ELearning Classes

Wednesday, September 14, 2011

Horizon Report 2011 E-Learning Relevant Research

The 2011 Horizon Report is a collaboration between The New Media Consortium and the EDUCAUSE Learning Initiative

Here is a link to the complete report in PDF format.

Horizon Project Navigator (beta)

Executive Summary Overview

Key Trends

The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as educators in sense-making, coaching, and credentialing.

People expect to be able to work, learn, and study whenever and wherever they want.

The world of work is increasingly collaborative, giving rise to reflection about the way student projects are structured.

The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.

Critical Challenges

Digital media literacy continues its rise in importance as a key skill in every discipline and profession.

Appropriate metrics of evaluation lag behind the emergence of new scholarly forms of authoring, publishing, and researching.

Economic pressures and new models of education are presenting unprecedented competition to traditional models of the university.

Keeping pace with the rapid proliferation of information, software tools, and devices is challenging for students and teachers alike.

Technologies to Watch

The six technologies featured in the 2011 Horizon Report are placed along three adoption horizons that indicate likely time frames for their entrance into mainstream use for teaching, learning, or creative inquiry.

Time-to-Adoption: One Year or Less

Electronic Books
 Relevance for Teaching, Learning, Research, or Creative Inquiry
 Electronic Books in Practice

Mobiles
 Relevance for Teaching, Learning, Research, or Creative Inquiry
 Mobiles in Practice

Time-to-Adoption: Two to Three Years


Augmented Reality
 Relevance for Teaching, Learning, Research, or Creative Inquiry
 Augmented Reality in Practice

Game-Based Learning
 Relevance for Teaching, Learning, Research, or Creative Inquiry
 Game-Based Learning in Practice
 For Further Reading

Time-to-Adoption: Four to Five Years

Gesture-Based Computing
 Relevance for Teaching, Learning, Research, or Creative Inquiry
 Gesture-Based Computing in Practice

Learning Analytics
 Relevance for Teaching, Learning, Research, or Creative Inquiry
 Learning Analytics in Practice

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