Horizon Report - 2007 Higher Ed
The NMC Horizon Report 2007 Higher Ed Edition discusses these six emerging trends in three adoption horizons:
One Year or Less
Smaller tools and increased access have made user-generated content easy to create and share. The popularity of videos, blogs, photos, books, and more indicate a new trend toward authorship.
Connection to social networks is becoming the main reason students log in these days. With the potential to connect colleagues and reach students where they are, social networking has immediate value in educational settings.
Two to Three Years
Our phones have become the gateway into our lives. With improving software and the increasing speeds of cellular connections, we will soon need to consider the educational potential of these devices.
These environments present us with a place to collaborate, role-play, and explore in ways only limited by our imagination.
Four to Five Years
Bouyed by increased access to research materials, the ability to collaborate at a distance, and the possibility of electronic publishing, the ways we research and publish academic scholarship is changing.
Massively Multiplayer Educational Gaming
Combining the popularity of Massively Multiplayer Games with the educational potential of Serious Games, Massively Multiplayer Educational Games are drawing increasing interest in the educational community.
- The Horizon Reports
- Horizon Report - 2010 K-12
- Horizon Report - 2011 Higher Ed
- Horizon Report - 2010 Higher Ed
- Horizon Report - 2009 Higher Ed
- Horizon Report - 2008 Higher Ed
- Horizon Report - 2007 Higher Ed
- Horizon Report - 2006 Higher Ed
- Horizon Report - 2005 Higher Ed
- Horizon Report - 2004 Higher Ed
- Horizon Report - 2012 Higher Ed
- Horizon Report - 2011 K-12
- Horizon Report - 2009 K-12
- Horizon Report - 2012 K-12