Technology Trends in Educati n
The NMC Horizon Report: 2013 Higher Education Edition is a collaboration between the New Media Consortium and the EDUCAUSE Learning Initiative, an EDUCAUSE Program.
of the 50 were chosen through successive rounds of ranking;
they are detailed in the main body of the report
These trends and challenges are a reflection of the impact of technology that is occurring in almost every aspect of our lives
They are indicative of the changing nature of the way we communicate, access information, connect with peers and colleagues, learn, and even socialize
Flipped Classrooms
Time-to-Adoption Horizon One Year or Less
Flipped Classrooms
Flipped Classrooms
Flipped Classrooms
The flipped classroom is a
. The notion of a flipped classroom draws on such concepts as active learning, student engagement, hybrid course design, and course podcasting.
The value of a flipped class is in the
Flipped Classrooms
Flipped Classrooms
They are about putting greater responsibility for learning in the hands of students and equipping them with the tools to succeed. The teacher becomes the coach/mentor/guide, and students research, collaborate, create, and share what they have learned.
Flipped Classrooms
Flipped Classrooms
Keeping Videos
(8-to 12 min)
(colors, images)
(student value)
(well organized and to the point)
(Identifying 2 to 3 main parts)
(resources, links, videos)
Flipped Classrooms
Flipped Classrooms
Bottom line: It’s not always the right instructional choice, it’s only one tool in our educational repertoire. But it can be a powerful one.
Mobile Apps
Time-to-Adoption Horizon One Year or Less
Mobile Apps
18- to 24-year-olds currently own a smartphone
Some of the most popular apps have a wide variety of uses such as scanning documents on the go, collecting data, sharing real time information, and social learning
Mobile Apps
Mobile Apps
Instapaper
Mobile Apps
DropVox
Mobile Apps Course Smart
Mobile Apps
Zite
Mobile Apps
Mobile Apps
Augmented Reality
Time-to-Adoption Horizon Two to Three Years
Augmented Reality
Reality Reality
vs.
Augmented Reality
Augmented Reality
Augmented Reality
The Internet of Things
Time-to-Adoption Horizon Two to Three Years
The Internet of Things
the network of physical objects that contain embedded technology to communicate and sense or interact with their internal states of the external environment
o2
The Internet of Things
people on earth
Number of things connected to the internet
>
The Internet of Things
50 billion
Number of things connected to the internet
>
The Internet of Things
The Internet of Things
The Internet of Things
The Internet of Things
The Internet of Things
The Internet of Things
The Internet of Things
Internet of
Internet of
vs.
The Internet of Things
The Internet of Things
Flexible Displays
Time-to-Adoption Horizon Four to Five Years
Flexible Displays
LCDs, or liquid crystal displays
OLED
Flexing of OLED, OLED, Glass or combination
Flexible Displays
Flexible screens can easily be attached to objects or furniture, regardless of their shape, and can even be worn — making them far more adaptable and portable than standard computer screens and mobile devices.
Flexible Displays
Prototypes for flexible displays in the form of “e-paper” that can be crumbled up and discarded just like real paper may cause e-book manufacturers and others to rethink the construction and applications of digital textbooks and e-readers.
Next Generation Batteries
Time-to-Adoption Horizon Four to Five Years
Next Generation Batteries