On the Horizon Report 2012: Technology in Learning Over the Next Five Years (Part 2 of 3)

May 30, 2012

The heart of any New Media Consortium (NMC) Horizon Report is its list of “six technologies…placed along three adoption horizons that indicate likely timeframes for their entrance into mainstream use for teaching, learning, and creative inquiry.” The 2012 Higher Education edition offers us a particularly healthy heart.

As noted in the first of these three articles, the near-term (one-year) horizon includes two topics—mobile apps and tablets—that “have become pervasive in everyday life” (p. 6). The mid-term (two- to three-year) horizon features game-based learning and learning analytics. And the far-term (four- to five-year) horizon includes gesture-based computing and what the report refers to as “the Internet of Things” (smart objects).

It takes little imagination for any of us to see that mobile apps and tablets are technologies no longer on a distant horizon; they are becoming mainstream in the best training-teaching-learning venues just as they have become common in day-to-day life for any of us with access to tech tools. The Horizon Report Higher Education edition, as always, itself serves as a first-rate learning object by leading us to tremendous examples of these tools in use. There is, for example, the Stanford University iPhone and iPad Apps coursefreely accessible online as an example of how a learning opportunity about iPhones and iPads is delivered on the very devices it helps learners master. There is also the story about Drew University’s “Wall Street Semester” program, which provides an innovative and adaptable example of how tablets become a central tool in creatively engaging learning opportunities. There is something wonderfully circular and cohesive in how these two technologies in this horizon intersect with others such as gesture-based computing—the technology we so comfortably use on our smartphones and our tablets—and the Internet of Things.

As we move a bit further out—into the two- to three-year horizon—we see how game-based learning continues to play an increasingly important role in learning, and how learning analytics—using “the interpretation of a wide range of data produced by and gathered on behalf of students in order to assess…progress, predict future performance, and spot potential issues” (p. 22 of the report)—puts technology to use in producing significant and enviable results for learners and those who fund learning opportunities. A University at Albany research team provides a game-based learning example—one that helps learners “overcome critical decision-making biases”—and helps all of us begin dreaming about how we can adapt that model into our own training-teaching-learning endeavors. An article through EDUCAUSE, a collaborative partner with NMC on the Horizon Report Higher Education  edition, offers a concise and enticing summary of where we may be headed through our use of learning analytics tools in ways that would assist instructors as well as learners.

And then there is that relatively distant—four- to five-year—horizon where the somewhat dreamy yet completely imaginable tech tools are continuing to develop: gesture-based computing and the Internet of Things. The report notes that “an extensive review was unable to uncover many current examples in higher education of gesture-based software or devices being applied to specific learning examples” (p. 27), but a few online samples show us what we may be seeing in the not-too-distant future.  And when we move into the Internet of Things—“shorthand for network-aware smart objects that connect the physical world with the world of information” (p. 30)—we’re looking at a world where simple tasks such as documenting learners’ attendance in a class or workshop and disseminating information including class schedules, announcements, and information about homework are handled technologically through tagging systems while trainer-teacher-learners spend more time on what they should be doing: engaging in learning-oriented endeavors.

Next: What the Horizon Report Process Reminds Us About Collaborative Learning


On the Horizon Report 2012: Conversation, Community, and Learning (Part 1 of 3)

May 25, 2012

It behooves us to pay attention when an online document with a limited print run becomes an integral element in creating, fostering, representing, and sustaining a dynamically innovative community of trainer-teacher-learners. Which is why I once again am spending time with the New Media Consortium (NMC) flagship Horizon Report—the Higher Education Edition—at a time when the 2012 K-12 Edition is about to be released.

NMC playfully and accurately describes itself, in an introductory video, as being about “leadership, community, technology, research, creativity, experimentation, imagination, optimism, community, imagination, and passion…We want to help our members stay at the leading edge of technology…[while engaged in] research on emerging technology”—a goal it continually fulfills by drawing in participants and hundreds of thousands of readers from all over the world.

