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The Future Is Today: The Horizon Report In the Classroom Ruben R. Puentedura, Ph.D.

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Page 1: The Future Is Today: The Horizon Report In the Classroomhippasus.com/resources/iste2010/Puentedura_FutureIsToday_Slides.… · The 2010 Horizon Report – K-12 Edition. Online Communication

The Future Is Today:The Horizon Report In the Classroom

Ruben R. Puentedura, Ph.D.

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The Horizon Report

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Cloud Computing

Collaborative Environments

Mobiles

Game-Based Learning

Augmented Reality

Flexible Displays

Time-to-Adoption:One Year or Less

Time-to-Adoption:Two to Three Years

Time-to-Adoption:Four to Five Years

The 2010 Horizon Report – K-12 Edition

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Online Communication

Tools

Collaborative Environments

Mobiles

Cloud Computing

The Personal Web

Smart Objects

Time-to-Adoption:One Year or Less

Time-to-Adoption:Two to Three Years

Time-to-Adoption:Four to Five Years

The 2009 Horizon Report – K-12 Edition

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Horizon Report Metatrends2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015

Communication between humans and machines

Multimodal Interfaces (2004)

Context Aware Computing (2004) X

Context Aware Computing (2005) X

Context Aware Environments & Devices (2006) X

Collective sharing & generation of knowledge

Learning Objects (2004) …

Intelligent Searching(2005)

Knowledge Webs (2004)

Knowledge Webs (2005)

Scholarly Mashups (Geotagging) (2008)

New Scholarship and Forms of Publication (2007)

Collective Intelligence & Open Resources/Data (2008)

Games as Pedagogical Platforms

Educational Gaming (2005)

Educational Gaming (2006) X?

Virtual Worlds (2007) X?

Massively Multiplayer Educational Gaming (2007)

Connecting people through the network

Ubuiquitous Wireless (2005) X

Extended Learning (2005) X

Social Computing (2006) X

Social Networking (2007) X

Social Networks (2005) X

Seamless Virtual Collaboration (2008) X?

Social operating Systems (2008)

Computing inhree dimensions

SVG/Flash/PDF (2004) X

Rapid Prototyping (2004)

Virtual Worlds (2007) X?

Augmented Reality(2005)Augmented Reality & Enhanced Visualization (2006)

Shifting content production to users

Learning Objects (2004) …

Personal Broadcasting (2006) X

User-Created content (2007) X

Ubiquitous Video (2008) X?

Evolution of a ubiquitous platform

Mobile Phones (2006) multimedia capture

Mobile Phones (2007) personal digital repository X?

Mobile Phones (2008) applications/web

X's represent the moment the tipping point was/will be likely reached …

X?

X?

X

X

X?

Now

X

X?

X

X

X?

X?

X?

X?

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Metatrends(Since 2004)

Evolution of a ubiquitous platform

Mobiles

Computing in three

dimensions

Augmented Reality

Connecting people through

the network

Cloud Computing

Communication between

humans and machines

Flexible Displays

Collective sharing &

generation of knowledge

Collaborative Environments

Games as pedagogical

platforms

Shifting content production to

users

Game-Based Learning

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The Process

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Adapting the Process

First Pass Rankings Create Short List Second Pass Rankings Produce Report

For a set of N answers: give each member sqrt(N)

tokens; each distributes tokens between chosen

answers.

Pick top sqrt(N) answers with most total tokens –

this is the short list.

If M answers are desired: give each member M

tokens; each distributes tokens between chosen

short list answers.

Writing team integrates top M answers with research materials to

produce report.

Select TeamReview Research

MaterialsGenerate Answer Set

Generate Research Database

Present Research Question(s)

Make sure to have a good mix of technologists,

teachers, leaders in the group.

Ask group to expand database, commentary,

with question(s) in mind.

Ask group members to submit answers to

question(s).

Ask group members to submit links to materials

of interest, with brief commentary.

e.g. “What technologies should schools be actively

looking for ways to apply?”

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A “Homegrown Horizon Report” Example

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The Five Questions

• What would you list among the established technologies that schools should all be using broadly today to support or enhance teaching, learning, or creative expression?

• What technologies that have a solid user base in consumer, entertainment, or other industries should schools be actively looking for ways to apply?

• What are the key emerging technologies you see developing to the point that schools should begin to take notice during the next 3 to 5 years? What organizations or companies are the leaders in these technologies?

• What do you see as the key challenge(s) related to teaching, learning, or creative expression that schools will face during the next 5 years?

• What trends do you expect to have a significant impact on the ways in which schools approach the core missions of teaching, research, and service?

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The Question Selected by the Group(27 Participants)

What would you list among the established technologies that schools should all be using broadly today to support or enhance teaching, learning, or creative expression?

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First Set of N Replies (After Cleanup, N=50)

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7 Replies Remaining After the First Poll(Sqrt[50]≈7 Tokens Per Voter)

• Ubiquitous (1 to 1) computing for all students & staff

• High speed internet

• Classrooms should have LCD projectors and document cameras connected to a computer (and the internet) to be used to enhance teaching and sharing

• Interactive white board/ Smart board

• I believe wiki for collaboration, Google docs for sharing work

• Online courses as option for all students

• Blog or equivalent site that allows students to communicate back and forth, then build upon that conversation

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Top Three Replies Selected in Second Poll(3 Tokens Per Voter)

1.Ubiquitous (1 to 1) computing for all students & staff

2.High speed internet

3.Classrooms should have LCD projectors and document cameras connected to a computer (and the internet) to be used to enhance teaching and sharing

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Bibliography

• The Horizon Report:• All editions online at:

http://www.nmc.org/horizon

• Horizon Report Wiki:• All editions since 2006 online at:

http://horizon.wiki.nmc.org/

• Horizon Report Metatrends:• Online at:

http://horizon.nmc.org/wiki/Metatrends

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Informing Decision Making: the Delphi Method

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Wanted: the Relevant Information Space

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Stage 1: Bringing In the Experts

Expert

A

Expert

A

Expert

B

Expert

A

Expert

B

Expert

C

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Stage 2: Aggregating the Replies

Expert

A

Expert

B

Expert

C

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Stage 3: Informing the Process

Expert

A

Expert

B

Expert

C

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Stage 4: Selecting the Relevant Information Space

Expert

A

Expert

B

Expert

C

Expert

A

Expert

B

Expert

C

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Things to Keep In Mind

• Change some, but not all, of your expert panel members each year:

• Too much change leads to unstable recommendations, too little change leads to groupthink-like phenomena.

• Make sure you have a broad range of expertise and backgrounds in your expert panel:

• Not everyone should be a technologist, or a teacher, or an administrator.

• Make sure your panel has innovators, opinion leaders, and early majority members (cf. Rogers) on it:

• Panels that only feature innovators tend to produce recommendations that are not representative of the needs of the institution as a whole.

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How Innovations Spread(Everett M. Rogers, Diffusion of Innovations)

Source: The Innovator Theory. Online at http://www.mitsue.co.jp/english/case/concept/02.html

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• The Delphi Method:• Harold A. Linstone and Murray Turoff (Eds.) The Delphi Method:

Techniques and Applications. Available online at:

http://www.is.njit.edu/pubs/delphibook/

• Diffusion of Innovations:• Everett M. Rogers. Diffusion of Innovations, 5th Edition. New

York:Free Press, 2003.• Geoffrey A. Moore. Crossing the Chasm, Revised Edition. New

York:Harper Perennial, 1999.

Bibliography