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2010 Horizon Report - Unplugged Rob Peregoodoff Manager, Learning Technologies Sauder School of Business May 2010
Introductions First and foremost an educator with a B.Ed. (Math and English) and M.Ed. (Ed. Tech.)
Horizon Report Engagement How often have you/do you read the Horizon Report? This is the first that I have heard of it Browsed reports past but never read fully or discussed I read them yearly and keep on my desk for reference purposes
Technology Engagement My level of engagement with technology is best summed up by which of the following statements: There better be wireless access in the beach cabana! Come back and talk to me when you have the kinks worked out My chalk/OHP will be removed from my cold, dead hands
Collaboration between the  New Media Consortium  and the  EDUCAUSE Learning Initiative More than  400 leaders  in the fields of business, industry, technology, and education have contributed since 2003 The entire  selection process  takes place online and is fully documented at  http://horizon.wiki.nmc.org/ Each report describes 6  emerging technologies or practices within  3  adoption horizons About the Horizon Report
It is  not a predictive tool Instead, it’s meant to  highlight emerging technologies  with  considerable potential  in the following areas: Teaching Learning Creative Inquiry Local contributors Scott Leslie (BCCampus) George Siemens (Athabasca U.) Cyprien Lomas (Queensland U via UBC) Past Horizon Reports
Year of Report 2004 Short Term (Within 1 year) Learning Objects Scalable Vector Graphics Medium Term (Within 1-3 years) Rapid Prototyping Multimodal Interfaces Long Term (Within 3-5 years) Context-Aware Computing Knowledge Webs
Year of Report 2004 2005 Short Term (Within 1 year) Learning Objects Extended Learning Scalable Vector Graphics Ubiquitous Wireless Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching Multimodal Interfaces Educational Gaming Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Knowledge Webs Context-Aware Computing/ Augmented Reality
Year of Report 2004 2005 2006 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Multimodal Interfaces Educational Gaming Educational Gaming Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices
Year of Report 2004 2005 2006 2007 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming
Year of Report 2004 2005 2006 2007 2008 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Grassroots Video Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Collaboration Webs Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Mobile Broadband Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Data Mashups Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Collective Intelligence Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming Social Operating Systems
Year of Report 2004 2005 2006 2007 2008 2009 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Grassroots Video Mobiles Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Collaboration Webs Cloud Computing Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Mobile Broadband Geo-Everything Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Data Mashups The Personal Web Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Collective Intelligence Semantic-Aware Applications Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming Social Operating Systems Smart Objects
Universities that expect to survive can no longer operate status quo because of the Internet. Agree Disagree Fence-sitter The 2010 Report – Key Impacting Trends The abundance of resources and relationships made easily via the Internet is increasingly challenging us to revisit our roles as educators in sense-making, coaching, and credentialing.
Students should be given the choice whether to attend classes F2F or remotely; synchronously or asynchronously Agree Disagree Fence-sitter The 2010 Report – Key Impacting Trends People expect to be able to work, learn, and study whenever and wherever they want to.
I personally do not feel that we are reliably and validly assessing Group Work. Agree Disagree Fence-sitter The 2010 Report – Key Impacting Trends The work of students is increasingly seen as collaborative by nature, and there is more cross-campus collaboration between departments.
The 2010 Report – Key Impacting Trends All assessments should be open-internet Agree Disagree Fence-sitter The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.
The possession of knowledge is not as important for today’s students as the acquisition, analysis, and application of that knowledge Agree Disagree Fence-sitter The 2010 Report – Key Challenges The role of the academy – and the way we prepare students for their future lives – is changing.
Only credible, institution-approved content should be allowed in student’s research and writing Agree Disagree Fence-sitter The 2010 Report – Key Challenges New scholarly forms of authoring, publishing, and researching continue to emerge but appropriate metrics for evaluating them increasingly and far too often lag behind.
Students must continue to submit ‘paper medium-based’ artefacts of knowledge to be considered as reliable and valid for assessment purposes. Agree Disagree Fence-sitter The 2010 Report – Key Challenges Digital media literacy continues its rise in importance as a key skill in every discipline and profession.
