2014 Horizon Report K12 Edition

2014 Horizon Report K12 Edition

This years Horizon report is out. If you are not familiar with the Horizon report it is a document put out by the New Media Consortium each year that looks at what technology is on the horizon. It looks at trends in education and what technologies are up and coming.

The report does not just list toys that will be in the classroom in the next 10 years, it identifies shifts in education. This is important for all of us to be aware of. The topics in the Horizon report are perfect for starting discussions in our PLC’s going into the next school year.

Click here to view the full report. Download the PDF to share with your colleagues.

I am very honored to have been on the expert panel to be part of the process.

Key Trends Accelerating Educational Technology Adoption in Schools

Fast Trends: Driving educational technology adoption in schools over the next one to two years

Rethinking the Roles of Teachers

Shift to Deeper Learning Approaches

Mid-Range Trends: Driving educational technology adoption in schools within three to five years

Increasing Focus on Open Educational Resources

Increasing Use of Hybrid Learning Designs

Long-Range Trends: Driving educational technology adoption in schools in five or more years

Rapid Acceleration of Intuitive Technology

Rethinking How Schools Work

Significant Challenges Impeding Educational Technology Adoption in Schools

Solvable Challenges: Those that we understand and know how to solve

Creating Authentic Learning Opportunities

Integrating Personalized Learning

Difficult Challenges: Those that we understand but for which solutions are elusive

Complex Thinking and Communication

Safety of Student Data

Wicked Challenges: Those that are complex to even define, much less address

Competition from New Models of Education

Keeping Formal Education Relevant

Important Developments in Technology for Schools

Time-to-Adoption Horizon: One Year or Less

BYOD

Cloud Computing

Time-to-Adoption Horizon: Two to Three Years

Games and Gamification

Learning Analytics

Time-to-Adoption Horizon: Four to Five Years

The Internet of Things

Wearable Technology

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