Wednesday, April 14, 2010

Cool Thing: Horizon report K-12 2010

Horizon Report K-12 2010

Key technologies
  1. One Year or Less: Cloud Computing (0)
  2. One Year or Less: Collaborative Environments (0)
  3. Two to Three Years: Game-Based Learning (0)
  4. Two to Three Years: Mobiles (0)
  5. Four to Five Years: Augmented Reality (1)
  6. Four to Five Years: Flexible Displays

Key trends
  • Technology is increasingly a means for empowering students, a method for communication and socializing, and a ubiquitous, transparent part of their lives. 
  • Technology continues to profoundly affect the way we work, collaborate, communicate, and succeed. Information technologies impact how people work, play, learn, socialize, and collaborate.The perceived value of innovation and creativity is increasing. Innovation is valued at the highest levels of business and must be embraced in schools if students are to succeed beyond their formal education.
  • There is increasing interest in just-in-time, alternate, or non-formal avenues of education, such as online learning, mentoring, and independent study.
  • The way we think of learning environments is changing.

Critical Challenges

  • Digital media literacy continues its rise in importance as a key skill in every discipline and profession.
  • Students are different, but educational practice and the materials that support it are changing only slowly.
  • Many policy makers and educators believe that deep reform is needed, but at the same time, there is little agreement as to what a new model of education might look like.
  • A key challenge is the fundamental structure of the K-12 education establishment.
  • Many activities related to learning and education take place outside the walls of the classroom — but these experiences are often undervalued or unacknowledged.
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