Key trends noted in this specific report:
Dynamic knowledge creation and social computing tools and processes are becoming more widespread and accepted.
Mobile and personal technology is increasingly being viewed as a delivery platform for services of all kinds.
Consumers are increasingly expecting individualized services, tools, and experiences, and open access to media, knowledge, information, and learning.
Collaboration is increasingly seen as critical across the range of educational activities, including intra- and inter-institutional activities of any size or scope.
Peer review and other academic processes, such as promotion and tenure reviews, increasingly do not reflect the ways scholarship actually is conducted.
Information literacy should not be considered a given, even among “net-gen” students.
Intellectual property concerns and the management of digital rights and assets continue to loom as largely unaddressed issues.
The typical approach of experimentally deploying new technologies on campuses does not include processes to quickly scale them up to broad usage when they work, and often creates its own obstacles to full deployment.
1 year or less
One Year of Less
|Social Computing.||The application of computer technology to facilitate interaction and collaboration, a practice known as social computing, ishappening all around us. Replacing face-to-face meetings with virtual collaboration tools, working on a daily basis with colleagues a thousand miles away, or attending a conference held entirely online is no longer unusual. An interesting aspect of social computing is the developmentof shared taxonomies—folksonomies—thatemerge organically from like-minded groups.||Virtual Collaboration:
Virtual collaboration is the method of collaboration between virtual team members that is carried out via technology-mediated communication. Virtual collaboration follows the same process as collaboration, but the parties involved in virtual collaboration do not physically interact and communicate exclusively through technological channels. Distributed teams use virtual collaboration to simulate the information transfer present in face-to-face meetings, communicating virtually through verbal, visual, written, and digital means. Virtual Collaboration is commonly used by globally distributed business and scientific teams. Ideally, virtual collaboration is most effective when it can simulate face-to-face interaction between team members through the transfer of contextual information, but technological limits in sharing certain types of information prevent virtual collaboration from being as effective as face to face.
Social Computing: Social computing is a general term for an area of computer science that is concerned with the intersection of social behavior and computational systems. It has become an important concept for use in business. It is used in two ways as detailed below
by Keith Ferrazz, Harvard Business ReviewVirtual Collaboration Environment
|Personal Broadcasting.||With roots in textbased media (personal websites and blogs), personal broadcasting of audio and video material is a natural outgrowth of a popular trend made possible by increasingly more capable portable tools. From podcasting to video blogging (vlogging), personal broadcastingis already impacting campuses and museumaudiences significantly.||Wikipedia definition: Personal broadcasting and Personal mobile broadcasting is a term for participatory journalism that focuses on television webcasting over the internet and mobile internet. The term is akin to “personal publishing” which is synonymous with blogging. However, personal broadcasting is not the same as “vlog“ging (a portmanteau of “video web logging”), as vlogging does not stream live material.|| Build a Personal Broadcasting Network Pinterest Board
A video blog or video log, sometimes shortened to vlog (pronounced ‘vlog’ or ‘v-log’) is a form of blog for which the medium is video, and is a form of web television. Entries often combine embedded video or a video link with supporting text, images, and other metadata. Entries can be recorded in one take or cut into multiple parts. It is also a very popular category on YouTube.Video logs (vlogs) also often take advantage of web syndication to allow for the distribution of video over the Internet using either the RSS or Atom syndication formats, for automatic aggregation and playback on mobile devices and personal computers (See video podcast).
2 years or less
|The Phones in Their Pockets.||A little further out on the horizon, but rapidly approaching, the delivery of educational content and services tocell phones is just around the corner. Amongthe keys that will unlock the true potential ofthis technology are improved network speeds, Flash Lite, and video: as new features that take advantage of the capabilities of these appear in phones, barriers to delivery of educationalcontent will vanish.|| Mobile Learning or MLearning:
The term m-learning or “mobile learning”, has different meanings for different communities, that refer to a subset of e-learning, educational technology and distance education, that focuses on learning across contexts and learning with mobile devices. One definition of mobile learning is, “any sort of learning that happens when the learner is not at a fixed, predetermined location, or learning that happens when the learner takes advantage of the learning opportunities offered by mobile technologies.” In other words, with the use of mobile devices, learners can learn anywhere and at any time.Mobile Learning: Mindshift
| Stanford Mobile Inquiry-based Learning Environment (SMILE)Mobile Learning PortalMobile Learning Technologies for the 21st century classroom
Mobile Learning United Nations (UNESCO)
|Educational Gaming.||A recent surge in interest in educational gaming has led to increasedresearch into gaming and engagement theory, the effect of using games in practice, and the structure of cooperation in gameplay. The serious implications of gaming are still unfolding, but we are not far away from seeing what games can really teach us.|| Games in education WikispacesA Literature Review of Games in Education
Playing to learn: Panelists at Stanford discussion say using games as an educational tool provides opportunities for deeper learningGames in Education – Resources for the K-12 Classroom
|Augmented Reality and Enhanced Visual-ization.||Currently in use in disciplines such asmedicine, engineering, and archaeology, thesetechnologies for bringing large data sets to lifehave the potential to literally change the way wesee the world by creating three-dimensional representations of abstract data.||Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generatedsensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one||Augmented Reality: MashableAugmented Reality; Wired|
|Context-Aware Environments and Devices.||Advancements in context-aware computing aregiving rise to devices and rooms that respondto voice, motion, or other subtle signals. In theultimate application of these technologies, the “computing” part simply disappears, leavingan environment transparently responsive to itshuman occupants.||Context awareness is a property of mobile devices that is defined complementary to location awareness. Whereas location may determine how certain processes in a device operate, context may be applied more flexibly with mobile users, especially with users of smart phones. Context awareness originated as a term from ubiquitous computing or as so-called pervasive computing which sought to deal with linking changes in the environment with computer systems, which are otherwise static. The term has also been applied to business theory in relation to business process management issues.||Cisco Context Aware SoftwareTowards Wide Area Context-Aware Environments|
2007 Horizon Report:
Trends: The environment of higher education is changing rapidly. Costs are rising, budgets are shrinking, and the demand for new services is growing. Student enrollments are declining.
