This is Part II of two articles discussing the NMC Horizon Report 2012.
Recap of Part I
Last week’s article discussed how the NMC Horizon Report: 2012 Higher Education Edition was created and how the report identifies near-term to far-term educational technology trends (a range of one to five years). The article also discussed mobile apps and tablet computing, both of which were assigned a time-to-adoption horizon of one year or less. This week we will look at technologies with adoption horizons of two to five years.
Time-to-Adoption Horizon: Two Years to Three Years
The technologies discussed in this category are currently receiving increasing interest from higher education. Within this time frame, it is expected that widespread adoption of these technologies will begin.
Game-Based Learning
Game-based learning includes a wide variety of game types including single player computer games, small group card and board games (non-digital), and massively multiplayer online games as well as alternate reality games. The number of education-related game conferences illustrates the growing interest in this category; iED 2012, Games for Change 2012, and LEEF are three such conferences in the immediate Northeast area.
The characteristics of games that make them interesting for educators include: working toward a goal, problem solving and collaboration with others, social and narrative aspects, the need to use critical thinking skills and immediate performance feedback with the possibility of the student achieving outstanding success. Additionally, games engage and motivate the student and help scaffold future success even when faced with a minor set-back. The current design challenge that keeps games in the mid-term horizon is the difficulty of including traditional education content into games “so that it looks and feels a natural part of playing the game.” (Horizon Report, 2012).
North Carolina State University’s “MicroExplorer3D” is an online game built using a standard “game engine” and teaches students the parts of a microscope using an interactive, game-like interface. The Federation of American Scientists sponsored the creation of a downloadable “Immune Attack” game that teaches concepts about the immune system (there is a video trailer available showcasing the game). SUNY Albany researchers are developing a video game that shows people the negative aspects of their decision-making processes: http://www.albany.edu/news/19508.php?WT.svl=image
Learning Analytics
Learning analytics uses a combination of data mining (gathering data from a wide variety of sources), interpretation and data modeling, ultimately to provide “close-to-real time” individual educational opportunities that match each student’s level. Learning analytics is more than simply identifying “at risk” students – rather it attempts “to improve both teaching and learning environments.” The Gates Foundation, Carnegie Mellon University, as well as large publishers such as McGraw Hill and Pearson are all engaged in research projects and the development of learning analytic solutions. Although issues of privacy and accountability for the use of student data remain a concern, the Second International Conference on Learning Analytics and Knowledge in Vancouver, British Columbia “sold-out” more than a month before the conference opening.
Early stage examples include the CoreDogs platform that can be used to create digital textbooks to provide students with formative feedback and assessment, and Learning Catalytics which allows instructors to use real-time assessment and feedback during a class to engage students with open-ended questions.
Time-to-Adoption Horizon: Four to Five Years
Technologies in this category will not see wide-spread adoption for at least four to five years.
Gesture-Based Computing
iPads, iPhones and other systems that use taps, swipes and other forms of touch are the most readily apparent gesture-based devices. Gesture-based computing moves beyond the tactile approach and uses hand, arm and facial gestures to control devices. New innovations also include the convergence of gesture sensing with voice recognition – the iPhone 4s “Siri” is one early example. The ultimate goal of gesture-based computing is to create a more natural and comfortable way to control computers, leaving behind the keyboard and mouse that is currently so familiar.
As of this writing, there are few examples of purely educational uses of gesture-based computing and these are highly experimental. The University of Oregon has developed the EyeMusic project which uses eye-tracking sensors to compose multimedia productions. While, Ball State University’s “MorphoLuminescence” uses body gestures to adjust room lighting. MIT students founded 3Gear Systems to produce a low-cost gesture control for consumers.
The Internet of Things
The Internet of Things is a short-hand term for network-aware smart objects. These objects are small, can be attached to anything, are uniquely identifiable, store small amounts of data and can communicate that data to an external device when needed. A commercial example could be an object that is attached to an inventory item – the smart object might contain instructions, warranty information, monitor temperature (providing an alert to prevent damage such as freezing or from extreme heat) and provide location information – all through a wireless network.
This is an evolving technology, which explains why it is classified on a far-term adoption horizon for education. Current education-related examples include researchers that use RFID systems to track marine animals (http://www.mdpi.com/1424-8220/11/10/9532/) and Otago Museum’s plan to install an RFID tracking system to allow museum artifacts to be tracked as they are moved around the museum (http://www.odt.co.nz/news/dunedin/143086/plans-made-radio-tracking-system). Other current applications include smart control of classroom environments and lab equipment resource management. The most likely near-term educational uses will continue to be refinements in environmental control, resource management and research.
For further reading:
Games and Learning: Teaching as Designing (by James Gee)
http://www.huffingtonpost.com/james-gee/games-and-learning-teachi_b_851581.html
What are Learning Analytics? (George Siemens)
http://www.elearnspace.org/blog/2010/08/25/what-are-learning-analytics/
7 Areas Beyond Gaming Where Kinect Could Play a Role
http://radar.oreilly.com/2010/12/dancing-with-kinects-future-in.html
Internetting Every Thing, Everywhere, All the Time
http://edition.cnn.com/2008/TECH/11/02/digitalbiz.rfid/
Resources:
Horizon Report 2012
http://www.nmc.org/publications/horizon-report-2012-higher-ed-edition (registration required for free download)
Horizon Report image (creative commons license)
http://www.nmc.org/system/files/nmc_itunesu.HR2012HiEd.jpg
Untitled (Game screen image, creative commons license)
http://www.flickr.com/photos/hey__paul/6153703165/sizes/z/in/photostream/
Shadow Monster (creative commons license)
http://www.flickr.com/photos/jenniferboyer/262197699/