2011 horizon report k12
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Horizon Report>2011 K12 EditionNMC
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The NMC Horizon Project identifes and describes emerging technologies likely to have a large impact on
teaching, learning, research, or creative expression within education around the globe.
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1
Executive Summary 3
Time-to-Adoption Horizon: One Year or Less> Cloud Computing 10> Mobiles 14
Time-to-Adoption Horizon: Two to Three Years> Game-Based Learning 18> Open Content 22
Time-to-Adoption Horizon: Four to Five Years> Learning Analytics 26> Personal Learning Environments 30
Methodology 34
The NMC Horizon Project: 2011 K-12 Advisory Board 36
Contents
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NMC
The research behind The NMC Horizon Report: 2011 K-12 Edition is a
collaborationbetweentheNewMediaConsortium(www.nmc.org),the
ConsortiumforSchoolNetworking(CoSN),andtheInternationalSociety
forTechnologyinEducation(ISTE).CoSNandISTEscriticalparticipation
intheproductionofthisreportandtheirstrongsupportfortheNMC
HorizonProjectisgratefullyacknowledged.TolearnmoreaboutCoSN
visitwww.cosn.org;tolearnmoreaboutISTE,seewww.iste.org.
2011,TheNewMediaConsortium.
ISBN978-0-9828290-9-7
PermissionisgrantedunderaCreativeCommonsAttributionLicenseto
replicate,copy,distribute,transmit,oradaptthisreportfreelyprovided
thatattributionisprovidedasillustratedinthecitationbelow.Toviewa copy of this license, visit creativecommons.org/licenses/by/3.0/ or
sendalettertoCreativeCommons,559NathanAbbottWay,Stanford,
California94305,USA.
Citation
Johnson,L.,Adams,S.,andHaywood,K.,(2011).TheNMC Horizon Report:
2011 K-12 Edition.Austin,Texas:TheNewMediaConsortium.
Cover Photograph
MabulIslandChildrenbyLadyExpatonFlickr(www.ickr.com/photos/
ladyexpat/2842175845/).CreativeCommons.
InsideFront Cover Photograph
Photodisc/GettyImages
InsideBack Cover Photograph
HelpingChildren fromIndias Slums byBrianGlanz onFlickr (www.
ickr.com/photos/brianglanz/3303154926/).CreativeCommons.
Designbyemgusa.com
The NMC Horizon Report: 2011 K-12 Edition is made possible via a
grant rom HP. HPcreatesnewpossibilitiesfortechnologytohavea
meaningfulimpact on people, businesses, governments and society.
Theworldslargesttechnologycompany,HPbringstogetheraportfolio
that spans printing, personal computing, software, services and IT
infrastructure at the convergence of the cloud and connectivity,
creatingseamless,secure,context-awareexperiencesfora connected
world. More informationabout HP(NYSE:HPQ) isavailable atwww.
hp.com. Formore informationaboutGlobal Social Innovation atHP
pleasevisitwww.hp.com/go/socialinnovation.
The NMC Horizon Report: 2011 K-12 Edition isapublicationoftheNewMediaConsortium.
http://www.nmc.org/http://www.cosn.org/http://www.cosn.org/http://www.iste.org/http://www.iste.org/http://www.iste.org/http://www.creativecommons.org/licenses/by/3.0/http://www.flickr.com/photos/ladyexpat/2842175845/http://www.flickr.com/photos/ladyexpat/2842175845/http://www.flickr.com/photos/brianglanz/3303154926/http://www.flickr.com/photos/brianglanz/3303154926/http://www.emgusa.com/http://www.hp.com/http://www.hp.com/http://www.hp.com/go/socialinnovationhttp://www.hp.com/go/socialinnovationhttp://www.hp.com/http://www.hp.com/http://www.emgusa.com/http://www.flickr.com/photos/brianglanz/3303154926/http://www.flickr.com/photos/brianglanz/3303154926/http://www.flickr.com/photos/ladyexpat/2842175845/http://www.flickr.com/photos/ladyexpat/2842175845/http://www.creativecommons.org/licenses/by/3.0/http://www.iste.org/http://www.cosn.org/http://www.nmc.org/ -
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he NMC Horizon Report series is the most
visibleoutcomeoftheNMCHorizonProject,anongoingresearcheortestablishedin2002that
identiesanddescribesemergingtechnologies
likely to have a large impact on teaching,
learning, research, or creative expression within
education around the globe. This volume, The NMC
Horizon Report: 2011 K-12 Edition examines emerging
technologiesfortheirpotentialimpactonandusein
teaching,learning,andcreativeexpressionwithintheenvironment of pre-college education. The hope is
thatthereportisusefultoeducatorsworldwide,and
the international composition of the advisory board
reectsthecarewithwhichaglobalperspectivewas
assembled.Whiletherearemanylocalfactorsaecting
the practice of education, there are also issues that
transcend regional boundaries,questionswe all face
inK-12education,anditwaswiththeseinmindthatthisreportwascreated.TheNMC Horizon Report: 2011
K-12 Edition is the third in the K-12 series of reports
and is produced by the NMC in collaboration with
the Consortium for School Networking (CoSN), and
theInternationalSocietyforTechnologyinEducation
(ISTE), with the generous support of HPs Oce of
GlobalSocialInnovation.
EacheditionofTheNMC Horizon Reportintroducessix
emerging technologies or practices that are likely to
entermainstream use in the educational community
within three adoptionhorizons over the next one to
ve years. Each report also presents critical trends
and challenges thatwill aect teachingand learning
overthesametimeframe.Toidentifytheseareas,the
projecthasdrawnonanongoingconversationamong
knowledgeable persons in the elds of business,
industry, and education; on published resources,
currentresearch,andpractice;andontheexpertiseof
boththeNMCcommunityandthecommunitiesofthe
members of the NMC Horizon Projects K-12advisory
board, an international body ofexperts ineducation,technology,andotherelds.
The advisory board, chosen to broadly represent a
rangeofperspectivesinK-12education,engagedina
discussionaroundasetofresearchquestionsintendedto
surfacesignicanttrendsandchallengesandtoidentify
a wide array of potential technologies for the report.
Overthecourseofafewweeks,theadvisoryboardcametoaconsensusaboutthesixtopicsthatwillappearhere.
Theexamplesandreadingsundereachtopicareaare
meanttoprovidepracticalmodelsaswellasaccessto
moredetailedinformation.Whereverpossible,aneort
wasmade tohighlight the innovativework goingon
among elementary, middle, and high schools around
theworld.Thepreciseresearchmethodologyemployed
inproducingthereportisdetailedinaspecialsection
thatfollowsthebodyofthereport.
Thereportsformatisconsistentfromyeartoyear,opening
withadiscussionofthetrendsandchallengesidentied
ExecutiveSummary
3
TThe NMC Horizon Report: 2011 K-12Editionexamines emergingtechnologies for their potential
impact on and use in teaching,learning, and creative expressionwithin the environment ofpre-college education.
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bytheadvisoryboardasthemostimportanttoconsider
overthenextveyears.TheformatofthemainsectioncloselyreectsthefocusoftheNMCHorizonProjectitself,
centeringontheapplicationsofemergingtechnologies
to education and creativity. Each topic is introduced
withanoverviewthatdescribeswhat itis, followedby
a discussion of the particular relevance of the topic to
teaching, learning, or creativity. Examples of how the
technologyisbeing,orcouldbeappliedtothoseactivities
aregiven.Finally,eachsectioncloseswithanannotatedlistofsuggestedreadingsandadditionalexamplesthat
expandonthediscussioninthereportandalinktothe
project and discipline examples collected during the
researchprocessbyprojectsta,theadvisoryboard,and
othersinthegrowingNMCHorizonProjectcommunity.
Key Trends
ThetechnologiesfeaturedineacheditionofTheNMCHorizon Report are embeddedwithin a contemporary
context that reects the realities of the time,both in
the sphere ofeducationand in theworldat large.To
assurethisperspective,eachadvisoryboardresearches,
identies,andrankskeytrendsthatarecurrentlyaecting
the practice of teaching, learning, and creativity, and
usestheseasalensforitslaterwork.Thesetrendsare
surfacedthroughanextensivereviewofcurrentarticles,interviews, papers,andnew research.Once identied,
thelistoftrendsisrankedaccordingtohowsignicant
animpacttheyarelikelytohaveoneducationinthenext
veyears.Thefollowingvetrendshavebeenidentied
askeydriversoftechnologyadoptionsfortheperiodof
2011through2016;theyarelistedhereintheorderthey
wererankedbytheadvisoryboard.
1The abundance o resources and relationships made
easily accessible via the Internet is increasingly
challenging us to revisit our roles as educators.This
multi-yeartrendwasagainrankedveryhighly,indicating
its continued inuence. Institutions must consider the
uniquevaluethateachresourceaddstoaworldinwhichinformationiseverywhere.Insuchaworld,sense-making
andtheabilitytoassessthecredibilityofinformationare
paramount. Mentoring and preparing students for the
worldinwhichtheywillliveisagainattheforefront.
2As IT support becomes more and more
decentralized, the technologies we use are
increasingly based not on school servers, but inthe cloud. The continuing acceptance and adoption
of cloud-based applications and services is changing
notonlythewayswecongureandusesoftwareand
le storage, but even how we conceptualize those
functions.Itdoesnotmatterwhereourworkisstored;
whatmatters is that our information is accessible no
matterwhereweareorwhatdevicewechoosetouse.
Globally,inhugenumbers,wearegrowingaccustomedtoamodel ofbrowser-based software that isdevice-
independent. While some challenges still remain,
specically with notions of privacy and control, the
promise of signicant cost savings is an important
driverinthesearchforsolutions.
3
Technology continues to prooundly aect
the way we work, collaborate, communicate,and succeed. Increasingly, technology skills are also
critical to success in almost every arena, and those
who are more facile with technology will advance
whilethosewithoutaccessorskillswillnot.Thedigital
divide,onceseenasafactorofwealth,isnowseenas
afactorofeducation:thosewhohavetheopportunity
to learn technology skills are in a better position to
obtain andmake use of technology than thosewhodonot.Evolvingoccupations,multiplecareers,andan
increasinglymobileworkforcecontributetothistrend.
