Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Soon and Very Soon: Based on Horizon Report 2013
1. The Future of Technology:
Soon and very soon
Based on the Horizon Report 2013
https://net.educause.edu/ir/library/pdf/HR2013.p
df
Evan Peterson
Instructional Technologist
2. About the Horizon Report
The NMC Horizon Report is an
unbiased source of information that
helps education leaders, trustees,
policy makers, and others easily
understand the impact of key
emerging technologies on education,
and when they are likely to enter
mainstream use.
3. Key Trends
Time-to-Adoption Horizon: One Year or
Less
◦ Massively Open Online Courses (MOOCs)
◦ Tablet Computing
Time-to-Adoption Horizon: Two to Three
Years
◦ Games and Gamification
◦ Learning Analytics
Time-to-Adoption Horizon: Four to Five
Years
◦ 3D Printing
◦ Wearable Technology
4. 1 Year or Less
Massively Online Open Course
(MOOC)
◦ Student Advantage
Continuing life-long learning for “free”
Professionals are able to increase knowledge
and employability
◦ College/ University Advantage
Opportunity to showcase their curriculum
Market their school to potential students
5. MOOC: The Major Players
Coursera https://www.coursera.org/
edX https://www.edx.org/
Udacity https://www.udacity.com
6. MOOC Disadvantages
Little personal contact from the instructor
Not college credit
Grading is usually computer based or peer
review
Changing model…not ALL courses are free
11. Games and Gamification
Gamification?
◦ the application of typical elements of
game playing (e.g., point scoring,
competition with others, rules of play) to
other areas of activity, typically as an
online marketing technique to encourage
engagement with a product or service.
13. Games and Gamificaton
Gamer culture is growing
31% of gamers between 18-35 Years
old
Tablets, Smart phones proliferation
Xbox, Sony PlayStation, Wii, etc
15. Games and Gamification
◦ The Hour of Code
The use of an online game to teach how to
create computer programing code
http://code.org/
16. Games and Gamification
Advantages
◦ Engages students in your content
◦ Immersion of concepts in an exciting
environment
◦ Encourages competition
◦ Encourages creativity
◦ Encourages interaction between students
18. Learning Analytics
The field associated with deciphering
trends and patterns from educational
big data, or huge sets of studentrelated data, to further the
advancement of a personalized
supportive system of higher education.
19. Learning Analytics
What does that mean?
◦ Analyzing data to base decisions relating
to education
Learning Analytics example
◦ Being able to use your LMS data to
identify at-risk learners
◦ Help you adjust your courses design by
helping you identify success in
assessments vs. your learning outcomes
20. Learning analytics
◦ In industry- Using metrics to tailor
recommendations and advertisements
Google
Amazon.com
Netflix
22. 3D Printing
Allows users to build “print”
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Toys
Robots
Models
Building replicas
tools
Household furniture and accessories
Anything you design, or download
http://youtu.be/X5AZzOw7FwA
23. 3D Printing
Relevance to Teaching and Learning:
Enables more authentic explorations
of objects not readily available to
universities
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Dinosaur fossils/ Artifacts
Molecular structures
Design
Physics
Engineering
Paleontology
24. 3D Printing
In a real life solution: “Magic “ Arms
◦ http://youtu.be/WoZ2BgPVtA0
25. 3D Printing
How does it work? How much does it
cost?
Less than $2,500
http://youtu.be/AKTSdW7-H3Q
28. Discussion
Do you feel the Horizon Report
forecast is accurate?
What barriers do faculty have adopting
such technologies?
What would you ask of your
administration to help support your
adoption of technology?