The Horizon Report was established in 2002 as part of the New Media Consortium’s longitudinal research programme. The annual report aims to identify emerging technologies which are likely to have a significant impact in teaching and learning. The report is structured by looking at technologies which will be in widespread use by “horizons” – hence its name. These horizons are: Near term (within 12 months), mid-term horizon (within 2-3 years) and far-term horizon ( 4-5 years). To view the full Report go to: http://www.nmc.org/ NB: If you are not already a member, you will have to join the NMC (New Media Consortium).
The 2012 Horizon Report has identified the following:
Near-term horizon:
- Mobile Apps
- Tablet computing
Mid-term horizon:
- Learning analytics
- Game-based learning
Far-term horizon:
- Gesture-based computing
- The Internet of things
For the full report and more information on both the methods used in the research and more detail about the technologies identified in each of the horizons, go to: http://www.nmc.org/publications/horizon-report-2012-higher-ed-edition NB: If you are not a member of the New media consortium, you will need to sign up to gain access.
Near-term horizon:
Mobile Apps – These are becoming more and more widely used in the HE forum and Plymouth University has embraced this trend and developed the Mobile with Plymouth University. This is an app which allows students to gain information about university facilities and services, such as checking the availability of open access pcs. http://technologyenhancedlearning.net/mobile/
Tablet Computing – The Learning Technologies team has some iPads available for loan to staff and these have been proving popular. One of the most innovative uses of them has been part of a Teaching Fellowship. Illustrative Arts students use the iPads to create a drawing using an app called “brushes” which records as you are drawing. The students can then play this back. The pedagogic benefit is that it allows students to see how they construct their drawings which makes it easier to reflect on their drawing and illustrative techniques. For more information on this check out the iPads, illustration and reflection website. http://technologyenhancedlearning.net/ipadsforillustration/
Mid-term Horizon:
Game-based learning – the Horizon Report highlights game-based learning as an emerging technology which will see widespread adoption in the next two to three years. A phD student created a game simulation for use in the immersive vision theatre, but it was not intended for use in teaching. However, it has shown that this area has potential within the HE arena and it will be exciting to see future developments in game-based learning.
Learning Analytics – this aims to build on the type of information which Google Analytics currently uses which will augment the power of data-mining tools in the teaching and learning sector. These analytic tools will be capable of providing information on student engagement, performance and progress and this information could then in turn, be used to drive future curricula, teaching and assessment.
Far-Term Horizon:
The Horizon Report feels that the following will be widely adopted across the HE sector within the next four to five years:
Gesture-based computing – involves controlling a computer with body movements or voice commands. this has already had a popular reception in gaming and leisure use with tools such as the XBox Kinect and Nintendo Wii. One of the potential benefits of using gesture based computing in education could be that of using a large touch-screen surface such as a desk or wall which would allow multiple users to interact and collaborate simultaneously. The interface may also encourage student engagement.
The internet of things – this is defined in Wikipedia as “uniquely identifiable objects (things) and their virtual representations in an Internet-like structure”. Basically it is that information and systems have the potential to link and communicate with each other. A video explains the internet of things (IOT) very well.
Potential for education could be that information stored on smartphones or tablets could be shared with other devices and incorporate other technologies such as gesture-based technology and augmented reality.