4People expect to be able to work, learn, and
study whenever and wherever they want to.This
highly ranked trend, also noted last year, continues
to permeate all aspects of daily living. Life in an
increasingly busyworldwhere learnersmust balance
demandsfromhome,work,school,andfamilyposesa
hostoflogisticalchallengeswithwhichmobilestudents
must cope. A faster approach is often perceived as
a better approach, and as such people want easy
The NMC Horizon Report: 2011 K-12 Edition4
Sense-making and the ability to
assess the credibility of informationare paramount.
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and timely access not only to the informationonthe
network,buttotheirsocialnetworksthatcanhelpthemtointerpretitandmaximizeitsvalue.Theimplications
forinformallearningareprofound,asarethenotionsof
just-in-timelearningandfoundlearning,bothways
ofmaximizingtheimpactoflearningbyensuringitis
timelyandecient.
5The perceived value o innovation and creativity
is increasing. Innovation is valuedat the highestlevelsofbusinessandmustbeembracedinschoolsif
studentsaretosucceedbeyondtheirformaleducation.
Thewayswedesignlearningexperiencesmustreect
thegrowingimportanceofinnovationandcreativityas
professional skills. Innovation and creativity mustnot
be linkedonly toarts subjects,either; theseskillsare
equallyimportantinscienticinquiry,entrepreneurship,
andotherareasaswell.
Critical ChallengesAlongwith current trends, the advisory board notes
critical challenges that schools face, especially those
that are likely to continue to aect education over
the ve-year timeperiod covered bythis report. Like
thetrends,thesearedrawnfromacarefulanalysisof
currentevents,papers,articles,andsimilarsources,aswell as from the personal experience of the advisory
boardmembers in their rolesas leaders ineducation
and technology. Those challenges ranked as most
signicant in terms of their impact on teaching,
learning,andcreativeinquiryinthecomingyearsare
listedhere,intheorderofimportanceassignedtothem
bytheadvisoryboard.
1Digital media literacy continues its rise in
importance as a key skill in every discipline and
proession.Thechallengeisduetothefactthatdespite
thewidespreadagreementonitsimportance,training
indigitalliteracyskillsandtechniquesisrareinteacher
educationandschooldistrictprofessionaldevelopment
programs. As teachers begin to realize that they are
limitingtheirstudentsbynothelpingthemtodevelop
andusedigitalmedialiteracyskillsacrossthecurriculum,
the lack of formal training is being oset through
professionaldevelopmentorinformallearning,butwe
arefarfromseeingdigitalmedialiteracyasanorm.This
challengeisexacerbatedbythefactthatdigitalliteracy
islessabouttoolsandmoreaboutthinking,andthusskillsandstandardsbasedontoolsandplatformshave
proventobesomewhatephemeral.
2Economic pressures and new models o education
are presenting unprecedented competition
to traditional models o schools. Across the board,
institutionsarelookingforwaystocontrolcostswhile
still providing a high quality of service. Schools arechallenged by the need to support a steady or
growingnumberof studentswith fewer resources
andstathanbefore.Asaresult,creativeinstitutions
are developing new models to serve students, such
asprovidingopencontentoverthenetwork.Asthese
pressures continue, other models may emerge that
diverge from traditional ones. Simply capitalizing on
new technology, however, is not enough; the new
modelsmust use these tools and services toengage
studentsonadeeperlevel.
3The demand or personalized learning is not
adequately supported by current technology or
practices.Theincreasingdemandforeducationthatis
customizedtoeachstudentsuniqueneedsisdrivingthe
development ofnew technologies that providemore
learnerchoiceandcontrolandallowfordierentiated
instruction. It has become clear that one-size-ts-all
teachingmethodsareneithereectivenoracceptable
fortodaysdiversestudents.Technologycanandshould
support individual choices about access tomaterials
andexpertise,amountandtypeofeducationalcontent,
andmethodsofteaching.
4A key challenge is the undamental structure o
the K-12 education establishment aka the
system. As long as maintaining the basic elements
of the existing system remains the focus of eorts
to support education, therewill be resistance to any
profoundchangeinpractice.Learnershaveincreasing
5ExecutiveSummary
Digital literacy is less about tools and
more about thinking.
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opportunities to take their education into their own
hands, and options like informal education, onlineeducation, and home-based learning are attracting
students away from traditional educational settings.
If the system is toremain relevantitmust adapt, but
majorchangecomeshardineducation.
5Many activities related to learning and education
take place outside the walls o the classroom and
thus are not part o our learning metrics.Studentscantakeadvantageoflearningmaterialonline,through
games and programs they may have on systems at
home,and through theirextensiveand constantly
available social networks. The experiences that
happen in and around these venues are dicult to
tie back to the classroom, as they tend to happen
serendipitouslyandinresponsetoanimmediateneed
for knowledge, rather than being related to topicscurrentlybeingstudiedinschool.
These trends and challenges are having a profound
eectonthewayweexperimentwith,adopt,anduse
emergingtechnologies.Theseaspectsoftheworldthat
surroundandpermeateeducationserveasaframework
forconsideringtheprobableimpactsoftheemerging
technologieslistedinthesectionsthatfollow.
Technologies to WatchThesixtechnologiesfeaturedinThe NMCHorizon Report
areplacedalongthreeadoptionhorizonsthatindicate
likely time frames for their entrance intomainstream
use for teaching, learning, or creative applications in
theK-12environment.Thenear-termhorizonassumes
thelikelihoodofentryintothemainstreamforschools
withinthenexttwelvemonths;themid-termhorizon,
withintwotothreeyears;andthefar-term,withinfour
toveyears.Itshouldbenotedthat TheNMC Horizon
Report is not a predictive tool. It is meant, rather, to
highlight emerging technologies with considerable
potentialforourfocusareasofteaching,learning,and
creativeexpression.Eachofthemisalreadythefocus
ofworkatanumberofinnovativeschoolsaroundthe
world, and the work we showcase here reveals the
promiseofawiderimpact.
Near-term Horizon
On the near-termhorizon that is, within the next12monthsarecloudcomputingandmobiles.Both
appearedinTheNMC Horizon Report: 2010 K-12 Edition,
and theirreappearancehere isnotonlyanindication
ofcontinuedinterestinthesetechnologiesbut,more
signicantly,thatthetechnologiescontinuetoevolve.
Thestronginterestincloudcomputinghasshiftedfrom
itspreviousfocusonfreeproductivitytoolstoawayto
trimthecostsofrunningdistrictdatacenters,suchasdatastorage,backups,andinfrastructuremaintenance.
Mobiles,ontheotherhand,havemovedtothenear-
termhorizonthisyearasnew,always-connectedtablets
such as the iPad have changed the debate around
allowingpersonaldevicesoncampuses.
> Cloud computing has already transformed the
way users of the Internet think about computingand communication, data storage and access, and
collaborative work. Cloud-based applications and
servicesareavailabletomanyschoolstudentstoday,
andmoreschoolsareemployingcloud-basedtools
all the time.Now schools are looking tooutsource
signicantpartsoftheirinfrastructure,suchasemail
and backups, to cloud providers. Together, these
developmentshavecontributedconsiderablyto theadoption of cloud computing approaches at K-12
schoolsacrosstheglobe.
> Mobiles are a category that dees long-term
denitions. With more than 1.2 billion new mobile
devicesproduced each year, the pace of innovation
in the mobile markets is unprecedented. Mobiles,
especiallysmartphonesandtablets,enableubiquitous
access to information, social networks, tools for
learningandproductivity,andhundredsofthousands
ofcustomapplications.Mobileswerelistedinprevious
yearsbecausetheycouldcapturemultimedia,access
the Internet, or geolocate. Now they are eectively
specializedcomputersforthepalmofyourhand,with
ahugeandgrowingcollectionofsoftwaretoolsthat
makeuseoftheiraccelerometers,compasses,cameras,
microphones,GPS,andothersensors.
The NMC Horizon Report: 2011 K-12 Edition6
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Second Adoption Horizon
Thesecondadoptionhorizonissettwotothreeyearsout,wherewewillbegintoseewidespreadadoptions
oftwotechnologieswithagrowingimportance:game-
based learning and open content. Games are clearly
part ofmainstreampopular culture; consumeruse of
opencontentisgrowing.Bothhavebeendemonstrated
aseectivetools for learning inanumberofschools
already, and both are expected to seemuch broader
use in pre-college education over the next two tothree years. Game-based learning also appeared on
themid-termhorizoninTheNMC Horizon Report: 2010
K-12 Edition.Whilecontinuingtodevelopinsomevery
interestingways,thegrowthofgame-basedlearninghas
beenconstrainedduetothelackofqualityeducational
gamesandgameplatforms.Opencontentisnewtothe
K-12reportthisyear,withinterestdrivenbyagrowing
rangeofopensourcetextbooksandawiderrecognitionof the collaborative philosophy behind creating and
sharingfreecontent.
> Game-based learninghasgrowninrecentyearsas
researchcontinuestodemonstrate itseectiveness
for learning. Games for education span the range
from single-player or small-group card and board
games all the way tomassivelymultiplayer online
gamesandalternaterealitygames.Thoseattherst
end of the spectrumare easy to integrate into the
curriculum,andhavelongbeenan option inmany
schools; but the greatest potential of games for
learningliesintheirabilitytofostercollaborationand
engage studentsdeeply in the processof learning.
Once educational gaming providers can match
the volume and quality of their consumer-driven
counterparts,gameswillgarnermoreattention.
> Open content is the current formof amovement
that began a decade ago, when universities such
as MIT began to make their course content freely
available.Tenyearslater,schoolshavealsobegunto
shareasignicantamountofcurricula,resources,and
learningmaterials.Thereisagrowingvarietyofopen
contentfromK-12organizationsandschools,andin
manypartsoftheworld,opencontentrepresentsa
profoundshiftinthewaystudentsstudyandlearn.
Farmorethanjustacollectionoffreeonlinecourse
materials,theopencontentmovementisincreasingly
aresponsetotherisingcostsofeducation,thedesireto provide access to learning in areas where such
accessisdicult,andanexpressionofstudentchoice
aboutwhenandhowtolearn.