Increasing globalization is changing the way we work, collaborate, and communicate.
Information literacy increasingly should not be considered a given.
Academic review and faculty rewards are increasingly out of sync with new forms of scholarship.
The notions of collective intelligence and mass amateurization are pushing the boundaries of
Students’ views of what is and what is not technology are increasingly different from those of faculty.
Assessment of new forms of work continues to present a challenge to educators and peer reviewers.
There are significant shifts taking place in scholarship, research, creative expression, and learning, and a profound need for leadership at the highest levels of the academy that can
see the opportunities in these shifts and carry them forward.
While progress is being made, issues of intellectual property and copyright continue to
affect how scholarly work is done.
There is a skills gap between understanding how to use tools for media creation and how to create meaningful content.
The renewed emphasis on collaborative learning is pushing the educational community to develop new forms of interaction and assessment.
Higher education is facing a growing expectation to deliver services, content and media to
mobile and personal devices.
One year or less:
|User-CreatedContent.||It’s all about the audi-ence, and the “audience” is no longer merelylistening. User-created content is all around us,from blogs and photostreams to wikibooks andmachinima clips. Small tools and easy accesshave opened the doors for almost anyone tobecome an author, a creator, or a filmmaker.These bits of content represent a new form ofcontribution and an increasing trend toward au-thorship that is happening at almost all levels of experience.||User-generated content (UGC) covers a range of media content available in a range of modern communications technologies. It entered mainstream usage during 2005, having arisen in web publishing and new media content production circles. It is used for a wide range of applications, including problem processing, news, gossip and research and reflects the expansion of media production through new technologies that are accessible and affordable to the general public||User-Generated Content & Social Media|
|SocialNetworking.||Networking. Increasingly, this is the reason students log on. The websites that draw people back again and again are those that connect them with friends, colleagues, or even total strangers who have a shared interest.Social networking may represent a key way to increase student access to and participation incourse activities. It is more than just a friends list; truly engaging social networking offers anopportunity to contribute, share, communicate,and collaborate.||Social Networking:
A social network is a social structure made up of a set of actors (such as individuals or organizations) and a complex set of the dyadic ties between these actors. The social network perspective provides a clear way of analyzing the structure of whole social entities. The study of these structures uses social network analysis to identify local and global patterns, locate influential entities, and examine network dynamics.
|Social Networking, Mashable15 Most Popular Social Networking Sites uch nformationToo Much information on social networking sites, you maybe giving away more than you thinkPew Internet: REPORTThe Demographics of Social Media Users — 2012Feb 14, 2013|
Two to Three Years
|Mobile Phones||Mobile phones are fastbecoming the gateway to our digital lives.Feeding our need for instant access, mobilephones are our constant companions and offera connection to friends, information, favoritewebsites, music, movies, and more. From applications for personal safety, to scheduling,to GIS, photos, and video, the capabilities ofmobile phones are increasing rapidly, and thetime is approaching when these little devices willbe as much a part of education as a bookbag.||What’s Holding Back Mobile Phones for Education?Pinterest board; Mobile Phones in Education
The Use of Mobile Phones in Education in Developing Countries
Cell phone epidemic hurts education
|Virtual Worlds||Customized settings that mirror the real world—or diverge wildly from it—present the chance to collaborate, explore,role-play, and experience other situations in asafe but compelling way. These spaces offer opportunities for education that are almost limitless, bound only by our ability to imagine andcreate them. Campuses, businesses, and other organizations increasingly have a presence inthe virtual world, and the trend is likely to take off in a way that will echo the rise of the web in||Wikipedia Virtual Worlds:
A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects. The term has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others. These avatars usually appear as textual, two-dimensional, or three-dimensional representations, although other forms are possible (auditory and touch sensations for example). In general, virtual worlds allow for multiple users.
|Educause Virtual Worlds in Education (2008)
Edudemic: A Teacher’s Guide to Using Virtual Worlds in Education Horizon Project: Virtual Worlds impact on Education
Top 20 uses of virtual worlds in education
|The New scholarship and emerging forms of Publication.||The nature and practice of schol-arship is changing. New tools and new ways tocreate, critique, and publish are influencing newand old scholars alike. Although this area is far-ther out on the horizon, we are beginning to seewhat new publications might look like—and hownew scholars might work.|
Multiplayer educational Gaming.
|Like their non-educational counterparts in theentertainment industry, massively multiplayergames are engaging and absorbing. They arestill quite difficult to produce, and examples arerare; but steps are being taken toward makingit easier to develop this kind of game. In thecoming years, open-source gaming engines willlower the barrier to entry for developers, andwe are likely to see educational titles along withcommercial ones.|