Increasing integration and adoption of technology in the University classroom is negatively impacting on academic careers and threatens instructional positions Agree Disagree Fence-sitter The 2010 Report – Key Challenges Institutions increasingly focus more narrowly on key goals, as a result of shrinking budgets in the present economic climate.
The 2010 Report – technologies to watch Short Term (Within 1 year) Mobile Computing Open Content Medium Term (Within 1-3 years) Electronic Books Simple Augmented Reality Long Term (Within 3-5 years) Gesture-Based Computing Visual Data Analysis
Short Term - Mobile Computing “ Mobiles as a category have proven more interesting and more capable with each passing year, and continue to be a technology with new surprises.” Teaching and Learning Studies of Mobile Computing At Abilene Christian University  all incoming freshman  were issued an iPhone or iPod Touch in 2009 A Houston Community College pilot held in spring 2009  compared study habits  of two groups of students enrolled in the same anatomy course. The group issued mobile devices was found to work on the course during spare moments such as while waiting for appointments At several commuter universities, course materials are made available  not only in paper format , but also in audio, video, and text formats  designed for mobile access .
“ Mobiles as a category have proven more interesting and more capable with each passing year, and continue to be a technology with new surprises.” Hotseat at Purdue University http://www.itap.purdue.edu/tlt/hotseat/ allows students to use their mobile devices to  contribute  to discussions,  ask and answer  questions, and  respond  to teacher prompts through any of  several channels , including Facebook, Twitter, the Hotseat mobile application, or a web application Short Term - Mobile Computing (cont’d)
Short Term - Open Content “ Away from the idea of authoritative repositories of content and towards the broader notion of content being both free and ubiquitous” Flat World Knowledge http://www.flatworldknowledge.com/ Online for free Print, Audio, and Print-it-yourself options available for a charge
Medium Term - Electronic Books “ Already firmly established in the public sector, electronic books are gaining a foothold on campuses as well, where they serve as a cost-effective and portable alternative to heavy textbooks and supplemental reading selections.” Sophie 2.0 http://sophiecommons.org/ Software for writing and reading rich media documents in a networked environment.  A tool for creating robust, elegant, networked texts without requiring programming knowledge or training in the use of more complex tools such as Flash.  Redefines the notion of a "book" or academic paper to include both rich media and mechanisms for reader feedback and real time conversation.
Medium Term - Gesture Based Computing “ We are seeing a gradual shift towards interfaces that adapt to — or are built for — humans and human movements. Gestural interfaces allow users to engage in virtual activities with motion and movement similar to what they would use in the real world.” The Virtual Autopsy Table at Norrkoping Visualization Center http://www.visualiseringscenter.se/1/1.0.1.0/230/2/ Changes the way users interact with volumetric medical data    Multiple users can interact collaboratively and simultaneously, working with large and complex data Users gain deeper understanding and insight into the functions and processes inside the body.
Gesture Based Computing The Graphs and Gestures Project http://www.cs.ubc.ca/labs/spin/publications/spin/gerofsky2009ictmt.pdf Ongoing project  here at UBC  based on empirical research on gesture in the pedagogy of functions Uses haptic and kinesthetic interfaces to engage students in an embodied way Developing multisensory, whole-body HCI to support embodied mathematics learning
Simple Augmented Reality– Long Term “ While the capability to deliver augmented reality experiences has been around for decades, it is only very recently that those experiences have become easy and portable. Advances in mobile devices as well as in the different technologies that combine the real world with virtual information have led to augmented reality applications that are as near to hand as any other application on a laptop or a smart phone. .”  ARIS Mobile Media Learning Games http://arisgames.org ARIS is an alternate reality gaming engine created by the University of Wisconsin’s Games, Learning and Society research group. Virtual objects and characters can be placed at certain locations in the physical world; players can interact with them using their mobile devices.