Far-term Horizon
Onthefar-termhorizon,setatfourtoveyearsaway
fromwidespread adoption are learninganalytics and
personal learningenvironments.Neitherof thesetwo
technologies is commonly found in school settings
today and both remain at the experimental and
conceptuallevels.Nonetheless,thehighlevelofinterest
andresearchineachoftheseareasnottomention
their game-changingpotential indicates that they
areworthfollowingclosely.
> Learning analytics loosely joins a variety of data-gathering tools and analytic techniques to study
student engagement, performance, and progress
in practice, with the goal of using what is learned
torevisecurricula,teaching,andassessmentinreal
time.Buildingonthekindsofinformationgenerated
byGoogleAnalyticsandothersimilartools,learning
analyticsaimstomobilizethepowerofdata-mining
tools in the service of learning and embrace the
complexity,diversity,andabundanceofinformation
thatdynamiclearningenvironmentscangenerate.
7ExecutiveSummary
The six technologies featured in TheNMC Horizon Reportare placed alongthree adoption horizons that indicate
likely time frames for their entranceinto mainstream use for teaching,learning, or creative applications inthe K-12 environment.
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Internet, and other sources, enough information is
gathered early in the process to allow themembersof the advisory board to form an understanding of
how each of the discovered technologies might be
in use in settings outside of education, todevelop a
sense of the potential the technology may have for
educationalsettings,andtoenvisionapplicationsofthe
technology for teaching, learning, and creativity. The
ndingsare discussed ina variety ofsettingswith
teachers,industryexperts,technologists,andofcourse,the Horizon advisory board. Of particular interest to
the advisory board every year is nding educational
applications for these technologies that may not be
intuitiveorobvious.
The45membersofthisyearsK-12advisoryboardwere
purposely chosen to represent a broad spectrum of
K-12education,aswellaskeywritersandthinkersfrombusinessandindustry.Theyengagedinacomprehensive
reviewandanalysisofresearch,articles,papers,blogs,
and interviews; discussed existing applications, and
brainstormed new ones; and ultimately ranked the
items on the list of candidate technologies for their
potentialrelevancetoteaching,learning,andcreative
expression.Thisworktookplaceentirelyonlineandmay
bereviewedontheprojectwikiatk12.wiki.nmc.org.
Each NMC Horizon Report is produced over a period
ofjustafewmonthsso thattheinformation istimely
andrelevant.Thisyear,theeorttoproduce The NMC
Horizon Report: 2011 K-12 Edition began in February
2011and concludedwhenthereportwasreleasedin
June2011,aperiodofjustoverthreemonths.Thesix
technologiesandapplicationsthatemergedatthetop
ofthenalrankingstwoperadoptionhorizonare
detailedinthesectionsthatfollow.
Eachof thosesections includes detailed descriptions,
links to active demonstration projects, and a wide
arrayofadditionalresourcesrelatedtothesixproled
technologies.Thoseprolesaretheheartof The NMC
Horizon Report: 2011 K-12 Edition,andwillfuelthework
oftheNMCHorizonProjectthroughout2011-12.
AnimportantexampleofthatworkistheHorizon.K12
Toolkit.Forthesecondyear,theConsortiumforSchool
Networking (CoSN), with the support of HPs Oce
ofGlobal Social Innovation, isagain preparing aK-12toolkittoaccompanythereport,aimedatschooland
districtleaders,boardmembers,policymakers,teacher
groups,andothers.Thetoolkit,tobereleasedundera
CreativeCommonslicense,willhelpthesekeygroups
maximizetheimpactofthereportintheirschoolsand
helptheirconstituenciesgainanunderstandingofnew
applications of technology to support teaching and
learningandsuccessfullyplanfortheirimplementation.
Forthosewantingtoknowmoreabouttheprocesses
usedtogenerateThe NMC Horizon Reportseries,manyof
whichareongoingandextendtheworkinthereports,
wereferyoutothereportsnalsectionontheresearch
methodology.
9ExecutiveSummary
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he emergence of very large data farms
specialized data centers that host thousands of servers has created a surplus of computing
resources that has come to be called the cloud.
Growing out of research in grid computing,
cloud computing transforms once-expensive resources
like disk storage and processing cycles into a readily
available, cheap commodity. Development platforms
layered onto the cloud infrastructure enable thin-
client, web-based applications for image editing, word
processing, social networking, and media creation.
Many of us use the cloud, or cloud-based applications,
without even being aware of it. Applications including
Flickr, Google, YouTube, and many others use the cloud
as their platform, using storage space and computing
resources from many available machines as needed.
OverviewThe cloud is a term used to describe the vastcollectionsofnetworkedcomputers,typicallyhousedin
regionallydistributedandredundantdatacentersthat
comprisethetotalityoftheInternet.Cloudcomputing
isasetofstrategiesthatdistributedata,applications,
and computing cycles across the many machines in
suchdatacenters,andevenacrossdatacenters.Cloud
computing currently includes three broad areas of
development: cloud-based applications, which are
designed for many dierent tasks and hosted in the
cloud;developmentplatformsforcreatingcloud-based
applications; and massive computing resources for
storageandprocessing.
In The NMC Horizon Report: 2010 K-12 Edition, cloud
computing was positioned in the one-to-two year
horizon because of the adoption of cloud-based
applications; for example,YouTube and Google docs
beganmakingentrancesinschoolsandfellintoawidely
acceptedpatternofmainstreamuse.K-12 institutions
weremotivatedbyeasywaysto enable studentsand
facultytoshareideasandassignmentsonline.Thisyear,the enthusiasm has been directed towards the next
level of cloud computing: enterprise platforms and
databackupandstorage.Schoolsaremovingresource-
intensive applications, such as email, o site backup,
andwebhostingintothecloud.GoogleApps(go.nmc.
org/xpthl) is leading the eort to make that an easy
transition,helpingcompaniestowritesoftwarethatwill
runwithintheGoogleAppsenvironment,allowingitto
appearalongsidestudentemailandsharedocuments.
As a result, learning management systems, such as
LearnBoost, are integrating Google Apps into their
programs(go.nmc.org/zketu).
One of the biggest attractions of cloud computing
isthatitissavingschoolsmoneyandresources.After
emailandotherinfrastructureapplicationshavebeen
moved to the cloud, they no longer require much
development intervention or extra expense. The
Kentucky Department of Education recently selected
acloudsolutionthatprovidesitsschoolswithtoolsfor
communicationandcollaboration.Theestimatedstate
savingsismorethan$6millionoverthenextfouryears
(go.nmc.org/bkuly). The interest in cloud computing
hascreated a resurgenceof client-serverapplications
which, while not truly cloud-based solutions, oer
manyofthesameaordancesofcloudcomputing.One
exampleisHPsSchoolCloud(go.nmc.org/tfwvo),which
provides many cloud features through a thin-client
solutionthatdoesnotrequireanInternetconnection.
Data storage is cheap in cloud-based environments
pennies per gigabyte so cheap that it is often
provided in surprising quantities for free. There are
cloud-basedcounterparts tomany common software
toolsfromemailtowordprocessingandspreadsheets.
Schoolsarebecomingbetterversedinthetechnology
The NMC Horizon Report: 2011 K-12 Edition10
CloudComputingTime-to-Adoption Horizon: One Year or Less
T
http://go.nmc.org/xpthlhttp://go.nmc.org/xpthlhttp://go.nmc.org/xpthlhttp://go.nmc.org/zketuhttp://go.nmc.org/zketuhttp://go.nmc.org/bkulyhttp://go.nmc.org/bkulyhttp://go.nmc.org/tfwvohttp://go.nmc.org/tfwvohttp://go.nmc.org/tfwvohttp://go.nmc.org/bkulyhttp://go.nmc.org/zketuhttp://go.nmc.org/xpthlhttp://go.nmc.org/xpthl -
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thefocusisontheinstitution-leveleciencyandcost
savingsthatcloudcomputingfacilitates.Insomecases,schoolsturntocommercialprovidersforsuchservices,
but inothers, schools are working together tocreate
privateclouds.Forexample,TheLearningCurve,anot-
for-proteducationalconsortiumof40Massachusetts
schooldistricts,isworkingwithprivatesectorpartners
IMG Software and the EMC Corporation to provide
aordablecloudcomputingoptionsonsharedservers
thatwillfullyintegratethevariousdistrictsproprietarydatamanagementtools(go.nmc.org/hfqlh).
Inadditiontoproductivityapplications,servicessuchas
Flickr,YouTube,Blogger,andothers,compriseasetof
increasinglypowerfulcloud-basedtoolsforalmostany
taskausermightneedtodo.ApplicationslikeSplashup
(go.nmc.org/llnqb)orJayCut(go.nmc.org/bwnel)make
iteasyforstudentstoexperimentwithphotoandvideo
editing.With tools like SlideShare (go.nmc.org/xgsws)
or SlideRocket (go.nmc.org/dmcln), they can publish
presentations and slide shows. Further, itis very easy
tosharecontentcreatedwiththesetools,bothinterms
ofcollaboratingonitscreationandindistributingthe
nishedwork.
Browser-basedapplicationsareaccessibleforavariety
ofcomputerandevenmobileplatforms,makingthese
toolsavailableanywheretheInternetcanbeaccessed.In
additiontotheinherentconveniencecloudcomputing
oers,theoverallcost-eectivenessisamajorappeal.
Moving enterprise applications that have signicant
datastoragedemandstothecloudgreatlyreducesthe
needforschoolstosupport,maintain,andmanagethe
underlyinginfrastructure.
Becauseoftheubiquityoflowcostpersonalproductivity
and collaboration tools, coupled with the growing
number of low cost enterprise solutions, schools
11Time-to-AdoptionHorizon:OneYearorLess
and some are developing their own cloud-based
environments, utilizing solutions such as MobileMe(go.nmc.org/kdbpe).There isno singlecomputer that
canbepointedtoashousingtheseapplications.Tothe
enduser,thecloudisinvisible,andthetechnologythat
supportstheapplicationsdoesnotmatterthefact
thattheapplicationsarealwaysavailableiskey.
