmc.org/states). grade students to collaborate on models of buildings and explore simulated natural and man-made Open-ended, challenge-based, truly collaborative environments. The game is incorporated into the games are an emerging category of games that prepare units Early Humans, Earth and Man, Early Civilizations, K-12 students for their continued education and the and the Renaissance — all of which emphasize workforce. Games like these, which occur both online and in non-digital forms, can draw on skills for research, writing, collaboration, problem solving, public speaking, leadership, digital literacy, and media making. When Perhaps the most popular games at embedded in the curriculum, they offer a path into the material that allows students to learn how to learn along the K-12 level come in app form. with mastering the subject matter. Such games require fundamental architectural and civic structures and students to discover and construct knowledge in order the interaction between humans and the natural to solve problems. They are challenging to design well, environment. go.nmc.org/minec but the results can be transformative. > Social Studies. Third graders at HTS Independent The challenge that persists with educational games School in Ontario, Canada, are using the SimCity iPad — a good indicator of why they still reside on the mid- game to learn about the similarities and differences term horizon — is embedding traditional educational between rural and urban communities. They are content so that it looks and feels like a natural part of building their own cities from the ground up and playing the game. Faculty members may find it difficult figuring out how to keep residents satisfied in the to make pronounced connections between specific process, facing issues such as natural disasters, course content and the gaming objectives. What is transportation, and residential taxes. go.nmc.org/htsin known, however, is that these games spark interest in students to expand their learning outside of the game. Game-Based Learning in Practice Digital and communication literacy goes hand in hand The following links provide examples of game-based with game play, which is why it continues to be of great learning in use in K-12 education settings: interest to educators. Catalysts for Change A sampling of applications of game-based learning go.nmc.org/catal across disciplines includes the following: The Institute for the Future and the Rockefeller Foundation teamed up to create “Catalysts for Change,” > Chemistry. Developed by the Learning Sciences Lab a game where players must plan and implement ways at the National Institute of Education in Singapore, to alleviate world poverty. The game invites players the “Legends of Alkhimia” video game supports to share their own ideas or to build upon more than the chemistry curriculum for middle school and 600 ideas that have been brainstormed by non-profit high school students. Students learn the subject by groups from all over the globe. Renowned game master performing chemistry experiments, while positioned Jane McGonigal helped design the game platform.
  • 24. 22 NMC Horizon Report: 2012 K-12 Edition Design Corps for those who wish to learn more about game-based go.nmc.org/desig learning: The Learning Games Network, in partnership with the State of Kentucky Department of Education, launched Games and Learning: Teaching as Designing Design Corps as a project-based alternative to motivate go.nmc.org/cooat and inspire learning and deeper understanding of (James Gee, The Huffington Post, 21 April 2011.) James subjects and topics across the curriculum. They have Gee builds a case for games as catalysts for more created a game design tool kit that reinforces important interaction, creativity, and critical thinking in learning. elements of research, documentation, communication, He likens gamers to designers as they must understand and collaboration with teachers as students develop the “rule system” to be successful. games. Kids and Video Games: Why Children Should Play Game Designs Online More go.nmc.org/gamed go.nmc.org/kidsan Big World Learning created an online course that brings (Scott Steinberg, Venture Beat, 13 March 2012.) This together educational experts, gaming professionals and article highlights aspects of gaming, such as interactivity young learners over 10 weeks to learn to design and and creativity. Many gaming scenarios require strategic produce computer games. A weekly videoconference thinking, interpretative analysis, plan formulation, and provides instruction for students alongside an the ability to respond to change. asynchronous web space to set tasks, store learning resources and promote student discussion. Each week A Neurologist Makes the Case for the Video Game covers a separate element of game design, and a Model as a Learning Tool different industry expert joins each session. go.nmc.org/rqvxp (Judy Willis, Edutopia, 14 April 2011.) The neurologist Meet the Earthwork Builders author of this article equates the success of game-based go.nmc.org/cyaow learning with the release of dopamine, a physiological Funded by the National Endowment for the Humanities, response to a prosperous choice or action, and outlines a team of content specialists and game developers is the phases of this natural learning process. making a video game prototype about the Newark Earthworks, an ancient lunar observatory in Newark, New Learners of the 21st Century: Dr. James Gee Ohio. Through the game, players will learn about the (Video) lunar observatory and gain a more global understanding go.nmc.org/newle of different cultures. (PBS, 13 February 2011.) In this interview with educational gaming expert James Gee, he discusses National STEM Video Game Challenge how gaming environments stimulate advanced go.nmc.org/stemc problem solving and innovation. He breaks down the As a component of President Obama’s initiative to structure of games, asserting that all good games are promote a renewed focus on Science, Technology, just sets of problems that must be solved by learning Engineering, and Math (STEM) education, the National something new or applying what one has just learned. STEM Video Game Challenge is a multi-year competition whose goal is to motivate interest in STEM learning The Only Game in Town among America’s youth by tapping into students’ go.nmc.org/theon natural passion for playing and making video games. (Alex Ross, The Varsity, 18 March 2012.) This article discusses the potential of augmented reality games For Further Reading that allow the player to interact within a narrative. David The following articles and resources are recommended Fono, lead designer for the upcoming Toronto-based
  • 25. Time-to-Adoption Horizon: Two to Three Years 23 augmented reality game, ZED.TO, is focusing on the storytelling possibilities. Student-Created Video Games Enter Science Class go.nmc.org/stude (Jennifer Roland, MindShift, 2 April 2012.) Many schools are participating in Globaloria, a U.S. program that enables K-12 students to design educational games with global and social relevance. This article cites several success stories and discusses how the gaming activities have improved soft skills in students, including collaboration and self-directed learning. What may be most appealing to educators is that games provide students a safe place to learn from failure. In games, exploration is inherent and there are generally no high-stakes consequences.