Horizon Report - 2012 Higher Ed
The Horizon Report 2012 Higher Education Edition discusses six emerging trends in three adoption horizons:
One Year or Less
This is the fastest growing dimension in the mobile space right now. Educational institutions are creating apps for educational and research needs across the curriculum.
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.
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.
The wealth of data collected from students on a daily basis is a powerful resource for improving learning. The promise of learning analytics is the ability to personalize the learning experience to meet students’ individual needs.
Four to Five Years
Intuitive, gesture-based user interface design is just beginning to take hold. The new generation is accustomed to tapping, swiping, and other gestures in order to interact with information.
Internet of Things
Progress continues into the development of smart objects. We will continue to see objects with connectivity features, from lab equipment to refrigerators.
You can read a summary of the report in the Horizon Report 2012 Preview: Higher Education Edition (PDF).
- 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