While the many advantages of the cloud are easy to
detail, there are cautions as well. Unlike traditionalsoftwarepackagesthatareinstalledonalocalcomputer,
can beeasily backed up,and are availableas longas
the operating system supports them, cloud-based
applicationsareonlineservicesandrequireapersistent
Internet connection. Entrustingwork and data to the
cloudisacommitmentoftrustthattheserviceprovider
will continue to be there, even in the face of the
changing market and other conditions. Nonetheless,
the economics of cloud computing are increasingly
compelling. For many institutions, cloud computing
oersacost-eectivesolutiontotheproblemofhowto
provideservices,datastorage,andcomputingpowerto
agrowingnumberofInternetuserswithoutinvesting
capitalinphysicalmachinesthatneedtobemaintained
andsupported.
Relevance or Teaching, Learning, orCreative ExpressionSchools are increasingly taking advantage of ready-
madeapplicationshostedonadynamic,ever-expanding
cloud that enables end users to perform tasks that
have traditionally required site licensing, installation,
and maintenance of individual software packages.
Email, word processing, spreadsheets, presentations,
collaboration,mediaediting,andmorecanallbedone
insideawebbrowser,whilethesoftwareandlesare
housed in the cloud. More advanced documentation
has been createdasan increasingamount ofschools
areusingthesetypesofresources.SkylineHighSchool
in Ann Arbor, Michigan, for example, compiled an
extensivehow-toguideforotherschoolstoreproduce
their successful Curriculum & Portfolio Integration
project(go.nmc.org/fmjmn).
Whereaslastyearmarkedatransitiontousingthecloud
for personal productivity and collaboration, this year
One of the biggest attractions ofcloud computing is that it is saving
schools money and resources.
http://go.nmc.org/hfqlhhttp://go.nmc.org/hfqlhhttp://go.nmc.org/llnqbhttp://go.nmc.org/llnqbhttp://go.nmc.org/bwnelhttp://go.nmc.org/bwnelhttp://go.nmc.org/xgswshttp://go.nmc.org/xgswshttp://go.nmc.org/dmclnhttp://go.nmc.org/dmclnhttp://go.nmc.org/kdbpehttp://go.nmc.org/kdbpehttp://go.nmc.org/kdbpehttp://go.nmc.org/fmjmnhttp://go.nmc.org/fmjmnhttp://go.nmc.org/fmjmnhttp://go.nmc.org/kdbpehttp://go.nmc.org/dmclnhttp://go.nmc.org/xgswshttp://go.nmc.org/bwnelhttp://go.nmc.org/llnqbhttp://go.nmc.org/hfqlh -
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The NMC Horizon Report: 2011 K-12 Edition12
havenewresourcestoapplytoaone-to-onelearning
environment. These parallel developments, bothdrawing on resources within the cloud, are changing
the way we are thinking about personal computing,
with profound applications for the classroom. VizZle
(go.nmc.org/qmkhg), for example, features peer-
reviewed libraries of interactive lessons,whiteboards,
touchscreens,andmoreinanonlinepackagedesigned
tomaketheproductionanduseofvisuallyrichlessons
easy. The reason cloud computing is so relevant in
the near-termhorizon isthatit has openeddoorsfor
more exibility, more space, more collaboration, and
ultimately,morecreativeusesofInternetresourcesfor
educatorstoincorporateintheirclassrooms.
Asamplingofapplicationsofcloudcomputingacross
thecurriculumincludesthefollowing:
> English. Saline Area Schools, comprisedof around
5,500studentsinsoutheastMichigan,areusingthe
entire suite of Google Apps to replace their email
infrastructure and share spreadsheets, videos, and
more,includingusingGoogleDocstoannotateand
editeachothersstories(go.nmc.org/bqwwr).
> History.ArcGISOnline,developedbyESRI,includes
a suite ofweb-based mapping tools that are used
across the curriculum. As one example, history
teachersusethetoolstoquicklycreatecustommaps
ofbattles,journeys,andothersignicantevents( go.nmc.org/bksvu).
> Science. Northwestern University has created iLab
Central,anauthentic,virtuallaboratorythatresidesin
thecloudandisaccessibletohighschoolstudentsof
all socio-economic backgrounds. Students can plug
invariablesandrunexperimentsonprofessionallab
equipmentthattheymaynototherwisehaveaccess
tointheirclassrooms(go.nmc.org/oanwi).
Cloud Computing in PracticeThe following links provide examples of how cloud
computingisbeingusedinschools.
Kerpoo
go.nmc.org/qkcvb
Targeted at elementary and middle school students,
Kerpoof Studio is a cloud-based application that
enables children tomake animatedmovies, artwork,
andmore.Thesitealsocontainsdownloadablelesson
plansforteachers.
LearnBoost
go.nmc.org/nkoan
LearnBoostisanewclassroommanagementplatform
run through the cloud that enables K-12 teachers to
track student grades and progress, create standards-
aligned lesson plans, generate analytics and reports,
shareprogresswithstudentsandparents,andorganize
theirschedulesfromacentraldashboard,withGoogle
Appintegration.
Murdock Middle Schools Multimedia Research
Model
go.nmc.org/ujjtt
MurdockMiddleSchoolisusingMobileMeasaplatform
for amultimedia researchmodel for students intheir
districttolearnbetterresearchskills.Theirsitecontains
demos, resources, and tools to aid students as they
developresearchprojectsfromstarttonish.
The reason cloud computing is sorelevant in the near-term horizonis that it has opened doors formore exibility, more space, more
collaboration, and ultimately, morecreative uses of Internet resourcesfor educators to incorporate in theirclassrooms.
http://go.nmc.org/qmkhghttp://go.nmc.org/qmkhghttp://go.nmc.org/bqwwrhttp://go.nmc.org/bqwwrhttp://go.nmc.org/bksvuhttp://go.nmc.org/bksvuhttp://go.nmc.org/bksvuhttp://go.nmc.org/oanwihttp://go.nmc.org/oanwihttp://go.nmc.org/qkcvbhttp://go.nmc.org/nkoanhttp://go.nmc.org/ujjtthttp://go.nmc.org/ujjtthttp://go.nmc.org/nkoanhttp://go.nmc.org/qkcvbhttp://go.nmc.org/oanwihttp://go.nmc.org/bksvuhttp://go.nmc.org/bksvuhttp://go.nmc.org/bqwwrhttp://go.nmc.org/qmkhg -
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13Time-to-AdoptionHorizon:OneYearorLess
Partnership Focuses on App Solutions or K-12
Studentsgo.nmc.org/aqzct
Throughthe partnership of the NewYork Institute of
TechnologyandtheNewYorkStateTeacherCentersand
associatedBoardsofCooperativeEducationalServices,
thestatehascommittedtoprovideGoogleAppsupport
to697publicschoolsacross the state,aswellasnon-
publicandcharterschools.
Primary Access
go.nmc.org/zrzcp
PrimaryAccessoersstudentsandteachersfrictionless
accesstoasuiteofonlinetools,includingdigitalmovies
and storyboards. With this cloud-based program,
studentscancreatedigitalnarratives,withtext,audio,
andlmfootage,withoutinstallinganysoftware.
Teachers o the Future
go.nmc.org/wgmdi
A sixth grade class atYokohama International School
in Japan is using Google Apps to complete all of
their assignments, including the creation of tutorials
designedinPresentationandsurveyscreatedinForms.
Eachstudentsworkisthenpublishedtotheweband
sharedthroughePortfolios.
For Further ReadingThefollowingarticlesandresourcesarerecommended
for those who wish to learn more about cloud
computing.
Cloud Migrations Trigger Organizational Challenges
go.nmc.org/fuwzr
(Vanessa Alvarez, InformationWeek.com, 9 February
2010.)Thisarticlediscusseshowcloudcomputingcan
workiforganizationsarewellstructuredinadvanceto
takeadvantageofitsaordances.
Google Goes to the Cloud or New Idea in PC System
go.nmc.org/awciy
(Walter S. Mossberg, The Wall Street Journal, 15
December 2010.)Technology writerWalter Mossberg
presentshisthoughtsonthenewcloud-basedGoogle
OS Chrome and how it will be used with Googles
experimentallaptop,theCr-48.
Jolicloud Becomes Joli OS, Announces Cross-
Platorm Appsgo.nmc.org/zsxqg
(Sarah Perez, ReadWriteWeb.com. 8 March 2011.) Joli
OSisawebbasedoperatingsystemthatenablesslower
machinestohavefastaccesstolesandservicesinthe
cloud.ThisOSallowsforolder,legacycomputerstotake
advantageofmoderncloudcomputing.Thecompany
also provides Jolicloud, an interface for accessing
manydierentwebservicesthroughapersonalcloud
desktopinterface.
Personal Cloud Will Replace Traditional Operating
Systems
go.nmc.org/cqwml
(CliSaran,ComputerWeekly.com,17May2010.)This
writerdiscussestheviewofForresterResearchanalyst
Frank Gillett who believes the traditional OS will
eventuallydisappearandbereplacedbyanincreasingly
sophisticatedpersonalcloud.
Strike Up the Band: Over 10 Million Have Gone
Google with Apps or Education
go.nmc.org/pheol
(Miriam Schneider,Ocial GoogleEnterpriseBlog, 14
October 2010.) In the four years since Google Apps
for Educationwas launched, over 10million students
now use the cloud-based productivity suite. Now,
K-12schoolsareincorporatingthesoftwareintotheir
curriculumforstudentstouse.
Thought Leaders in Cloud Computing
go.nmc.org/lxqur
(SramanaMitraandSiddharthGarg,SramanaMitra.com,
12April2011.)MarkEgan,CIOofVMware,exploresall
the components thatmust be considered in a cloud
computingsolution,includingtheinfrastructurelevel,
theapplications,andtheend-userlevel.
http://go.nmc.org/aqzcthttp://go.nmc.org/zrzcphttp://go.nmc.org/wgmdihttp://go.nmc.org/fuwzrhttp://go.nmc.org/zsxqghttp://go.nmc.org/cqwmlhttp://go.nmc.org/pheolhttp://go.nmc.org/lxqurhttp://go.nmc.org/lxqurhttp://go.nmc.org/pheolhttp://go.nmc.org/cqwmlhttp://go.nmc.org/zsxqghttp://go.nmc.org/fuwzrhttp://go.nmc.org/wgmdihttp://go.nmc.org/zrzcphttp://go.nmc.org/aqzct -
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obiles as a category have proven more
interesting and more capable with each
passing year, and continue to surprise both
researchers and consumers. According to a
report from mobile manufacturer Ericsson,
studies show that soon 80% of people accessing the
Internet will be doing so from a mobile device. At
the 2011 Mobile World Congress, Google CEO Eric
Schmidt rearmed the prediction by revealing that
for every baby born, 30 Android phones are activated.
