Horizon Report - 2010 K-12
The NMC Horizon Report 2010 K-12 Edition discusses these six emerging trends for K-12 education in three adoption horizons:
One Year or Less
Large clusters of networked servers are making inexpensive, offsite storage a reality. The ability to have multi-user applications and multi-processor computing is changing how we think about computers, software, and files.
Since collaboration across geographical and cultural boundaries has become more common in the workplace, educators are increasingly giving students the opportunity to work in these environments to develop essential teamwork and collaboration skills.
Two to Three Years
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.
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.
Four to Five 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.
Eventually, we will see thin screens that can be embedded in books and magazines or integregrated into all kinds of objects.