2. The Horizon Report
• Six emergent technologies and
practices
• Organized by date of adoption
• 2 Reports Generated
• One Global report
• One for K-12 Education
• Horizon Report Wiki
• Horizon Report - Global
• Horizon Report K-12
3. The Horizon Report
Global Edition K-12 Edition
Near Horizon (1 year or less) Near Horizon (1 year or less)
• Mobile Computing • Collaborative Environments
• Open Content • Cloud Computing
Second Adoption (2-3 years) Second Adoption (2-3 years)
• Electronic Books • Game-based Learning
• Simple Augmented Reality • Mobile Computing
Far-term Horizon (4-5 years) Far-term Horizon (4-5 years)
• Gesture-Based Computing • Simple Augmented Reality
• Visual Data Analysis • Flexible Displays
4. The Near
Horizon
One Year or Less
Global
Mobile Computing
Open Content
K-12
Cloud Computing
Collaborative Environments
5. The Near
Mobile Computing
• Integrated devices allow
constant access
• Services like CourseSmart
7. The Near
Integrating Mobile Technologies
at NCS
Possible Scenarios Issues to Consider
• Polling software in class • Equity
• Course info on phones • Policy for in-school
• Podcasts on field trips phone usage
8. The Near
Open Content
• Free content available
over the Internet
repurposed for education
• Saves money (in theory)
10. The Near
Integrating Open Content
at NCS
Possible Scenarios Issues to Consider
• Continue to use free • Copyright issues involved
resources in creating textbooks
• Create class-specific • It may take time to
textbooks compile sources
11. The Near
K-12
Collaborative Environments
• Online spaces that allow
for collaboration and
group-work
• Expands beyond physical
boundary of school
13. The Near
K-12
Integrating Collaborative Environments
at NCS
Possible Scenarios Issues to Consider
• Become a Moodle • Time to setup online
super-user collaborative
• Video conferencing environments
• Wikis • Security concerns
14. The Near
K-12
Cloud Computing
• Not a specific application,
but a way of implementing
technology
• Using the processing
power of multiple
computers to run apps
• Saves money
16. The Near
K-12
Integrating Cloud Computing
Technology at NCS
Issues to Consider
• How does cloud computing fit in the
Tech Plan?
• Is it secure enough?
17. Second
Adoption
Two to Three Years
Global
Electronic Books
Augmented Reality
K-12
Game-Based Learning
Mobile Computing
18. Second
Adoption
Electronic Books
• Convenient access to multiple
books in one device
• The ideal ebook will have:
• Copy and paste
• Personal & collaborative
note-taking & highlighting
• Search
• Text manipulation
19. Second
Adoption
Integrating Electronic Books at NCS
Issues to Consider
Possible Scenarios
• Lend ebook readers • Ereaders are designed to
be personal devices.
• Have a cart of ereaders • There are legal and
• Require students to management issues
purchase ereaders
involved.
20. Second
Adoption
Simple Augmented Reality
• Using the camera and
screen of mobile
technology, and adding
information
• Can be triggered by
markers, or GPS
• Educational Immersion
• ZooBurst
21. Second
Adoption
Integrating Augmented Reality at NCS
Possible Scenarios Issues to Consider
• Use augmented reality • equity (cell phone)
during field trips • Mobile-use policy
• Have students use a • Privacy concerns with
service to “Tag” places - augmented reality
historical markers, etc. services that use GPS
22. Second
Adoption
K-12
Game-based Learning
• Educational Immersion
• Success in military and
industrial training
• From paper and pencil
word searches to MMOs
(massive multiplayer online
games)
23. Second
Adoption
K-12
Integrating Game-based Learning
at NCS
Issues to Consider
• How could gaming be successfully
integrated into a curriculum?
24. Second
Adoption
K-12
Mobile Computing
• Why 2-3 years for K-12,
not in the 1-2 year phase?
• A resource or policy
problem?
25. Far-Term
Four to Five Years
Global
Gesture-Based Computing
Visual Analysis
K-12
Augmented Reality
Flexible Displays
26. Far-Term
Gesture-based computing
• Moving beyond a keyboard
and mouse
• Teaching and training
simulations that will look
like real-world counterpart
• Will take time to reach full
potential
27. Far-Term
Visual Analysis
• Find patterns in data simply by
looking - great for University-
level scholarship
• “Creative inquiry is benefiting
from a wide range of new tools
that are exposing trends and
relationships among both
qualitative and quantitative
variables in real time, and making
longitudinal relationships easier
to find and interpret than ever.”
28. Far-Term
K-12
Simple Augmented Reality
• Why not sooner for K-12?
• Education not the focus -
consumer sector and
university level
29. Far-Term
K-12
Flexible Displays
• Thin flexible display
screens that can be
attached to other surfaces
• Adaptable and low cost
• Display in a school
notebook, displays on lab
equipment, video in
textbook
30. Final Thoughts
These technologies represent a
possible future, not a requirement
for future instruction.
Many of these technologies will take
a long while for adoption.
By considering them now, you can
be better prepared.
31. Final Thoughts
What Can We Do Now?
• Use Open Content available for free
from the Cloud
• Consider using blogs, wikis, video
conferences or Moodle discussions to
create Online Collaborative
Environments
• Begin discussions on whether NCS
should consider promoting Mobile
Computing,
• Begin thinking about how instruction
might change with far-off technologies
like Augmented Reality, Electronic
Books, Game-based learning, Flexible
Displays, and Gesture-based
computing