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Horizon Report - 2012 K-12

The NMC Horizon Report 2012 K-12 Edition discusses these six emerging trends for K-12 education in three adoption horizons:

One Year or Less

Mobile Devices & Apps
Mobile devices are becoming increasingly valued tools in the learning setting. More schools are rethinking bans on mobile devices and implementing "Bring Your Own Device" (BYOD) programs. Apps are the fastest growing aspect of the mobile space, with potential impact in every discipline. 

Tablet Computing
Seen as a great tool for one-to-one computing as well as a budget-friendly replacement for cumbersome and expensive equipment used for fieldwork and other research tasks. Tablets are also seen as have less potential for distraction than mobile phones for use in learning situations.  

Two to Three Years

Game-Based Learning
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.  

Personal Learning Environments
PLEs refer to student-designed spaces that allow students to have more control over how they learn. These are personal collections of tools and resources that support learning both in and out of school environments. Students can choose their own content to match their personal learning style and pace. PLEs make the learning environment portable, networked, and personally relevant.  

Four to Five Years

Augmented Reality
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. 

Natural User Interfaces
The way we interact with computational devices is changing. Now, with touch screens and voice recognition, interactions are becoming more intuitive. Natural user interfaces offer the potential for increased accessibility for students with autism, blindness, deafness, and other special needs.

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