It is no arbitrary decision that the statistical point of
comparison is between new lives and mobiles; the
next generation of students will inevitably be armed
with smarter mobiles at younger ages. Perhaps
even more important for education is that Gartner
Research projects Internet-capable mobile devices
will outnumber PCs by 2013. In Japan, over 75% of
Internet users already use a mobile as their rst choice
for access. This shift in the means of connecting to
the Internet is being enabled by the convergence of
three trends: the growing number of Internet-capable
mobile devices, increasingly exible web content, and
continued development of the networks that support
connectivity.
OverviewMobiles are increasingly always-connected devices
and not just to text messages and phone
conversations,butalsodoorwaystothecontentand
socialtapestriesoftheInternet.Thedevicesavailable
todayareextremelymulti-functionalandrobust,and
growmoresowitheachpassingyear.The NMC Horizon
Report: 2010 K-12 Editionplacedmobilesonthemid-
termhorizon,duetothegrowingroleofcellular-based
Internetservices.
Thisyear,mobileshavemovedtothenear-termhorizon
because of the riseof a new class of devices, led by
the category-dening blockbuster that is the Apple
iPad. Competing models, including the HPTouchPad
slated to launch in the summer of 2011 and
MotorolasXoomandSamsungsGalaxyTab,havenot
yetenjoyedthesuccessoftheiPad,buttogether,these
companieshavesolidiedtabletsasthenewfamilyof
mobiles to watch. Immensely portable, tablets serve
as e-readers, video repositories, and web-browsing
deviceswithinstantaccesstothousandsofappsall
inonepackagethateasilytsinabookbag,andeven
replacestheneedforthephysicalbookstherein.
Indeveloped countries,it isquite common for young
people to carry their own personal mobile devices.
In the upper grades, it is not at all unusual to nd
schools in which virtually every student carries a
mobile,eveniftheyarenotallowedtousethemduring
class. The unprecedented pace of evolution of these
devicescontinuestogenerategreatinterest,andtheir
increasing capabilities make them more useful with
eachnewproductgeneration.Theabilitytorunthird-
party applications represents a fundamental change
inthewayweregardmobilesandopensthedoorto
myriadusesforeducation,entertainment,productivity,
andsocialinteraction.
The available choices for accessing the Internet and
runningapplicationsaremanysmartphones,laptops
andtabletPCs;thenewestclassofdevices,tabletssuch
astheiPad,blends the functionsofallof them.Ithas
becomecommonpracticetodevelopwebcontentthat
seamlessly adjusts for optimal display on whichever
of these devices is used to access it, increasing the
proportion of Internet applications and information
thatisaccessibletomobileusers.ThereleaseofHTML5,
for example, has generated excitement with this
sort ofdevice exibility inmind.Mobileandwireless
data networks continue to evolve, supporting faster
The NMC Horizon Report: 2011 K-12 Edition14
MobilesTime-to-Adoption Horizon: One Year or Less
M
-
8/3/2019 2011 Horizon Report K12
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connections and higher bandwidth throughput, as
evidencedbytherapidadoptionof4Gdevices.
Asmorepeoplechoosetoreachforamobileratherthan
sittingatadesk toaccesstheInternet,ourviewsand
behaviors about that access are shifting. Specialized
applications allow seamless access to nancial
information,socialnetworkingsites,email,media,and
more.Tasksthatonceweregatheredintoasinglepiece
ofsoftwarethewebbrowserarenowdistributed
amongmanyapplicationsspecicallyoptimizedforthe
mobileenvironment.
Easymobile access alsomeans that the full rangeof
networkedinformationandapplicationsaccompanyus
whereverwe go.The Internet isno longer something
that is piped into homes and oces via a cable
anchored to the wall; it is a pervasive, ever-present
entity,accessiblefromanywherethereisacellsignal.
Relevance or Teaching, Learning, orCreative ExpressionThe age at which students in the developed world
acquiretheirrstmobiledeviceisdropping,andaswe
noted previously, by secondary school, nearly every
student has one. With always-on Internet, mobiles
embodytheconvergenceofseveraltechnologiesthat
lendthemselvestoeducationaluse,includingelectronic
bookreaders,annotationtools,applicationsforcreation
andcomposition,andsocialnetworkingtools.GPSand
compassesallowsophisticatedlocationandpositioning,
accelerometersandmotionsensorsenablethedevice
to be used for gesture-based computing, digital
capture and editing bring rich tools for video, audio,
and imagingmore andmore,mobiles encompass
it all, and innovation in mobile device development
continuesatanunprecedentedpace.
The portability ofmobile devices and their ability to
connecttotheInternetalmostanywheremakesthem
ideal as a store of reference materials and learning
experiences,aswellasgeneral-usetoolsforeldwork,
where they can be used to record observations viavoice,text,ormultimedia,andaccessreferencesources
inrealtime.Despitepoliciesthatbanmobiledevicesin
most schools, the iPad is changing the conversations
oncampuses.K-12schoolsareincreasinglyseeingthe
potential of mobile devices and noting that not
only are the devices themselves less expensive than
mostlaptops,theyneedlessinfrastructuretosupport
them. All of these changes have moved mobiles to
theforefrontof technologyplanningformanyschool
districts. The Burrell School District in Pennsylvania,
for instance, now allows cell phones in classrooms
expressly for assignments related to instructional
lessons.Otherinstitutionsaregraduallyfollowingsuit.
However, with the emergence of iPads and other
tablets,schoolshavebeguntolookatthesedevicesas
goodcandidatesforaone-to-onesolution.Thereisan
inherentdierencein thewayeducatorsviewtablets
vs. smartphones.While the idea ofcellphones inthe
classroomtoooftenconjuresupimagesofdisruption,
tabletsareagame-changer;theyencompassmanyof
thetoolssmartphonesoerwhilepresentinganever-
expandingcollectionoftoolsforlearning.
StudentsatScoeldMagnetMiddleSchoolinStamford,
Connecticut,aspartoftheHPCatalystInitiative,areusing
tabletsforaprojectwheretheytrackandanalyzedata
ontheimpactofwaterqualityonurbandevelopment.
These devices aord students the exibility to work
outside the classroom while encouraging student
collaboration.
Inside the classroom, tablets are transforming
traditionallessons.TheiPadeditionofThe Elements(go.
nmc.org/slgzt),forexample,depictstheperiodictable
in an interactive, three-dimensional way that could
notbereplicatedbyanyiterationofthephysicalbook.
ElementssuchasBismuthcrystalsrotateonthescreensothatclassescanviewandcontrolthemateveryangle,
asiftheywereholdingthecrystals.Theideaoftaking
somethingthatnormallyappearsatandbringingitto
15Time-to-AdoptionHorizon:OneYearorLess
Mobiles as a category have provenmore interesting and more capablewith each passing year.
http://go.nmc.org/slgzthttp://go.nmc.org/slgzthttp://go.nmc.org/slgzthttp://go.nmc.org/slgzthttp://go.nmc.org/slgzt -
8/3/2019 2011 Horizon Report K12
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lifeinadeviceyoucanholdinyourhandcreatessome
veryinterestingopportunitiesfordeeperengagement
amongstudents.
Anincreasinglycompellingfunctionofthenewmobiles
istheabilitytostoreanddisplaydozensoffull-length
books. Literature, textbooks, childrens books, novels,
articles,andjournalsallteasily inapocketorpurse.
Studentscanusevirtualbookmarkstomarkimportant
pages,highlightandannotatepassages,lookupwords,
and performother common study tasks right on the
mobiledevice.ItisalsoimportanttonotethateReaders
aloneare notmakingthe transition into schools. It is
thecollectionoffeaturesapplications,theInternet,
mediacaptureandplaybackandbooksthatare
makingtabletsinterestingtoschools.
Newfeaturesarebeingaddedtowhatmobilescando
almostcontinuously,andtheunprecedentedevolution
ofthesedo-it-alldevicesitselfisdrawingagreatdealof
interest.Theirever-increasingcapabilitiesareenhanced
bythecircumstancethatschoolsdonothavetobuyor
maintainthem.Inthecomingmonths,thevastpotential
of these devices for learning will begin to outweigh
concerns aboutmisuse that currentlydominatemost
conversations about their use in school settings. It
is the sheer power of these devices that make them
interesting,andthatpowerliesintheirubiquity,their
portability,thewiderangeofthingsthatcanbedonewiththem,andtheirabilitytoaccesstheInternetnearly
anywherethroughthegrowingcellularnetwork.
A sampling of applications of mobiles across the
curriculumincludesthefollowing:
> Art.FreshmenandjuniorsatMarymountSchoolinNew
YorkareusingSketchbookProoniPadstoproduceself-
portraitsalongwithsketchesataMetropolitanMuseum
of Art exhibit. The artwork was assembled into an
ebook,turningthestudentsintopublishedartists.The
entirejourneyofintegratingiPadsintothecurriculumis
chronicledontheschoolssite(go.nmc.org/wvdrf).
> Science. Using iPhones, fth through twelfth grade
students are gathering and tracking GPS-tagged bird
sightingsaspartoftheWildLabprogram.Theresultsof
students ndingsaidtheCornell LabofOrnithology in
theirscienticresearch(go.nmc.org/vatpv).
> Social Studies.InpartnershipwithReachtheWorld,
classes at the Rafael Hernandez Dual Language
School in New York City are completing digital
mappingexercisesontablets.Themapstheycreate
usingthetechnologyonthedeviceshighlightglobal
geographicissues(go.nmc.org/myctp).
Mobiles in PracticeThefollowinglinks provideexamplesofhowmobiles
arebeingusedinschools.
City Experience
go.nmc.org/myhup
StudentsatMCLSchoolinSydney,Australiaareusing
mobilestoexplorevariousareasofthecityandproduce
content documenting their experiences, including
videos,photos,andpresentations.