The process of producing those reports—to be reviewed again more thoroughly in the third of this three-part series of articles—creates its own ever-expanding community. Through documenting what is happening at the intersection of people, technology, and learning, the report actually extends the reach of that teaching-training-learning community—an an onsite-online community that keeps people in the forefront and sees technology as a tool supporting and enhancing successful learning.

NMC’s series of annual reports, including the Higher Education edition we are exploring here and others in the works, is an inspiring as well as thought- and world-changing tool no teacher-trainer-learner can afford to ignore. And it is amply augmented through its Navigator: “Part extensive library, part global project database, and part social network, Navigator allows users to easily search through the information, insights, and research of past NMC Horizon Projects, as well as the NMC’s expert analysis and extensive catalog of sharable rich media assets,” we read on the Horizon Report website.

The 2012 Higher Education edition of the report—part of a continuing collaboration between NMC and the EDUCAUSE Learning Initiative–continues the tradition of identifying key trends and significant challenges faced by those involved in higher education—a process that received further attention and refinement during a Horizon Report Advisory Board retreat in January 2012. It doesn’t take much for those of us involved in workplace learning and performance (staff training) endeavors to see how valuable and relevant this information is to us.

Our expectation that we will “be able to work, learn, and study whenever and wherever [we] want to” (p. 4 of the report) is true of anyone interested in not being left behind by the magnificent and seemingly endless changes that are occurring around every one of us in the contemporary workplace. The idea that “the world of work is increasingly collaborative, driving changes in the way student projects are structured” (p. 4) is something we are seeing in the evolving ways we are approaching workplace learning; this is actually becoming increasingly important as today’s students quickly join us as workplace colleagues—and bring their expectations with them. The “new emphasis in the classroom on more challenge-based and active learning” (p. 6) is something we already are rightfully confronting and addressing in our onsite-online workplace learning offerings so that we aren’t left behind.

Furthermore, the challenges (that “individual organizational constraints are likely the most important factors in any decision to adopt—or not to adopt—a given technology…”) are also far from unique to academic settings. It remains true, unfortunately, that companies struggling to compete in a competitively creative marketplace can (and often do) actually tie their own organizational hands behind their institutional backs by stifling rather than encouraging the use of social media tools in their workplace.

The focal point of each new Horizon Report edition is the listing of “six technologies…placed along three adoption horizons that indicate likely timeframes for their entrance into mainstream use for teaching, learning, and creative inquiry” (p. 6) The near-term (one-year) horizon this year includes the two topics—mobile apps and tablets—that “have become pervasive in everyday life” (p. 6). The mid-term (two- to three-year) horizon features game-based learning and learning analytics. The far-term (four- to five-year) horizon includes gesture-based computing and “the Internet of Things” (smart objects).

To explore these topics through the Horizon Report is to treat ourselves to one of the most inspiring and rewarding learning experience we are likely to have this year.

Next: What the 2012 Higher Education Report Tells Us About Emerging Technologies


On the Horizon Report: Training-Teaching-Learning Innovations (Part 2 of 2)

February 9, 2010

We will, if the authors (Laurence Johnson, Alan Levine, Rachel Smith, and Sonja Stone) of the 2010 Horizon Report are as accurate as they have been in the past, soon be as proficient in and comfortable with simple augmented reality, gesture-based computing, and visual data analysis as we currently are with other more familiar educational tools and trends.

The report itself suggests that simple augmented reality, “the concept of blending (augmenting) virtual data—information, rich media, and even live action—with what we see in the real world, for the purpose of enhancing the information we can perceive with our senses,” will reach maturity as an educational tool within two or three years. Simple augmented reality, the writers note, “is older than the term itself,” having first been used more than 40 years ago. As is often the case, however, diffusion of innovation has occurred gradually and appears to be working its way into educational settings for “discovery-based learning.” Current applications already include augmented reality in showing learners how to repair cars, interact with books and other physical objects, and work in collaborative learning environments.