Visual Data Analysis – Long Term “ Because of the intuitive ways in which it can expose complex relationships to even the uninitiated, there is tremendous opportunity to integrate visual data analysis into undergraduate research, even in survey courses.”  Gapminder http://www.gapminder.org/videos/200-years-that-changed-the-world/ A Swedish-based nonprofit organization that seeks to promote sustainable global development using data visualization as a major tool.
Visual Data Analysis – Long Term (cont’d) Worldmapper http://www.worldmapper.org/animations/internet_users_animation.html A visualization tool that re-draws maps based on the data being displayed.
Year of Report 2004 2005 2006 2007 2008 2009 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Grassroots Video Mobiles Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Collaboration Webs Cloud Computing Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Mobile Broadband Geo-Everything Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Data Mashups The Personal Web Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Collective Intelligence Semantic-Aware Applications Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming Social Operating Systems Smart Objects
Thank you for your attention

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Horizon Report 2010 presentation

  • 1. 2010 Horizon Report - Unplugged Rob Peregoodoff Manager, Learning Technologies Sauder School of Business May 2010
  • 2. Introductions First and foremost an educator with a B.Ed. (Math and English) and M.Ed. (Ed. Tech.)
  • 3. Horizon Report Engagement How often have you/do you read the Horizon Report? This is the first that I have heard of it Browsed reports past but never read fully or discussed I read them yearly and keep on my desk for reference purposes
  • 4. Technology Engagement My level of engagement with technology is best summed up by which of the following statements: There better be wireless access in the beach cabana! Come back and talk to me when you have the kinks worked out My chalk/OHP will be removed from my cold, dead hands
  • 5. Collaboration between the New Media Consortium and the EDUCAUSE Learning Initiative More than 400 leaders in the fields of business, industry, technology, and education have contributed since 2003 The entire selection process takes place online and is fully documented at http://horizon.wiki.nmc.org/ Each report describes 6 emerging technologies or practices within 3 adoption horizons About the Horizon Report
  • 6. It is not a predictive tool Instead, it’s meant to highlight emerging technologies with considerable potential in the following areas: Teaching Learning Creative Inquiry Local contributors Scott Leslie (BCCampus) George Siemens (Athabasca U.) Cyprien Lomas (Queensland U via UBC) Past Horizon Reports
  • 7. Year of Report 2004 Short Term (Within 1 year) Learning Objects Scalable Vector Graphics Medium Term (Within 1-3 years) Rapid Prototyping Multimodal Interfaces Long Term (Within 3-5 years) Context-Aware Computing Knowledge Webs
  • 8. Year of Report 2004 2005 Short Term (Within 1 year) Learning Objects Extended Learning Scalable Vector Graphics Ubiquitous Wireless Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching Multimodal Interfaces Educational Gaming Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Knowledge Webs Context-Aware Computing/ Augmented Reality
  • 9. Year of Report 2004 2005 2006 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Multimodal Interfaces Educational Gaming Educational Gaming Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices
  • 10. Year of Report 2004 2005 2006 2007 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming
  • 11. Year of Report 2004 2005 2006 2007 2008 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Grassroots Video Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Collaboration Webs Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Mobile Broadband Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Data Mashups Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Collective Intelligence Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming Social Operating Systems
  • 12. Year of Report 2004 2005 2006 2007 2008 2009 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Grassroots Video Mobiles Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Collaboration Webs Cloud Computing Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Mobile Broadband Geo-Everything Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Data Mashups The Personal Web Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Collective Intelligence Semantic-Aware Applications Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming Social Operating Systems Smart Objects
  • 13. Universities that expect to survive can no longer operate status quo because of the Internet. Agree Disagree Fence-sitter The 2010 Report – Key Impacting Trends The abundance of resources and relationships made easily via the Internet is increasingly challenging us to revisit our roles as educators in sense-making, coaching, and credentialing.
  • 14. Students should be given the choice whether to attend classes F2F or remotely; synchronously or asynchronously Agree Disagree Fence-sitter The 2010 Report – Key Impacting Trends People expect to be able to work, learn, and study whenever and wherever they want to.