The Mobile Learning Experience
go.nmc.org/zng
The Mobile Learning Experience is a yearly event
in Phoenix, Arizona where educators interested in
incorporating mobiles into their classrooms can
congregate, share ideas, and learn about the latest
mobileapplicationsandinitiatives.
The NMC Horizon Report: 2011 K-12 Edition16
K-12 schools are increasingly seeingthe potential of mobile devices and noting that not only are thedevices themselves less expensivethan most laptops, they need lessinfrastructure to support them.
http://go.nmc.org/wvdrfhttp://go.nmc.org/wvdrfhttp://go.nmc.org/vatpvhttp://go.nmc.org/vatpvhttp://go.nmc.org/myctphttp://go.nmc.org/myctphttp://go.nmc.org/myhuphttp://go.nmc.org/fiznghttp://go.nmc.org/fiznghttp://go.nmc.org/myhuphttp://go.nmc.org/myctphttp://go.nmc.org/vatpvhttp://go.nmc.org/wvdrf -
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Mobile Maths
go.nmc.org/bnucq
Nokiaisdeliveringinteractivestudypackagestostudents
phonesinSouthAfrica.Thecontentpullsdirectlyfrom
the school curriculum and includes tutoring, peer-to-
peersupport,andotherhelpfulexercises.
OurPlayground
go.nmc.org/tkkgf
In development at the University of Chicago,
OurPlayground is an online environment that allows
studentsofallagestodesigntheirowndatacollection
projects based on questions they create.The data is
collected through mobile devices and incorporates
informationacquiredthroughsocialnetworks.
PollEverywhere
go.nmc.org/qnwch
PollEverywhere is an online polling system that is
usedinconjunctionwithmobilephones.Itisfreefor
educatorsand the ease ofusehasmade itattractive
for classroomexercises.Millard NorthHigh School in
Omaha,Nebraskaisoneexampleofaschoolusingthis.
For Further ReadingThefollowingarticlesandresourcesarerecommended
forthosewhowishtolearnmoreaboutmobiles.
Acceptable Use Policies in Web 2.0 & Mobile Era
go.nmc.org/chbhj
(Consortium for School Networks, www.cosn.org,
accessed3March2011.)Thiswebsitegivesanoverview
oftheguidelinesandpolicesformobileuseinschools
aroundthe United States. It addresses issues such as
cyber-bullyingandInternetltering.
Inormation Security in Education/Security Policies
or Mobile Devices
go.nmc.org/jbdfw
(WikiBooks,wikibooks.org,lastmodied30April2010.)
Thiswikibookentrydetailsconsiderationsforcellphone
useinK-12schools.Itoutlineswhattoconsiderwhen
youarewritingaplanforaschoolandoerslinkstovariouspoliciesasexamples.Thesitealsodiscussesthe
prosandconsofallowingstudentstousetheircellular
andsmartphonesinclass.
Learning in the 21st Century: Taking It Mobile!
go.nmc.org/qoshl
(Project Tomorrow, www.tomorrow.org, 29 October
2010.) Project Tomorrow and Blackboard partnered
onaseriesofreportsdocumentinghowK-12students
use mobile technology and blend it with traditional
learning.Thereportsprovideaguidetoeducatorson
trendsanddevelopmentsrelatedtomobiletechnology
intheclassroom.
M-Learning: Promises, Perils, and Challenges or
K-12 Education
go.nmc.org/zhwhb
(PatriciaWallace,Ph.D.,JohnsHopkinsUniversitySchool
of Education New Horizons Learning Journal, Winter
2011.) This article details issues and considerations
whenintegratingmobilesinK-12classrooms.
Mobile Subscriptions Hit 5 Billion Mark
go.nmc.org.ejmsy
(Ericsson, Ericsson.com, 9 July 2010). The mobileequipment and serviceprovider released information
on global mobile adoption, citing that over ve
billionpeople nowhavemobile phonesubscriptions,
underscoringtheubiquitousglobalpenetrationofthis
technology.
17Time-to-AdoptionHorizon:OneYearorLess
In the coming months, the vastpotential of these devices for learningwill begin to outweigh concernsabout misuse that currently dominatemost conversations about their use inschool settings.
Th NMC H i R 2011 K 12 Edi i18
http://go.nmc.org/bnucqhttp://go.nmc.org/tkkgfhttp://go.nmc.org/qnwuhhttp://go.nmc.org/chbhjhttp://go.nmc.org/jbdfwhttp://go.nmc.org/qoshlhttp://go.nmc.org/zhwhbhttp://go.nmc.org/ejmsyhttp://go.nmc.org/ejmsyhttp://go.nmc.org/zhwhbhttp://go.nmc.org/qoshlhttp://go.nmc.org/jbdfwhttp://go.nmc.org/chbhjhttp://go.nmc.org/qnwuhhttp://go.nmc.org/tkkgfhttp://go.nmc.org/bnucq -
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ame-based learning has gained considerable
traction since 2003, when James Gee began
to describe the impact of game play on
cognitive development. Since then, research
and interest in the potential of gaming on
learning has exploded, as has the diversity of games
themselves, with the emergence of serious games as a
genre, the proliferation of gaming platforms, and the
evolution of games on mobile devices. Developers and
researchers are working in every area of game-based
learning, including games that are goal-oriented;
social game environments; non-digital games that
are easy to construct and play; games developed
expressly for education; and commercial games that
lend themselves to rening team and group skills.
Role-playing, collaborative problem solving, and
other forms of simulated experiences are recognized
for having broad applicability across a wide range of
disciplines.
OverviewThe rst digital games appearedwith the rst home
computersintheearly1980s.Tenyearslater,theweb
wasborn,andgamesbegantobedeliveredoverthe
Internet.In2003,therstfullInternetserviceformobile
phones arrived in the US, bringing games to mobile
devices. The three most recent cohorts of childrenthoseborn intheearly1980s,theearly1990s,and
the early 2000shave grown up in aworld where
digitalgameshavealwaysbeenan importantpartof
theirlives.Thosebornsincetheearly1990shavenever
lived in aworld without a global network.The most
recentkidstoenterschools,thosebornsincetheearly
2000s,haveneverknownaworldinwhichthatglobal
networkwasnotaccessiblefromthepalmofyourhand.According to a recent study from the Entertainment
SoftwareAssociation,64%ofparentsbelievegamesare
apositiveforceintheirchildrenslives.Therearenow
activegamersineverygeneration;theaverageageof
gamersintheUSis35yearsold,agurenotfarofrom
themedianageof36.8forallUSresidents.
Beyond the generation-specic appreciation for
gaming, advocates point to collaboration, problem
solving, and communication as the main benets
of game-based learning. In the National Education
Technology Plan, U.S. Secretary of Education Anne
Duncannamedgamingasanidealmethodofassessing
student knowledge comprehension, citing the ability
ofgamestoprovideimmediateperformancefeedback
to the players. Students are engaged because they
aremotivatedtodobetter,gettothenextlevel,and
succeed. Proponents also underscore the productive
role of play, which allows for experimentation, the
explorationofidentities,andevenfailure.
Earlystudiesofconsumergameshelpedtoidentifythe
aspectsofgamesthatmakethemespeciallyengaging
and appealingto playersofvariousages andofboth
genders: the feeling of working toward a goal; the
possibilityofattainingspectacularsuccesses;theability
toproblem-solve,collaboratewithothers,andsocialize;
aninterestingstoryline;andothercharacteristics.These
qualitiesarereplicableforeducationalcontent,though
theycanbediculttodesignwell.Thischallengeiswhygame-based learning continues to be placed on the
mid-termhorizon.
Onewaytoengagestudentswitheducationalgaming
istogivethemahandindesigninggames.TheNational
STEMVideoGameChallenge(go.nmc.org/zsyof)recently
selectedwinnersfortheYouthPrize,announcedbythe
UnitedStatesChiefTechnologyOcer,AneeshChopra,which targetedmiddle schoolstudents tocreate their
owngamesplayableonopenorfreegamingplatforms.
Theideabehindthechallengewasthatitwouldbuild
The NMC Horizon Report: 2011 K-12 Edition18
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both critical-thinking and creative design skills. The
contestshowedthatnotonlydostudentshaveaninterest
indesigninggames;itrevealedthattheacademy itself
hastakenmajorstridesinacceptingandpromoting
gamingasanimportantlearningvehicle.
Anotherareaofgamingthatisincreasinglyinterestingto
schoolsissimulation-basedgames.Militariesworldwide
haveadoptedgamesandsimulationsacrosstheentire
range of skills training they provide, and the game-
designinsightsfromthattremendousbodyofworkare
beginning to inform simulations designed for school
children. A good example is EVOKE, an educational
game with real-world applications, developed by
theWorld Bank Institute and theWorld Bank Group
anddirectedbygamemasterJaneMcGonigal.Foran
intenseten-weekperiod,playersages13andupwere
facedwithchallengestoinventandimplementcreative
solutions to pressing social issues, including food
security,disasterrelief,andhumanrights.Whengame
design isof suciently highquality, it is increasingly
clearthattheseapproachescandeeplyengagestudents
inlearning.
Relevance or Teaching, Learning, orCreative ExpressionDigitaleducationalgameshavebeen incommonuse
foralongtime,bothinclassroomsandathome.The
earliest forms were single-player drill and practice
gamessuchasReader RabbitorMath Blaster.Now,were
beginningtoseemoreexamplesandamuchmore
dedicated following at the university level. While
gamesandgame-basedlearningcontinuetogenerate
interest and relevancy in the K-12 sector, the scarcity
ofquality educationalgames is impedingmore rapidadoption.Theproductionrequirementsseeninpopular
consumer games thus far have exceeded education
providers abilities tobuild them. InThe NMC Horizon
Report: 2010 K-12 Editiongame-basedlearningwasalso
positionedonthemid-termhorizon,andthatremains
the case today, although itdoes seem tobegaining
acceptance.