Right behind augmented reality is gesture-based computing, according to our Horizon Report colleagues: “In schools where the Microsoft Surface has been installed in study areas, staff report that students naturally gravitate to the devices when they want to work together to study collaboratively.”  Those familiar with TED talks have already seen the MIT Media Lab demonstration of the Sixth Sense gesture-based system which shows where we might be headed with this technology, and Georgia Tech University researchers “have developed gesture-based games designed to help deaf children learn sign language,” the Horizon Report writers note.

We come full circle in our exploration of overwhelming amounts of information when we reach the final of the six trends explored: visual data analysis, a way to “make it possible for almost anyone with an analytical bent to easily interpret all sorts of data.” Tools including Many Eyes, Wordle, Flowing Data, and Gapminder are already available to trainer-teacher-learners, and they are helping us spot patterns which might otherwise remain hidden.

“The promise for teaching and learning is further afield,” the Horizon Report authors tell us, “but because of the intuitive ways in which it can expose intricate relationships to even the unitiated, there is tremendous opportunity to integrate visual data analysis into undergraduate research, even in survey courses.”

What this suggests, of course, is that those of us involved in workplace learning and performance need to see the simple augmented reality writing on the virtual wall: if students—future employees in the workplaces that we serve—are already using these resources in their educational endeavors, we are going to have to be equally adept at and comfortable with these tools if we’re going to be prepared to meet their workplace learning needs.


On the Horizon Report: Training-Teaching-Learning Innovations (Part 1 of 2)

February 7, 2010

Because training-teaching-learning never ends, we’re continually inundated by a flood of information and innovations which threaten to overwhelm us. When something as stimulating as The Horizon Report: 2010 Edition comes our way, I’m completely willing to dive in without thinking about whether I’ll ever come back up for air.

This annual collaborative report produced by the New Media Consortium and the EDUCAUSE Learning Initiative uses conversations with “hundreds of technology professionals, campus technologists, faculty leaders from colleges and universities, and representatives of leading corporations” and the work of an advisory board to identify those technology tools and trends most likely to have an impact on education over a five-year horizon. The results are as much a road map as they are an e-learning experience in and of themselves.

For those who work diligently to follow tech trends, some of what appears in the report—mobile computing, open content, and electronic books–may seem already to be old news, while other concepts—simple augmented reality, gesture-based computing, and visual data analysis—may be somewhat or entirely new. But exploring the report offers new twists even to the most familiar of information as the writers document what they call “the particular relevance of [each] topic to education, creativity, or research.” The results are worth whatever time it takes us to absorb them.

One of the many impressive elements of the annual reports is the way the authors (Laurence Johnson, Alan Levine, Rachel Smith, and Sonja Stone) use what they describe. The 2010 report, for example, describes the growth of visual data analysis as an educational tool; the New Media Consortium then, on its own website and with little fanfare, provides an example of visual data analysis using Wordle: “a word cloud, which gives a visual representation” of the themes which have been most prominently featured in all seven of the annual [Horizon] reports. Those of us who are immersed in reading and producing blogs are obviously familiar with tag clouds, but what our New Media Consortium colleagues have produced here as a supplement to a free online “boxed set” of all seven Horizon reports adds a stunningly beautiful and inspirational twist to what has become commonplace for us.

Another impressive element is the often overlooked e-learning potential of the hyperlinks—provided within the report—to other learning resources. Having called attention recently to the potential for online learning provided via innovative websites such Smarthistory and even through well organized archives on blogs such as one created and maintained by Lori Reed, I was particularly ready to pursue the opportunities provided by the “in practice” and “for further reading” sections following each description of the six horizon technologies explored in the 2010 report. Like any good online bibliography, these sections serve as rudimentary knowledge management systems that lead us to additional information when we are ready to pursue it—just-in-time learning at its best.

What better way to control that flood so that we as trainer-teacher-learners have a chance to swim rather than to sink?

Next: Horizon 2010 Technologies


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