2010 k-12 horizon report
DESCRIPTION
Overview of the 2010 K-12 Horizon Report from CoSN and the New Media Consortium.TRANSCRIPT
Key Trends Technology increasingly impacting students’ lives Technology increasingly impacting how we work, play,
learn and socialize Growing value being placed on creativity and
innovation Rising interest in alternative and expanded learning
environments Changing model of how learning environments are
defined
Critical Challenges Need for training in digital literacy skills and techniques Lack of alignment between how today’s students think
and work vs. practice and products used to support their learning
Difficulty of deep reform without a shared vision of a new education model
Resistance to change in an established system Disconnect between student’s learning experiences
inside and outside the classroom
Cloud ComputingCloud ComputingTIME TO ADOPTION - ONE YEAR OR LESS:
Benefits of Cloud ComputingTools that can scale on demand when
needed and scale back to conserve resources when usage drops
Inexpensive online storageCost savings for IT support, hardware
and softwareAccess to services/tools without
additional infrastructure investmentAccess possible from range of devices
Collaborative Collaborative EnvironmentsEnvironments
TIME TO ADOPTION - ONE YEAR OR LESS:
Benefits of Collaborative EnvironmentsSupport user-created contentFacilitate communication and sharing
of created or existing contentSupport and reinforce 21st century
skillsCan connect educators and students
with peers worldwide, broadening perspectives and supporting those with shared interests
Let’s discuss what this
might mean for our
institution. . . .
Game-Based LearningGame-Based LearningTIME TO ADOPTION - TWO TO THREE YEARS:
Benefits of Game-Based LearningProvides digital environments for
learning that are familiar to studentsEngages students—all ages and both
gendersSupports 21st century skill acquisitionCan be used for skill building, fostering
discussion and team buildingHas research-based evidence of its
positive value for learning
MobilesMobilesTIME TO ADOPTION - TWO TO THREE YEARS:
Benefits of MobilesAddress increasing desire and need for
anytime, anywhere accessHelp manage personal information,
collaboration, access to and sharing of files/information, monitoring social networks
Can store and display full-length booksAre more affordable, accessible and easier
to use than desktop or laptop computersDo not have to be purchased or maintained
by schools
Let’s discuss what this
might mean for our
institution. . . .
Augmented RealityAugmented RealityTIME TO ADOPTION - FOUR TO FIVE YEARS:
Benefits of Augmented RealityIs simple and portableCombines real world and virtual dataCan provide powerful, contextual, real-
world, discovery-based learning experiences
Engages and motivates students
Flexible DisplaysFlexible DisplaysTIME TO ADOPTION - FOUR TO FIVE YEARS:
Benefits of Flexible Displays
Can be easily and inexpensively produced
Are adaptable, allowing for printing on various materials and surfaces and in various shapes and contours
When fully developed, will be smaller and more portable, integrating context-specific data displays with everyday objects
Let’s discuss what this
might mean for our
institution. . . .