Nonetheless, digital subject mastery games are
continuing to gain momentum in K-12 classes. A
good example is Immune Attack (go.nmc.org/jgsgz),
developed by the Federation of American Scientists,
whichintegrateskeybiologyconceptsaboutconnective
tissueand redandwhitebloodcellsinto theplot.On
thesurface,whatmakesgameslikethismoreengaging
tostudentsisthattheendgoaloflearningispackaged
in the formofanexciting, alternate reality, or, in the
caseof Immune Attack,analienworld.Thesetypesof
gamesmakesuccessfullearningaidsbecausestudents
arewillingtoplaythemmorefrequentlyandforlonger
periods oftime than theywouldotherwise studythe
materialinquestion.
Thisyear,therehasalsobeenagreatdealoftraction
surroundingonlinegamesandgameappsformobile
devices. Schools are beginning the transition from
blocking web-based games to integrating them into
their classrooms and curriculum. There are many
free games designed for K-12 students, such as The
Hexagon Story (go.nmc.org/aneal), an award-winningalternate reality game (ARG) inwhich studentsmust
solveamysterybyansweringinitiationquestionsacross
multipledisciplinesand following clues sent to them
viaemail,textmessages,etc.fromctitiouscharacters.
Games in the form of apps have increased with the
explosionof smartphonesand tablets.Mind Snacks is
apopularappintheiTunesstorethatboostsstudents
foreignlanguageskillsanduency.PopMath Basic Mathisanotherwell-receivediPadgameappthatturnsthe
notionofashcardsintoatimedoruntimedgamelled
withcolorfulbubblestosharpenarithmeticskills.
AdigitalcounterparttotheseactivitiesistheGlobalKids
GamingInitiative,whichusesonlinegamestopromote
digitalliteracyskills,globalawareness,andcitizenship
amongyoungpeople.UrbanyouthtakingpartinGlobalKidsPlaying4Keepsprogramcreateandplaygames
aboutsocialissuesofglobalsignicance.Designingand
developinggamesisanotherwaytobringgamesinto
19Time-to-AdoptionHorizon:TwotoThreeYears
The productive role of play allowsfor experimentation, the explorationof identities, and even failure.
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the curriculum. Good game design involves research,
creativethinking,theabilitytoenvisionbothproblems
andsolutions,andmanyotherlearningskills.Thisyear,
GlobalKidsembarkedintrainingfortheSeriousGames
Leadership Program; participating children designed
gamesaroundrealworldissues,suchashydrationand
poverty, acquiring creative design and collaboration
skills,aswellasabetterknowledgeofglobalproblems.
As gaming and the science of engagement become
better understood, we are likely to see signicant
investment in large-scale educational games. The
compelling nature of Massively Multiplayer Online
(MMO)gamesinparticularisattractingresearchersand
educators whoappreciate the revolutionarypower of
including games in the curriculum.World of Warcraft
continuestobeapopulargamethatisintegratedinto
schools and a standard by which to measure other
MMOgames.Theroleofthesesortsofgames inK-12
education isto fostercollaborationanddigitalliteracy.
Inplayingthem,studentsmustlearnhowtoreachagoal
togetherwhere the obstacles are oftenother people.
Theyprovidelessonsinbothacademicsandreallife.
Researchandexperiencearestartingtoshowthatgames
canclearlybeappliedveryeectivelyinmanylearning
contexts.Gamescanengagelearnersinwaysothertoolsandapproachescannot,andtheirvalueforlearninghas
beenestablishedthroughresearch.Weknowmoreabout
howgamesworkandhowtoapplythemtoteachingand
learningthanweeverhave,and thatunderstandingis
increasing.Educationingeneralisstillafewyearsaway
from embracing games as mainstream practice, but
given the exciting results coming from game-based
research,theyareclearlyaspacetowatch.
A sampling of applications of game-based learning
acrossthecurriculumincludesthefollowing:
> Language Arts. In Florida, Palm Beach Gardens
High School is integratingyoungadult novels into
a language arts social network using Community
of Reading Engagement, a web-based game showformatmethodologybasedonhigherorderthinking
skills(go.nmc.org/ujriu).
> Mathematics.Studentsacrossthecountry,including
FoxRunElementarySchoolinSanAntonio,Texas,are
usingtheBrainPopwebsiteandappabestsellerin
theiTunesstoretowatchshort,animatedmovies
on topics, such as price comparison. The students
then take interactive quizzes to demonstrate the
knowledgetheyhavegained(go.nmc.org/hrllk).
> Media Literacy. The World of Warcraft (WoW) in
School Project engages at-risk students at Suern
Middle School in NewYork and Cape FearMiddle
SchoolinNorthCarolinainanafterschoolprogram
thatteachesskillsincommunication,digitalliteracy,
online safety,mathematics,and leadershipthrough
gameplay(go.nmc.org/ldz).
Game-Based Learning in PracticeThefollowinglinksprovideexamplesofhoweducational
gamesarebeingusedinschools.
A Crash Course in Saving the World
go.nmc.org/tjwmt
EVOKEdeveloped a free and open social networking
game that simulates real global issues to empower
peopletondnewandinnovativesolutions.
Finding Identitygo.nmc.org/zjjig
Finding Identity is a social science game that teaches
K-12 students about history, culture, and life values
using a 21st century approach to storytelling and
collaborativepuzzlesolving.
Ghosts o a Chance
go.nmc.org/rrbbwGhosts of a Chance allows visitors to the Smithsonian
American Art Museum a chance to decipher codes,
followtreasuremaps,sendtextmessages,anduncover
hiddenobjectsinthismultimediascavengerhunt.
Quest Atlantis
go.nmc.org/hisxo
Designed for students, ages 9-16, Quest Atlantis is asimulated, 3D learning environment that combines
strategies from commercial gaming with educational
researchonwhatmotivateschildrentolearn.Students
The NMC Horizon Report: 2011 K-12 Edition20
21Time-to-Adoption Horizon: Two to Three Years
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participating in this game learn and apply skills in
multiple disciplines, including mathematics and
environmentalsciences.
Quest to Learn
go.nmc.org/gdayk
QuesttoLearnisanentirepublicschoolinNewYork
City founded in 2009 devoted to teaching children
through game play. Among other key features, the
schoolisfocusedonrigorouscollegepreparationand
inquiry-basedlearning.
World Without Oil
go.nmc.org/shzdy
World without Oil was a collaborative and social
imagining of the rst 32 weeks of a global oil crisis.
Thesimulationwasdesignedforparticipantstogaina
betterunderstandingofdisasterresponse.
For Further ReadingThefollowingarticlesandresourcesarerecommended
for thosewhowish tolearnmoreaboutgame-based
learning.
By 2015, More Than 50 Percent o Organizations
That Manage Innovation Processes will Gamiy
those Processesgo.nmc.org/tvsop
(Gartner Newsroom, Gartner.com, 12 April 2011.)
Analysts at the 2011 Gartner Enterprise Architecture
Summit are exploring the employment of game
mechanics across various sectors of the workplace,
includingtraining,innovation,andmarketing.
Gaming Educationgo.nmc.org/levhm
(ElizabethCorcoran, OReilly Radar, 27October 2010.)
This insightful post discusses the three predominate
typesofgamingineducation:classicedu-techgames,
build-your-owngames,andthegamicationapproach
to teaching in general. The author looks at these
approachesandhowtheyalldierintheintegrationof
gamingintotheK-12learningexperience.
How Social Gaming is Improving Schools
go.nmc.org/wypau
(Greg Ferenstein, Mashable.com, 7 February 2010.)
This article points to collaborative, digital games
thataddressrealworldproblemsasameanstomake
educationmoreexcitingtostudentsthanthestandard
textbookmethods.
How Video Games Are Infltrating and Improving
Every Part o Our Lives
go.nmc.org/vmnqz
(Adam L. Penenberg, Fast Company, 13 December
2010.) This article discusses how gaming culture is
becomingpartofeverydaycultureandwillonlygrow
inimportanceinthefuture.CarnegieMellonprofessor
JesseSchellandInstitutefortheFutureresearcherJane
McGonigalareproledassomeoftheleadingthinkers
inthisarea.
The New Games People Play: How Game Mechanics
Have Changed In The Age O Social Media
go.nmc.org/uhppm
(AlexiaTsotsis,TechCrunch,1 August 2010.)This post
presentshowgaminghaschangedintheageofsocial
mediaandonlinecommunication.Issuesaroundwhat
makes games addictive and how they are integrated
into the realworld are addressed inaddition tohowgamemechanicsmaychangeinthefutureasaresult
ofsocialmedia.
Reality is Broken, Game Designers Can Fix It
go.nmc.org/egymq
(JaneMcGonigal,InstitutefortheFuture,2010.)ThisTED
talkadvocatesincorporatingprinciplesofgamedesign
intotherealworldtoeectsocialchange.Shepointstogamesaswaystolearnhowtocombathunger,poverty,
andclimatechangeandattaintheepicwin.
21Time to AdoptionHorizon:TwotoThreeYears
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he movement toward open content reects a
growing shift in the way academics in many
parts of the world are conceptualizing education
to a view that is more about the process of
learning than the information conveyed in their
courses. Information is everywhere; the challenge is
to make eective use of it. Open content embraces
not only the sharing of information, but the sharing
of instructional practice and experiences as well.
Part of the appeal of open content is that it is also
a response to both the rising costs of traditionally published resources and the lack of educational
resources in some regions. It presents a cost-eective
alternative to textbooks and other materials. As
customizable educational content and insights
about how to teach and learn with it is increasingly
made available for free over the Internet, students are
learning not only the material, but also skills related
to nding, evaluating, interpreting, and repurposingthe resources they are studying in partnership with
their teachers.
OverviewOpencontent,asdescribedhere,hasitsrootsinanumber
ofseminal eorts, including the OpenContentProject,
MITs Open Courseware Initiative (OCW), the Open
KnowledgeFoundation,andworkbytheWilliamandFloraHewlettFoundationandothers.Manyoftheseprojects
focused on creating collections of sharable resources
and ondevising licenses and metadata schemata. The
groundswellofinterestinopencontentdescribedhereis
dierentiatedfromearlyworkbyitsprimaryfocusonthe
useofopencontentanditsplaceinthecurriculum.The
roleofopencontentproducershasevolvedaswell,away
fromtheideaofauthoritativerepositoriesofcontentandtowardsthebroadernotionofcontentbeingbothfree
andubiquitous.While universitiesultimately paved the
wayforopencontentasaninstrumentalclassroomtool,
itsrecententranceintheK-12sectorispartlyrootedinthe
nancialbenets.Forexample,launchedinSouthAfrica,
FreeHighSchoolScienceTextbooksservesdisadvantaged
schools by providing royalty-free, open source books
writtenbyvolunteerexperts.
