"Process, Technologies, and Impact of the 2007 Horizon Report" presented at CNI Spring 2007 Task Force Meeting (Phoenix) See <a>sesion materials</a>
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What's in Your Horizon? (2007)
1. What’s on Your Horizon? Process, Technologies, and Impact of the 2007 Horizon Report Spring 2007 CNI Task Force Meeting | Phoenix, AZ Alan Levine, NMC Bryan Alexander, NITLE Cyprien Lomas, UBC
13. Funnel Process creative commons licensed flickr photo by chill Sandbox: Less Than One Year Horizon Audience response Lecture capture Wikis Collaboration Tools Online Communication Tools Shibboleth Multimedia Production Tools PODCASTING Presentation technology Web 2.0 & Social Software Portable Apps Flash Video Format Online Project Management Tools DIGITAL "AIR" Classroom communication systems Content Mapping Tools HTML Templates & Portfolios Learning Management Systems Social Networking Tools Image-rich communications Easily Accessible Projection Systems Mobile Computers Mobile/ Geographic Games RSS and Syndication Tools Audio Capture/Distribution Tools Group Collaboration Software Portal Technologies Pervasive Campus Wireless Personal Authoring Systems E-Portfolios More Training & Release Time Mashups Digital Space Textbooks 2.0 Data Visualization Tools Automated Lecture Capture Show Me the Content Comparative Image displays Mechanical Turk Moore's Law of Education Grid Computing Relationship Visualization Targeted Marketing Universal Design for Learning
14. Funnel Process creative commons licensed flickr photo by chill Sandbox: Two to Three Year Horizon Teleconferencing, video conferencing, video chat Tablet PCs Social networking Miniaturization Use of public datasets Personal broadcasting Better interface design Portable Devices Personalized computing Gaming Video via broadband Audio Books Mainstream gaming platforms Academic Publishing 2.0 Going to the Source Cognitive tools Trusted Reference Sources IPTV Google AdWords Specialized media tools Audience Created Content Non-Linear Narrative YouTube for College Web-based Productivity Apps Digital Asset Management Social Network Service Precise Physical Tracking / Remote instrumentation Video Message Boards Peer-to-peer filesharing Video & audio sharing Gaming to learn High Definition Video Personal Broadcasting Social bookmarking Video Blogs multiplayer environments Skype, IM, synchronized communication tools Recommendation Systems Specialized Media Tools
15. Funnel Process creative commons licensed flickr photo by chill Sandbox: Four to Five Year Horizon Ubiquitous computing and telephony Information searching technologies Personal Learning Environments Social Community sites Remote Labs Synthetic/Virtual Worlds Semantic Web Tagging/folksonomy Geo-aware computing Google Books Text comprehension and abstracting system Geo-aware social applications Wi-Max for cell phones eBooks Mobile devices on steroids 3d shared immersion experiences VR simulations User preference engines Ubiquitous broadband Bio security systems Media Rich Social Network Tools Digital Notetaking Social Bookmarking Wearable computing Videogames as learning platforms 2-D and 3-D visualization tools Pervasive Broadband and Wireless Implanted technologies Internet-wide User-centric Identity Systems Real-Time Language Translation Robust Transcribing and Captioning tools Intelligent Tutoring Virtual Meeting Software Narrative Presentation Technologies Collaborative Writing / Editing Next generation search tools Nokia Lifeblog Ad Hoc Networks Context and location aware technologies Browser-based applications Web 2.0 technologies Smartboard technologies 3G (and beyond) Mobile phones Person-Computer Interfacing Video & audio sharing
18. From classifying and tagging to creating and uploading, today’s “audience” is very much in control of the content we find online. This active audience is finding new ways to contribute, communicate, and collaborate, using a variety of small and easy tools that put the power to develop and catalog the Internet into the hands of the people. The largest and fastest growing websites on the Internet are all making use of this approach, which is redefining how we think about the web and how it might be applied to learning. user-created content ADOPTION HORIZON NEAR HORIZON (ONE YEAR OR LESS)
19. social networking The expectation that a website will remember the user is well established. Social networking takes this several steps further; the website knows who the user’s friends are, and may also know people that the user would like to meet or things the user would like to do. Even beyond that, social networking sites facilitate introduction and communication by providing a space for people to connect around a topic of common interest. These sites are fundamentally about community —communities of practice as well as social communities. ADOPTION HORIZON NEAR HORIZON (ONE YEAR OR LESS)
20. The convergence of ubiquitous broadband, portable devices, and tiny computers has changed our concept of what a phone is meant to be. A pocket-sized connection to the digital world, the mobile phone keeps us in touch with our families, friends, and colleagues by more than just voice. Our phones are address books, file storage devices, cameras, video recorders, way-finders, and hand-held portals to the Internet—and they don’t stop there. The ubiquity of mobile phones, combined with their many cap-abilities, makes them an ideal platform for educational content and activities. We are only just beginning to take advantage of the possibilities they will offer. mobile phones ADOPTION HORIZON MID HORIZON (TWO TO THREE YEARS)
21. In the last year, interest in virtual worlds has grown considerably, fueled in no small part by the tremendous press coverage of examples like Second Life. Campuses and businesses have established locations in these worlds in much the same way they were creating websites a dozen years ago. In the same way that the number and sophistication of websites grew very quickly as more people began to browse, virtual locations will become more common and more mature as the trend continues. Virtual worlds offer flexible spaces for learning and exploration—educational use of these spaces is already underway and growing. virtual worlds ADOPTION HORIZON MID HORIZON (TWO TO THREE YEARS)
22. ADOPTION HORIZON FAR HORIZON (FOUR TO FIVE YEARS) The time-honored activities of academic research and scholarly activity have benefited from the explosion of access to research materials and the ability to collaborate at a distance. At the same time, the processes of research, review, publication, and tenure are challenged by the same trends. The proliferation of audience-generated content combined with open-access content models is changing the way we think about scholarship and publication—and the way these activities are conducted. new scholarship & emerging forms of publication
23. The term “serious games” has been coined to describe games that have an educational purpose and non-entertainment goals. Educators are taking a hard look at one type of serious game, massively multiplayer educational games, and finding strong po-tential for teaching and learning. These games are still time-consuming and often expensive to produce, but practical examples can easily be found. Interest is high and developments in the open-source arena are bringing them closer to mainstream adoption year by year. massively multiplayer educational gaming ADOPTION HORIZON FAR HORIZON (FOUR TO FIVE YEARS)