The Horizon Report, 2010 Edition.
Published by the New Media Consortium. 38 pages, PDF
The 2010 Horizon Report identifies these trends as key drivers of technology adoptions for the period 2010-2015:
In a world in which information is available everywhere, educational institutions must consider the unique value that each adds. In such a world, sense-making and the ability to assess the credibility of information are paramount.
People expect to be able to work, learn, and study whenever and wherever they want to be. … The implications for informal learning are profound, as are the notions of “just-in-time” learning and “found” learning.
It does not matter where our work is stored; what matters is that our information is accessible no matter where we are or what device we choose to use.
Students and their professors see the challenges facing the world as multidisciplinary, and the need for collaboration great.
The Report identifies challenges that face learning organizations.
The role of the academy is changing. It must adapt teaching and learning practices to meet the needs of today’s learners, emphasize critical inquiry and mental flexibility, and provide students with necessary tools for those tasks.
New scholarly forms of authoring, publishing, and researching continue to emerge, but appropriate metrics for evaluating them increasingly and far too often lag behind. Citation-based metrics, to pick one example, are hard to apply to research based in social media.
Digital media literacy is becoming a key skill in every discipline and profession. Yet training in digital literacy skills and techniques is rare, especially so in teacher education programs. … We are far from seeing digital media literacy as a norm… As technology continues to evolve, digital literacy must necessarily be less about tools and more about ways of thinking and seeing, and of crafting narrative.
The report identifies six technologies to watch.
Mobile computing: an increasing number of faculty and instructional technology staff are experimenting with the possibilities for collaboration and communication offered by mobile computing.
Open content: is expected to reach mainstream use in the next 12 months. The open content movement is far more than a collection of free online course materials. It is a response to the rising costs of education, and the desire for access to learning in areas where such access is difficult.
Electronic books and readers: already in the mainstream of consumer use and are appearing on campuses with increasing frequency.
Augmented reality: is now accessible via laptops and smart phones, no longer requiring specialized equipment.
Gesture-based computing: uses devices that are controlled by natural movements of the finger, hand, arm, and body. Our understanding of what it means to interact with computers is changing.
Visual data analysis: models can be manipulated in real time and researchers are able to navigate and explore data in ways not previously possible.