mobile devices in education: an alternative...
TRANSCRIPT
Mobile Devices in Education:An Alternative Approach
Ruben R. Puentedura, Ph.D.
Context: the Horizon Report
Mobile Computing
Open Content
SimpleAugmented Reality
Electronic Books
Gesture-BasedComputing
VisualData Analysis
Time-to-Adoption:One Year or Less
Time-to-Adoption:Two to Three Years
Time-to-Adoption:Four to Five Years
The 2010 Horizon Report
Mobiles
CloudComputing
Geo-Everything
The PersonalWeb
Semantic-AwareApplications
Smart Objects
Time-to-Adoption:One Year or Less
Time-to-Adoption:Two to Three Years
Time-to-Adoption:Four to Five Years
The 2009 Horizon Report
GrassrootsVideo
CollaborationWebs
MobileBroadband
Data Mashups
CollectiveIntelligence
Social OperatingSystems
Time-to-Adoption:One Year or Less
Time-to-Adoption:Two to Three Years
Time-to-Adoption:Four to Five Years
The 2008 Horizon Report
User-CreatedContent
SocialNetworking
MobilePhones
Virtual Worlds
The NewScholarship &
Emerging Formsof Publication
Massively Multiplayer Educational
Gaming
Time-to-Adoption:One Year or Less
Time-to-Adoption:Two to Three Years
Time-to-Adoption:Four to Five Years
The 2007 Horizon Report
SocialComputing
PersonalBroadcasting
The PhonesIn Their Pockets
EducationalGaming
AugmentedReality
&Enhanced
Visualization
Context-AwareEnvironments
&Devices
Time-to-Adoption:One Year or Less
Time-to-Adoption:Two to Three Years
Time-to-Adoption:Four to Five Years
The 2006 Horizon Report
Cloud Computing
Collaborative Environments
Mobiles
Game-Based Learning
Augmented Reality
Flexible Displays
Time-to-Adoption:One Year or Less
Time-to-Adoption:Two to Three Years
Time-to-Adoption:Four to Five Years
The 2010 Horizon Report – K-12 Edition
Online Communication
Tools
Collaborative Environments
Mobiles
Cloud Computing
The Personal Web
Smart Objects
Time-to-Adoption:One Year or Less
Time-to-Adoption:Two to Three Years
Time-to-Adoption:Four to Five Years
The 2009 Horizon Report – K-12 Edition
Horizon Report Metatrends2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Communication between humans and machines
Multimodal Interfaces (2004)
Context Aware Computing (2004) X
Context Aware Computing (2005) X
Context Aware Environments & Devices (2006) X
Collective sharing & generation of knowledge
Learning Objects (2004) …
Intelligent Searching(2005)
Knowledge Webs (2004)
Knowledge Webs (2005)
Scholarly Mashups (Geotagging) (2008)
New Scholarship and Forms of Publication (2007)
Collective Intelligence & Open Resources/Data (2008)
Games as Pedagogical Platforms
Educational Gaming (2005)
Educational Gaming (2006) X?
Virtual Worlds (2007) X?
Massively Multiplayer Educational Gaming (2007)
Connecting people through the network
Ubuiquitous Wireless (2005) X
Extended Learning (2005) X
Social Computing (2006) X
Social Networking (2007) X
Social Networks (2005) X
Seamless Virtual Collaboration (2008) X?
Social operating Systems (2008)
Computing inhree dimensions
SVG/Flash/PDF (2004) X
Rapid Prototyping (2004)
Virtual Worlds (2007) X?
Augmented Reality(2005)Augmented Reality & Enhanced Visualization (2006)
Shifting content production to users
Learning Objects (2004) …
Personal Broadcasting (2006) X
User-Created content (2007) X
Ubiquitous Video (2008) X?
Evolution of a ubiquitous platform
Mobile Phones (2006) multimedia capture
Mobile Phones (2007) personal digital repository X?
Mobile Phones (2008) applications/web
X's represent the moment the tipping point was/will be likely reached …
X?
X?
X
X
X?
…
…
Now
X
X?
X
X
X?
X?
X?
X?
Metatrends(Since 2004)
Evolution of a ubiquitous platform
Computing in three
dimensions
Connecting people through
the network
Communication between
humans and machines
Collective sharing &
generation of knowledge
Games as pedagogical
platforms
Shifting content production to
users
Creative Devices In the World
The Lively Sketchbook
•Ubiquity
•Intimacy
•Embeddedness
The Curiosity Amplifier
• General Search
• Media Search and Identification
• Lifestyle Search
• Social Network Participation
• News
• Augmented Reality
• Books
Time to Create: HTML 5
Sources
• The Horizon Report and The Horizon Report: K-12 Edition. (2004-2010) Online at: http://www.nmc.org/horizon
• Ernest Hemingway, A Moveable Feast. New York: Scribners. (1964)
• Henri Cartier-Bresson, The Decisive Moment. New York: Simon & Schuster. (1952)
• Garry Kasparov, “The Chess Master and the Computer”. The New York Review of Books. February 11, 2010. Online at:http://www.nybooks.com/articles/archives/2010/feb/11/the-chess-master-and-the-computer/
• Ruben R. Puentedura, “The Lively Sketchbook”. (2010) Online at:http://www.hippasus.com/rrpweblog/archives/000043.html
• John Seely Brown. “A New Culture of Learning”. NMC Summer Conference, Closing Keynote. (2010) Online at:http://www.nmc.org/2010-summer-conference/jsb-keynote-video
• Apple Computer, iOS SDK 4.0.1. (2010) Online at:http://developer.apple.com/iphone/index.action
Hippasus
http://hippasus.com/rrpweblog/[email protected]
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