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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

    http://k12.wiki.nmc.org/http://k12.wiki.nmc.org/
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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

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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
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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

    Game-BasedLearningTime-to-Adoption Horizon: Two to Three Years

    G

    19Time to Adoption Horizon: Two to ThreeYears

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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.

    The NMC Horizon Report: 2011 K-12 Edition20

    http://go.nmc.org/jgsgzhttp://go.nmc.org/jgsgzhttp://go.nmc.org/anealhttp://go.nmc.org/anealhttp://go.nmc.org/anealhttp://go.nmc.org/jgsgz
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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

    http://go.nmc.org/ujriuhttp://go.nmc.org/ujriuhttp://go.nmc.org/hrllkhttp://go.nmc.org/hrllkhttp://go.nmc.org/ldffzhttp://go.nmc.org/ldffzhttp://go.nmc.org/tjwmthttp://go.nmc.org/zjjighttp://go.nmc.org/rrbbwhttp://go.nmc.org/hisxohttp://go.nmc.org/hisxohttp://go.nmc.org/rrbbwhttp://go.nmc.org/zjjighttp://go.nmc.org/tjwmthttp://go.nmc.org/ldffzhttp://go.nmc.org/hrllkhttp://go.nmc.org/ujriu
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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

    The NMC Horizon Report: 2011 K-12 Edition22

    http://go.nmc.org/gdaykhttp://go.nmc.org/shzdyhttp://go.nmc.org/tvsophttp://go.nmc.org/levhmhttp://go.nmc.org/wypauhttp://go.nmc.org/vmnqzhttp://go.nmc.org/uhppmhttp://go.nmc.org/egymqhttp://go.nmc.org/egymqhttp://go.nmc.org/uhppmhttp://go.nmc.org/vmnqzhttp://go.nmc.org/wypauhttp://go.nmc.org/levhmhttp://go.nmc.org/tvsophttp://go.nmc.org/shzdyhttp://go.nmc.org/gdayk
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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

    OpenContentTime-to-Adoption Horizon: Two to Three Years

    T

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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.

    The NMC Horizon Repor t: 2011 K-12 Edition24

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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