  • 15. I personally do not feel that we are reliably and validly assessing Group Work. Agree Disagree Fence-sitter The 2010 Report – Key Impacting Trends The work of students is increasingly seen as collaborative by nature, and there is more cross-campus collaboration between departments.
  • 16. The 2010 Report – Key Impacting Trends All assessments should be open-internet Agree Disagree Fence-sitter The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.
  • 17. The possession of knowledge is not as important for today’s students as the acquisition, analysis, and application of that knowledge Agree Disagree Fence-sitter The 2010 Report – Key Challenges The role of the academy – and the way we prepare students for their future lives – is changing.
  • 18. Only credible, institution-approved content should be allowed in student’s research and writing Agree Disagree Fence-sitter The 2010 Report – Key Challenges New scholarly forms of authoring, publishing, and researching continue to emerge but appropriate metrics for evaluating them increasingly and far too often lag behind.
  • 19. Students must continue to submit ‘paper medium-based’ artefacts of knowledge to be considered as reliable and valid for assessment purposes. Agree Disagree Fence-sitter The 2010 Report – Key Challenges Digital media literacy continues its rise in importance as a key skill in every discipline and profession.
  • 20. Increasing integration and adoption of technology in the University classroom is negatively impacting on academic careers and threatens instructional positions Agree Disagree Fence-sitter The 2010 Report – Key Challenges Institutions increasingly focus more narrowly on key goals, as a result of shrinking budgets in the present economic climate.
  • 21. The 2010 Report – technologies to watch Short Term (Within 1 year) Mobile Computing Open Content Medium Term (Within 1-3 years) Electronic Books Simple Augmented Reality Long Term (Within 3-5 years) Gesture-Based Computing Visual Data Analysis
  • 22. Short Term - Mobile Computing “ Mobiles as a category have proven more interesting and more capable with each passing year, and continue to be a technology with new surprises.” Teaching and Learning Studies of Mobile Computing At Abilene Christian University all incoming freshman were issued an iPhone or iPod Touch in 2009 A Houston Community College pilot held in spring 2009 compared study habits of two groups of students enrolled in the same anatomy course. The group issued mobile devices was found to work on the course during spare moments such as while waiting for appointments At several commuter universities, course materials are made available not only in paper format , but also in audio, video, and text formats designed for mobile access .
  • 23. “ Mobiles as a category have proven more interesting and more capable with each passing year, and continue to be a technology with new surprises.” Hotseat at Purdue University http://www.itap.purdue.edu/tlt/hotseat/ allows students to use their mobile devices to contribute to discussions, ask and answer questions, and respond to teacher prompts through any of several channels , including Facebook, Twitter, the Hotseat mobile application, or a web application Short Term - Mobile Computing (cont’d)
  • 24. Short Term - Open Content “ Away from the idea of authoritative repositories of content and towards the broader notion of content being both free and ubiquitous” Flat World Knowledge http://www.flatworldknowledge.com/ Online for free Print, Audio, and Print-it-yourself options available for a charge
  • 25. Medium Term - Electronic Books “ Already firmly established in the public sector, electronic books are gaining a foothold on campuses as well, where they serve as a cost-effective and portable alternative to heavy textbooks and supplemental reading selections.” Sophie 2.0 http://sophiecommons.org/ Software for writing and reading rich media documents in a networked environment. A tool for creating robust, elegant, networked texts without requiring programming knowledge or training in the use of more complex tools such as Flash. Redefines the notion of a "book" or academic paper to include both rich media and mechanisms for reader feedback and real time conversation.
  • 26. Medium Term - Gesture Based Computing “ We are seeing a gradual shift towards interfaces that adapt to — or are built for — humans and human movements. Gestural interfaces allow users to engage in virtual activities with motion and movement similar to what they would use in the real world.” The Virtual Autopsy Table at Norrkoping Visualization Center http://www.visualiseringscenter.se/1/1.0.1.0/230/2/ Changes the way users interact with volumetric medical data   Multiple users can interact collaboratively and simultaneously, working with large and complex data Users gain deeper understanding and insight into the functions and processes inside the body.
