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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
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.
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
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
MOOC: The Major Players
 Coursera https://www.coursera.org/
 edX https://www.edx.org/
 Udacity https://www.udacity.com
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
Tablet Computing


Advantages
◦
◦
◦
◦

Ease in size
eBooks
High resolution
Network: WiFi, Cellular network
connectivity
◦ Wealth of mobile apps
◦ Low cost
Tablet Computing
◦ From a student perspective
 https://www.youtube.com/watch?v=A3ZVVRna
vac
Tablet Computing
Disadvantages
Support challenges
 Cost challenges
 Broken devices
 Variety of devices
 Possible classroom distraction

Time-to-Adoption: Two to Three
Years
Games and Gamification
 Learning Analytics

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.
Games?
Games and Gamificaton
Gamer culture is growing
 31% of gamers between 18-35 Years
old
 Tablets, Smart phones proliferation
 Xbox, Sony PlayStation, Wii, etc

Games and Gamification


Elements
◦
◦
◦
◦

Badges/ Levels
Interaction with other students
Immersion in content
Animation and demonstration
Games and Gamification
◦ The Hour of Code
 The use of an online game to teach how to
create computer programing code
 http://code.org/
Games and Gamification


Advantages
◦ Engages students in your content
◦ Immersion of concepts in an exciting
environment
◦ Encourages competition
◦ Encourages creativity
◦ Encourages interaction between students
Games and Gamification


Disadvantages
◦ Maybe be complicated to organize
meaningful gaming
◦ Students may lose sight of lesson
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.
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
Learning analytics
◦ In industry- Using metrics to tailor
recommendations and advertisements
 Google
 Amazon.com
 Netflix
Time-to-Adoption: Four to Five
Years
3D Printing
 Wearable Technology

3D Printing


Allows users to build “print”
◦
◦
◦
◦
◦
◦
◦



Toys
Robots
Models
Building replicas
tools
Household furniture and accessories
Anything you design, or download

http://youtu.be/X5AZzOw7FwA
3D Printing


Relevance to Teaching and Learning:
Enables more authentic explorations
of objects not readily available to
universities
◦
◦
◦
◦
◦
◦

Dinosaur fossils/ Artifacts
Molecular structures
Design
Physics
Engineering
Paleontology
3D Printing


In a real life solution: “Magic “ Arms
◦ http://youtu.be/WoZ2BgPVtA0
3D Printing
How does it work? How much does it
cost?
 Less than $2,500
 http://youtu.be/AKTSdW7-H3Q

Wearable Technology


Wearable technology refers to devices
that can be worn by users
◦
◦
◦
◦

Jewelry
Sunglasses
Backpack
Clothing items like a shore or jacket
Wearable technology


Google Glass



Smarty Ring

http://youtu.be/MI7cflJdtcU
 Headband that measures brain waves
http://bcove.me/3vss06tu

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?

Questions
Soon and Very Soon: Based on Horizon Report 2013

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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
  • 7. Tablet Computing  Advantages ◦ ◦ ◦ ◦ Ease in size eBooks High resolution Network: WiFi, Cellular network connectivity ◦ Wealth of mobile apps ◦ Low cost
  • 8. Tablet Computing ◦ From a student perspective  https://www.youtube.com/watch?v=A3ZVVRna vac
  • 9. Tablet Computing Disadvantages Support challenges  Cost challenges  Broken devices  Variety of devices  Possible classroom distraction 
  • 10. Time-to-Adoption: Two to Three Years Games and Gamification  Learning Analytics 
  • 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 
  • 14. Games and Gamification  Elements ◦ ◦ ◦ ◦ Badges/ Levels Interaction with other students Immersion in content Animation and demonstration
  • 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
  • 17. Games and Gamification  Disadvantages ◦ Maybe be complicated to organize meaningful gaming ◦ Students may lose sight of lesson
  • 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
  • 21. Time-to-Adoption: Four to Five Years 3D Printing  Wearable Technology 
  • 22. 3D Printing  Allows users to build “print” ◦ ◦ ◦ ◦ ◦ ◦ ◦  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 ◦ ◦ ◦ ◦ ◦ ◦ 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 
  • 26. Wearable Technology  Wearable technology refers to devices that can be worn by users ◦ ◦ ◦ ◦ Jewelry Sunglasses Backpack Clothing items like a shore or jacket
  • 27. Wearable technology  Google Glass  Smarty Ring http://youtu.be/MI7cflJdtcU  Headband that measures brain waves http://bcove.me/3vss06tu 
  • 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? 