2. Plan for the workshopPlan for the workshop
1. Introductions
2. Delphi method
3. Environmental scanning
4. Trend analysis
5. Scenarios
6. Implementation in your organization
7. Horizon ReportsHorizon Reports
Higher EducationHigher Education
K-12 EducationK-12 Education
MuseumsMuseums
LibrariesLibraries
European Union (K-12)European Union (K-12)
Latin America (Higher Ed)Latin America (Higher Ed)
Regional/Sector Technology OutlooksRegional/Sector Technology Outlooks
Australia / New Zealand / BrazilAustralia / New Zealand / Brazil
Ireland / UK / Norway / Singapore / AsiaIreland / UK / Norway / Singapore / Asia
China / Scandinavia / Int’l SchoolsChina / Scandinavia / Int’l Schools
Training / eLearning / STEM / Community CollegesTraining / eLearning / STEM / Community Colleges
www.nmc.org/horizon-project
8. 55 Editions55 Editions
75+ Translations75+ Translations
14 Years of Global Research into Emerging Technology Uptake14 Years of Global Research into Emerging Technology Uptake
The NMC Horizon Project
17. NEAR-TERM: 1 YR OR LESS
MID-TERM: 2-3 YRS
FAR-TERM: 4-5 YRS
> Bring Your Own Device (BYOD)
> Learning Analytics + Adaptive Learning
> Augmented + Virtual Reality
> Makerspaces
> Affective Computing
> Robotics
[DEVELOPMENTSINTECH]
18. On campus
• Can you use Horizon and
others?
• Can you build your own?
19. Horizon prompts exercise
1.Which developments in technology are
most likely to have the largest impact on
education over the next five years?
2.What are the most significant challenges
facing education and technology?
3.Which significant trends will have the
greatest influence on how education and
23. Key questions to start on
• What are your sources?
• How do you share what you
discover?
• How does reflection shape
your planning?
24. EXERCISE
1. Identify 2 stories from past 3
months
2. 1 personal, 1 professional
3. Note source
25. 4. Trend analysis
Once you have discerned
possible future-suggestive
stories, what do you do with
them?
26. 4. Trend analysis
• What do they signal about a
possible future?
• What trends do they indicate?
• How do they connect with your
thinking?
• How do they intersect?
37. How does this impact campuses?How does this impact campuses?
Fewer, less crowded
campuses
Very international student
body
Low-cost programs ($10K
BA)
38. How does this impact campuses?How does this impact campuses?
Increased remedial
programs
College generally seen as
job training
39. How does this impact learning?How does this impact learning?
More alternatives:
Maker movement expands
More DIY learning,
unschooling
40. Vocational tech classes are
widespread in K-12
Apprenticeships are accepted in
career paths
Colleges have always been
transnational
41. II:II: Health care nationHealth care nation
Medical
sector
grows into
leading US
industry
45% of GDP
43. A new economyA new economy
Byzantine finances
Treatment improvements
Greater presence in society
Baumol’s disease
44. How does this impact campuses?How does this impact campuses?
More programs, more people, more
tech
Increased feminization of student
body
Space sharing w/clinics + hospitals
45. Some took premed-themed
classes in high school
Medical heroes loom as large as
sports figures
Many already familiar with
eldercare practices
46. III. Tutor me, SiriIII. Tutor me, Siri
Tutoring
software
Commodit
y and
enterprise
versions
47. How it happenedHow it happened
Continuous developments in
AI, HCI, learning science
Commercial, governmental,
academic projects
Open education to draw upon
48. Higher education landscape:
Two Cultures implementation
divide
Boom in CS, robotics
departments
Scholarship battles
58. Gaming as part of mainstreamGaming as part of mainstream
cultureculture
Median age of gamers shoots past 30
Industry size comparable to music
Impacts on hardware, software,
interfaces, other industries
Large and growing diversity of
platforms, topics, genres, niches,
players
60. Classroom and courses
Curriculum content
Delivery mechanism
Creating games
Peacemaker,
Impact Games
Revolution (via
Jason Mittell)
61. •Joost Raessens and Jeffrey Goldstein, eds,
Handbook of Computer Game Studies (MIT, 2005)
•Frans Mayra, An Introduction to Game Studies
(Sage, 2008)
•Pat Harrigan and Noah Wardrip-Fruin, eds. Third
Person: Authoring and Exploring Vast Narratives
(MIT, 2009)
Game studies as academic fieldGame studies as academic field
64. Some impacts on campusesSome impacts on campuses
Changes in hardware,
software
Part of undergraduate life
Learning content, both
informal and formal
Career paths
66. Higher education landscape:
Accreditation: drives project-based,
studio-style pedagogy
Libraries: rare and/or smaller
Professional development: distance,
DiY
Faculty multimedia production is the
norm
› Both sides of the API
67. War on IP rages
Nostalgia waves for old
media
Competing storytelling
schools
68. Most students identified with
one+ game characters in K-12
Leading game developers are as
well known as movie directors
Most of their work and school is
gamified
69. How does your life change?How does your life change?
1. Peak Higher
Education
2. Health Care Nation
3. Tutor me, Siri
4. Renaissance
70. EXERCISE 1EXERCISE 1
1. Select one trend
2. Build a world around it
• Think STEEP
• Think campuses
• Imagine your students
71. EXERCISEEXERCISE
1. Pick the most unstable, hard to predict
trend.
2. Describe its polar extreme
possibilities.
3. Pick another trend.
4. Do #2 on it.
73. 6. Back to campus
What is your current futuring
capacity?
• Individuals
• Practices
• Local resources
74. 6. Back to campus
What are your external
resources?
• Collaborations
• Online
• Professional organizations
75. How to develop
• Support futures-oriented
people
• Try out one of these methods
• Hold planning/vision sessions
• Share news, fiction
76. How to develop
• Ad hoc or formal group?
• “ “ “ “ process?
• Partner locally
• “ externally
77. Plan for the workshopPlan for the workshop
1. Introductions
2. Delphi method
3. Environmental scanning
4. Trend analysis
5. Scenarios
6. Implementation in your organization