Horizon Report - 2011 Higher Ed
The NMC Horizon Report 2011 Higher Ed Edition, available as a PDF below, discusses these six emerging trends in three adoption horizons:
One Year or Less
E-books challenge the very definition of reading with audiovisual, interactive, and social elements which enhance the informational content of books and magazines.
Internet-capable mobile devices will soon outnumber computers. Already, mobiles are users' first choice for accessing online content. As access to devices continues to grow, the implications for teaching and learning will be great.
Two to Three Years
Also called "blended reality," augmented reality is the ability to add a computer-assisted contextual layer of information to the real world. An example might be a museum that provides a tablet for visitors to use while exploring the exhibits with additional images and multimedia content about exhibit items.
Research continues into all types of games to understand their potential for learning: goal-oriented games, social game environments, non-digital games, games developed expressly for education, and commercial games. More educators now recognize how games can support development of collaboration, problem-solving, communication, and other key skills.
Four to Five Years
Intuitive, gesture-based user interface design is just beginning to take hold. The new generation is accustomed to tapping, swiping, and other gestures in order to interact with information.
The wealth of data collected from students on a daily basis is a powerful resource for improving learning. The promise of learning analytics is the ability to personalize the learning experience to meet students' individual needs.