emerging technology

Horizon Project Content

Below is an aggregation of all content associated with the NMC Horizon Project.

Some Interesting Stuff on Technology Use at Penn State University

Recently blogged by Cole Camplese, "Recently I was asked to share some 'interesting statistics' about what is going on here at PSU and on a national level with the use of technology by young people. Here are some points I thought could resonate. I didn’t editorialize too much, but my basic thoughts are below. What strikes me is how this leads us to such obvious conclusions about where time, energy, and dollars should be applied within our environments."

NMC releases "Horizon Project: Call to Scholarship"

The New Media Consortium is pleased to announce today the release of the first Horizon Project Call to Scholarship . This document represents a synthesis of the ongoing dialog throughout the academy related to the six practices and technologies featured in the 2007 edition of the Horizon Report.

2007 Horizon Report

;2007 Horizon Report Cover

a collaboration between
The New Media Consortium
and
the EDUCAUSE Learning initiative

2007 Horizon Report (285K, 32 pp)

© 2007, The New Media Consortium. Permission is granted under a Creative Commons Attribution-NonCommercial-NoDerivs license to replicate and distribute this report freely for noncommercial purposes provided that it is distributed only in its entirety.

ISBN 0-9765087-4-5

Four to Five Years: Massively Multiplayer Educational Gaming

Massively Multiplayer Educational Gaming

Time-to-adoption Horizon: Four to Five Years

The term “serious games” has been coined to describe games that have an educational purpose and non- entertainment goals. Educators are taking a hard look at one type of serious game, massively multiplayer educational games, and finding strong potential for teaching and learning. These games are still time- consuming and often expensive to produce, but practical examples can easily be found. Interest is high and developments in the open-source arena are bringing them closer to mainstream adoption year by year.

Overview

Two to Three Years: Virtual Worlds

Virtual Worlds

Time-to-adoption Horizon: Two to Three Years

In the last year, interest in virtual worlds has grown considerably, fueled in no small part by the tremendous press coverage of examples like Second Life. Campuses and businesses have established locations in these worlds, much as they were creating websites a dozen years ago. In the same way that the number and sophistication of websites grew very quickly as more people began to browse, virtual locations will become more common and more mature as the trend continues. Virtual worlds offer flexible spaces for learning and exploration—educational use of these spaces is already underway and growing.

Overview

Two to Three Years: Mobile Phones

Mobile Phones

Time-to-adoption Horizon: Two to Three Years

The convergence of ubiquitous broadband, portable devices, and tiny computers has changed our concept of what a phone is meant to be. A pocket-sized connection to the digital world, the mobile phone keeps us in touch with our families, friends, and colleagues by more than just voice. Our phones are address books, file storage devices, cameras, video recorders, wayfinders, and hand-held portals to the Internet—and they don’t stop there. The ubiquity of mobile phones, combined with their many capabilities, makes them an ideal platform for educational content and activities. We are only just beginning to take advantage of the possibilities they will offer.

Overview

Horizon Project

The Horizon Project, as the centerpiece of NMC's Emerging Technologies Initiative, charts the landscape of emerging technologies for teaching, learning and creative expression and produces the NMC’s annual Horizon Report. Since the launch of the Horizon Project in March 2002, the NMC has held an ongoing series of conversations and dialogs with hundreds of technology professionals, campus technologists, faculty leaders from colleges and universities, and representatives of leading corporations.

Each year, an Advisory Board considers the results of these dialogs and also looks at a wide range of articles, published and unpublished research, papers, and websites to generate a list of technologies, trends, challenges, and issues that knowledgeable people in technology industries, higher education, and museums are thinking about.

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