  • 27. Gesture Based Computing The Graphs and Gestures Project http://www.cs.ubc.ca/labs/spin/publications/spin/gerofsky2009ictmt.pdf Ongoing project here at UBC based on empirical research on gesture in the pedagogy of functions Uses haptic and kinesthetic interfaces to engage students in an embodied way Developing multisensory, whole-body HCI to support embodied mathematics learning
  • 28. Simple Augmented Reality– Long Term “ While the capability to deliver augmented reality experiences has been around for decades, it is only very recently that those experiences have become easy and portable. Advances in mobile devices as well as in the different technologies that combine the real world with virtual information have led to augmented reality applications that are as near to hand as any other application on a laptop or a smart phone. .” ARIS Mobile Media Learning Games http://arisgames.org ARIS is an alternate reality gaming engine created by the University of Wisconsin’s Games, Learning and Society research group. Virtual objects and characters can be placed at certain locations in the physical world; players can interact with them using their mobile devices.
  • 29. Visual Data Analysis – Long Term “ Because of the intuitive ways in which it can expose complex relationships to even the uninitiated, there is tremendous opportunity to integrate visual data analysis into undergraduate research, even in survey courses.” Gapminder http://www.gapminder.org/videos/200-years-that-changed-the-world/ A Swedish-based nonprofit organization that seeks to promote sustainable global development using data visualization as a major tool.
  • 30. Visual Data Analysis – Long Term (cont’d) Worldmapper http://www.worldmapper.org/animations/internet_users_animation.html A visualization tool that re-draws maps based on the data being displayed.
  • 31. Year of Report 2004 2005 2006 2007 2008 2009 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Grassroots Video Mobiles Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Collaboration Webs Cloud Computing Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Mobile Broadband Geo-Everything Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Data Mashups The Personal Web Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Collective Intelligence Semantic-Aware Applications Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming Social Operating Systems Smart Objects
  • 32. Thank you for your attention

Editor's Notes

  • #2: Title of Presentation | Qualifier Text | Page
  • #3: Rather than going around the room, I’ll ask everyone just prior to speaking the first time, please give your name and your role within the University. Title of Presentation | Qualifier Text | Page
  • #4: Title of Presentation | Qualifier Text | Page
  • #5: Title of Presentation | Qualifier Text | Page
  • #6: Title of Presentation | Qualifier Text | Page
  • #7: However, it is interesting to look at how the technologies projected in the past stand with us today Title of Presentation | Qualifier Text | Page
  • #8: Scalable Vector Graphics – ubiquitous in our current computing world Rapid Prototyping – 3d graphical representation (i.e. AutoCad) Multimodal interfaces – hooking in the 5 senses beyond keyboard and mouse Context aware computing – Google !! Knowledge Webs – social and collaborative environments (Wikipedia) Title of Presentation | Qualifier Text | Page
  • #9: Extended Learning – augmenting traditional instruction with communication tools (hybrid and blended learning with Blogs and Wikis) Ubiquitous Wireless – here today. Intelligent Searching – Google algorithms Educational Gaming – immersive educational games Social Networks and Knowledge webs – Wikipedia, Facebook, MySpace Context Aware Computing/Augmented Reality – (Second Life, Avatar) Title of Presentation | Qualifier Text | Page
  • #10: Social Computing – again Personal Broadcasting – Youtube The Phones in their pockets – delivering educational content to their students phones (StudyMate?) Educational Gaming – still there Augmented Reality Context Aware Environments and Devices Title of Presentation | Qualifier Text | Page
  • #11: User Created Content – ability for everyone with a computer and an internet connection to become an author, creator, filmmaker Social Networking – again Mobile Phones – Virtual Worlds – Second Life New Scholarship and Forms of Publishing Massively Online Educational Gaming Title of Presentation | Qualifier Text | Page
  • #12: Grassroot Video – Youtube Collaboration webs – Google Docs Mobile Broadband – multi-media capable Data Mashups – transform the way we understand and represent information (RSS feeds, Google embeds, Flickr photos) Collective Intelligence – Wikipedia Social Operating Systems – next generation social networking where the organization of the network is based around people, rather than around content Title of Presentation | Qualifier Text | Page
