the 2011 horizon report: challenges & innovations in the classroom and the library
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Dr. Deborah Lee Professor/Coordinator, Library Instructional Services Associate Director, Center for Teaching & Learning Mississippi State University. The 2011 Horizon Report: Challenges & Innovations in the Classroom and the Library. Today’s Session. 1. Introducing the Horizon Report. - PowerPoint PPT PresentationTRANSCRIPT
Dr. Deborah Lee Professor/Coordinator, Library Instructional Services
Associate Director, Center for Teaching & LearningMississippi State University
The 2011 Horizon Report: Challenges & Innovations in the
Classroom and the Library
Mississippi State University
Today’s Session
1. Introducing the Horizon Report1. Introducing the Horizon Report
2. Emerging Technologies2. Emerging Technologies
3. Key Trends and Critical Challenges3. Key Trends and Critical Challenges
What is the Horizon Report?
Produced by the New Media Consortium (NMC) in collaboration with partners such as the EDUCAUSE Learning Initiative (ELI).
NMC’s Horizon Project Established in 2002 First Horizon Report produced in 2004
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Purpose
To highlight emerging technologies in higher education as they related to: Teaching Learning Research and Creative Inquiry
Designed to promote dialogue and discussions. Not a predictive tool!
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Each report: Identifies and discusses 6 emerging
technologies over 3 time horizons; Near Term (One Year or Less) Two to Three Years Four to Five Years
Identifies 4 key trends; Identifies 4 critical challenges.
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Mississippi State University
Join the conversation!
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Horizon Report Wiki http://horizon.wiki.nmc.org/
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Variations
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Horizon Report (Higher Education Edition) Australia-New Zealand Edition Business & Economic Development
Edition Iberoamerican Edition K-12 Edition Museum Edition
Key Trends (1)
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The abundance of resources & relationships made easily available via the Internet is increasingly challenging us to visit our roles as educators in sense-making, coaching and credentialing.
Key Trends (2)
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People expect to be able to work, learn, and study whenever and wherever they want.
Key Trends (3)
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The world of work is increasingly collaborative, giving rise to reflection about the way student projects are structured.
Key Trends (4)
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The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.
Critical Challenges (1)
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Digital media literacy continues its rise in importance as a key skill in every discipline and profession.
Critical Challenges (2)
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Appropriate metrics of evaluation lag behind the emergence of new scholarly forms of authoring, publishing, and research.
Critical Challenges (3)
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Economic pressures and new models of education are presenting unprecedented competition to traditional models of the university.
Critical Challenges (4)
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Keeping pace with the rapid proliferation of information, software tools, and devices is challenging for students and teachers alike.
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Electronic Books
(One Year or Less)
Issues
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Consumer versus Academic Markets
Standards/Digital Rights Management (DRM)
eReadersPedagogical Challenges
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Mississippi State University Libraries
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Mississippi State University Libraries
Mississippi State University Libraries
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Mobiles
(One Year or Less)
Issues
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Range of DevicesConsistent AccessApplicationsNetwork Operations and
Security
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Mississippi State University
Mississippi State University Libraries
Mississippi State University Libraries
Going Mobile
MSU Libraries Mobile Website
http://library.msstate.edu/m/
Mississippi State University Libraries
Mississippi State University
Mississippi State University
Mississippi State University
Augmented Reality
(Two to Three Years)
Defined
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“…refers to the addition of computer-assisted contextual layer of information over the real world, creating a reality that is enhanced or augmented.”
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Game-Based Learning
(Two to Three Years)
Issues
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Definitions are difficult….gaming covers a lot of territory.
Key development: massively multiplayer online (MMO) games (MMOG) World of Warcraft
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Mississippi State University
Mississippi State University
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Gesture-Based Computing
(Four to Five Years)
Issues
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Devices and applications Early application to higher education
Significant consumer market applications
Wii, Kinect Haptic systems
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Mississippi State University
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Learning Analytics
(Four to Five Years)
Definition
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“…refers to the interpretation of a wide range of data produced by and gathered on behalf of students in order to assess academic progress, predict future performance, and spot potential issues.”
VERY early development; most work is at the conceptual stage.
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And now….?
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How to Use the Horizon Report Start a discussion… Explore an application… Develop a workshop…..
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Citing the 2011 Horizon Report
2011 Horizon Report Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K., (2011). The 2011 Horizon Report. Austin, Texas: The New Media Consortium.
Questions?
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