This philosophy ofopen contentandopen education
acknowledges that information isnot the only useful
and distributable commodity among educators.
Understanding, insight, and experience can also be
collectedandshared.Anoutgrowthofthatperspectiveis the emergence of open-content textbooks that
can beremixed that is, customized, modied, or
combinedwithothermaterialsandtheresultingnew
combinations shared in turn. A number ofpublishers
are nding ways to support authors and consumers
of suchmaterials.The publishing companyFlatWorld
Knowledge providesaccess to textbooksauthoredfor
openuse,makingitveryeasyforfacultytoindividuallytailor a text for use in their own classand thenshare
thatcustomtextwiththelargercommunity.FlatWorld
Knowledge operatesas any publisherdoes, reviewing
book submissions and using a traditional editing
processbeforerelease;however,electroniccopiesofthe
textbooksarefree.Studentsonlypayforprintcopiesif
desired,andauthorsreceiveroyaltiesforthesepurchases
whetherthebookhasbeencustomizedornot.
Atthecenterofmanydiscussionsofopencontentarethe
challengesofsharing,repurposing,andreusingscholarly
works; related tothosediscussionsare concernsabout
intellectual property, copyright, andstudent-to-student
collaboration.GroupssuchasCreativeCommons,Creative
Commons Australia, the Academic Commons, Science
Commons,andothershavedonesolidworkinthisareato address these concerns. Many believe that reward
structuresthatsupportthesharingofworkinprogress,
ongoing research, and highly collaborative projects,
p
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alongwith a broad view ofwhat constitutes scholarly
publication,arekeychallengesthatinstitutionsneedto
solve.Additionally,moreresearchandworkneedtobe
devoted to reputation systems, peer review processes,
andmodelsforcitationofthenewformsofcontentthat
arelikelyoutgrowthsofopencontentinitiatives.
Whileanumberof highly structured projects exist to
provide access toopen content, ingeneral,the open
contentcommunityisdiusedanddistributed.Learning
to nd useful resources within a given discipline, to
assessthequalityofcontentavailable,andtorepurpose
theminsupportofa learningorresearchobjectiveare
valuableskillsforanyemergingscholar.Manyadherents
ofopencontentlistthataspectamongthereasonsthey
support the use of shareable materials. Nonetheless,
broad use of open learning materials, specically in
K-12schools,remainsatleasttwoyearsaway,andthe
larger promise ofopen content inwhichteachingand learning experiences and insights are shared as
easilyasinformationwilltakeevenlongertorealize.
Forthepresent,thecreationoflearningmaterialsisstill
more a process of designdrivenby individual tastes
andopinionsthanacollaborativeprocessinvolvingthe
contributionsandviewsofmany.
Relevance or Teaching, Learning, orCreative ExpressionSharablematerials reduce teacher workloads as they
donotneedtoberecreatedfromscratch.Thesameset
ofmaterials,onceplacedonlineandmadesharablevia
theappropriatelicensing,canalsoinformawidevariety
oflearningmodalities,nottheleastofwhichislearning
forthesheerjoyofdiscovery.Additionally,theuseof
opencontentpromotesasetofskillsthatarecriticalinmaintainingcurrencyinanyareaofstudytheability
tond,evaluate,andputnewinformationtouse.The
same cannot be said for many textbooks, which can
be cumbersome, unchanging, and particularly costly
for K-12 schools. Not-for-prot providers Curriki and
Wikibooks are building ever-growing platforms lled
withfree,opensourcetextbooksthatareeasytond.
Asmore faculty and administrators become aware of
andexperienceopencontent,itscomparativebenets
and challenges vis--vis traditional learning resources
are becomingbetter understood. Open resources are
generally,thoughnotalways,electronic.Theyareeasier
toupdatethanprintmaterials.Becausetheyaredigitalin
nature,openlearningmaterialscanincorporateactivities
tosupportmultiplemodesofstudyreading,listening,
interactingthoughtheycanbechallengingtocreate
asaresult.Asnewcoursesaredeveloped,facultyhavea
responsibilitytocarefullyconsiderthebestsupporting
materials and activities to oer to students, and a
thorough understandingofwhat is available through
openchannelswillassistwiththis.
Becauseopencontentismorewidespread,schoolsarebeginning tofeela social responsibility tocreateand
share their content.Utilizing anddeveloping content
isnolongeraboutbeingexperimental;ithasbecome
themarkofaworld-classinstitution.Takingthisnotion
even further, some universities, including Universitat
ObertadeCatalunya,havebuilttheirentirecurriculum
aroundopensourcematerials.AhandfulofK-12schools
are beginning to follow suit. The Open High Schoolof Utah reects the recent embracement of open
contentintheK-12space.Thisonlineschoolmanages
to conduct one-on-one tutoring with every student
acrossalldisciplineswithafocusonfosteringpersonal
responsibility perhaps one of the most important
valuesofopencontent.TheBeringStraitSchoolDistrict
in Alaska launched an open content initiative that
includesmathematicsandsocialstudiescurriculumasasupplementtotraditionalclasses.WhileK-12examples
of this caliber are rare, those that doexist are being
followedwithagreatdealofinterest.
The role of open content producershas evolved as well, away from theidea of authoritative repositoriesof content and towards the broadernotion of content being both free andubiquitous.
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Open content continues to inuence course
development and planning on several levels. Few
teacherswill reusematerialas-is;mostwillcustomize
theopencontent theyndtosuit theirlocal context.
Inmanycases,thebenetsofadaptingopenmaterials
obviouslyoutweighthecostofcreatingnewones,but
thisisnottheonlyfactorunderconsideration;thereisa
strongimpulsetodesignfromscratchorrelyonfamiliar
resources.The typical processof coursedevelopment
doesnotalwayslenditselftotheuseofopencontent.
Asamplingofapplicationsforopencontentacrossthe
curriculumincludesthefollowing:
> History.UsingthepresentationfeatureofneoK12,a
resourceoffreevideos,quizzes,andmore,students
select Creative Commons photos of the American
CivilWarfromFlickrtobuildhighlyvisualslidesfor
classpresentations.Thepresentationcanbecreated,edited, and saved in a web browser (go.nmc.org/
wkfeu).
> Science.TheK-12wikiprojectCurrikiisanexample
of extensiveopen content that has been provided
throughanetworkofeducationpartnersforuseby
educatorsandstudents.Educatorsacrosstheworld
have contributed K-12 science exercises, includingNational Geographics Water Footprint Calculator,
which teaches students the importance of water
conservation(go.nmc.org/gmgvm).
> STEM Education.CK-12isanon-protorganization,
striving to provide a robust selection of textbooks
at signicantly lower costs. With CK-12 Flexbooks,
students and teachers choose from a wide range
of open content textbooks, specic to science,
technology,engineering,andmathematics( go.nmc.
org/lajit).
Open Content in PracticeThe following links provide examples of how open
contentisbeingusedinschools.
K12EdCom An Educational Commons
go.nmc.org/njtrx
K12EdCom An Educational Commons is a project
designed to promote and publish OpenCourseWare
contentforK-12schools.
Open High School, Utahgo.nmc.org/wesdn
The Open High School of Utah is an online charter
high school that leverages next-generation learning
technology and strategic one-on-one tutoring to
provide students with signicantly better learning
experiences.
Open Resourcesgo.nmc.org/heziv
InSouthAfrica,FreeHighSchoolScienceTextscreateda
programwheremathandsciencetextbooksareopenly
licensedandroyalty-free.
Thinkfnity
go.nmc.org/zdxch
ThinknityisaprojectbytheVerizonFoundationtoputmanyK-12educationresourcesonlineforfreeaccessby
studentsandteachers.Itisanaggregationofcontent
thatreectsdiscplinesfromarttomathematics.
Wikibooks
go.nmc.org/abqyz
Theseopencontentbookstaketextbookannotationsto
thenextlevelstudentscaneditthecontentandsharetheircontributionswitheachotherinreal-time.Thesite
oersaplethoraoftextbooksacrossmostdisciplines.
Schools are beginning to feel asocial responsibility to create andshare their content. Utilizing anddeveloping content is no longerabout being experimental; it hasbecome the mark of a world-classinstitution.
25Time-to-AdoptionHorizon:TwotoThreeYears
http://go.nmc.org/wkfeuhttp://go.nmc.org/wkfeuhttp://go.nmc.org/wkfeuhttp://go.nmc.org/gmgvmhttp://go.nmc.org/gmgvmhttp://go.nmc.org/lajithttp://go.nmc.org/lajithttp://go.nmc.org/lajithttp://go.nmc.org/njtrxhttp://go.nmc.org/wesdnhttp://go.nmc.org/hezivhttp://go.nmc.org/zdxchhttp://go.nmc.org/abqyzhttp://go.nmc.org/abqyzhttp://go.nmc.org/zdxchhttp://go.nmc.org/hezivhttp://go.nmc.org/wesdnhttp://go.nmc.org/njtrxhttp://go.nmc.org/lajithttp://go.nmc.org/lajithttp://go.nmc.org/gmgvmhttp://go.nmc.org/wkfeuhttp://go.nmc.org/wkfeu -
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For Further ReadingThefollowingarticlesandresourcesarerecommended
forthosewhowishtolearnmoreaboutopencontent.
Currikis Christine Mytko: Open Education and Policy
go.nmc.org/xextv
(Jane Park, CreativeCommons.org, 5 August 2010.)
Cristine Mytko, lead science reviewer with the open
sourcewikiprojectCurriki,discussestheroleofCurriki
andopencontentpolicyinK-12education.
How To Get Started with Open Source in K-12
go.nmc.org/hvnpf
(NatashaWanchek,thejournal.com,15July2010.)This
article explores how K-12 schools can integrate and
useopencontent.Anumberofexpertsintheareagive
examplesofwaysthatschoolscanembracethisform
ofcontent.
A K12 Educators Guide t