  • #13: Mobiles – Iphone Cloud Computing – Mainframe to the PC to the laptop to the cloud Geo Everything - Google Maps, Mobile devices with GPS, ‘on screen’ Travel Guide The Personal Web – No longer does a person need to know any web page coding to have a presence (Blogs) Semantic-Aware applications – wolframalpha.com Smart Objects – sensors in car tires, shirts for 4 year-olds… Title of Presentation | Qualifier Text | Page
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  • #18: The possession of knowledge is no longer as important as the acquisition, analysis, synthesis and application of that knowledge. Does having 2,000 Twitter followers constitute a scholarly peer group? Disservice and a cop-out when we claim that it is not about the tools because until we are no longer afraid to ‘play’ with the tools, we will forever be hindered by our ignorance We need to be looking to technologies to reposition and redeploy scarce resources to gain better efficiencies in education management, so that we can (hopefully) allow our instructors and students to focus on the educational experience. Title of Presentation | Qualifier Text | Page
  • #19: The possession of knowledge is no longer as important as the acquisition, analysis, synthesis and application of that knowledge. Does having 2,000 Twitter followers constitute a scholarly peer group? Disservice and a cop-out when we claim that it is not about the tools because until we are no longer afraid to ‘play’ with the tools, we will forever be hindered by our ignorance We need to be looking to technologies to reposition and redeploy scarce resources to gain better efficiencies in education management, so that we can (hopefully) allow our instructors and students to focus on the educational experience. Title of Presentation | Qualifier Text | Page
  • #20: The possession of knowledge is no longer as important as the acquisition, analysis, synthesis and application of that knowledge. Does having 2,000 Twitter followers constitute a scholarly peer group? Disservice and a cop-out when we claim that it is not about the tools because until we are no longer afraid to ‘play’ with the tools, we will forever be hindered by our ignorance We need to be looking to technologies to reposition and redeploy scarce resources to gain better efficiencies in education management, so that we can (hopefully) allow our instructors and students to focus on the educational experience. Title of Presentation | Qualifier Text | Page
  • #21: The possession of knowledge is no longer as important as the acquisition, analysis, synthesis and application of that knowledge. Does having 2,000 Twitter followers constitute a scholarly peer group? Disservice and a cop-out when we claim that it is not about the tools because until we are no longer afraid to ‘play’ with the tools, we will forever be hindered by our ignorance We need to be looking to technologies to reposition and redeploy scarce resources to gain better efficiencies in education management, so that we can (hopefully) allow our instructors and students to focus on the educational experience. Title of Presentation | Qualifier Text | Page
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  • #25: Social Syllabus Features: Audio Tags Students and Instructors can attach audio notes to blog postings, wikipages, messages, and notebook entries Social Search Aggregate Search Engine that pulls information from a number of social media platforms (Amazon books, YouTube, Digg, Delicious, Twitter, TED, Google Blogs, etc) Title of Presentation | Qualifier Text | Page
  • #26: Allows users to create complex networked multimedia documents without specialized training. Allows readers to read Sophie books in a browser without downloading a separate application. Easily constructed spaces for discussion inside of books. Fully functional web browsers in book pages. Frame-based timelines present an easy way to create animations. Title of Presentation | Qualifier Text | Page
  • #27: Work at UBC http://www.cs.ubc.ca/labs/spin/publications/spin/gerofsky2009ictmt.pdf Title of Presentation | Qualifier Text | Page
  • #28: Work at UBC Title of Presentation | Qualifier Text | Page
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  • #32: A look at past reports in the context of the 2010 report Pink shows technologies mentioned in this year’s report (or overlapping with this year’s report – sometimes the spin/name is a little different -- the phones in their pockets vs. mobile computing, for example) The purpose of this view is to show continuity of themes through the reports Title of Presentation | Qualifier Text | Page
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