K-12 Technology Trends

6 Technologies That Will Shape Education

Cloud computing and gaming are among the six technologies that will have a major positive impact on K-12 education in the next few years, according to researchers. But education also faces some critical challenges in that timeframe, including challenges that may require fundamental changes to the way we educate in the United States. This according to a new report released this week by the New Media Consortium (NMC) in collaboration with the Consortium for School Networking (CoSN), "The 2010 Horizon Report: K-12 Edition."

The annual Horizon Report--this year funded by a grant from HP--focuses on the key technology areas that researchers identify as likely to have a major impact on educational institutions and other learning-focused organizations within the next five years, broken down into the technologies that will have an impact in the near term, those that are in the early stages of adoption, and those that are a bit further out. The report also identifies "critical" challenges facing education in the near future.

Top 6 Technologies for the Next 5 Years
In the near term--that is, in the timeframe of about a year or less--the technologies that will have a significant impact on education, according to the report, include cloud computing and collaborative environments. In the 2009 report, cloud computing had previously been listed as a mid-term technology, but the report's authors said cloud computing "has seen dramatic uptake by schools over the past twelve months."

However, the report indicated, schools are only using one aspect of cloud computing to any significant degree. "Schools commonly use cloud-based applications today, but the promise of the cloud’s extensive resources for computation, research, and collaborative work has yet to be realized."

In the mid-term--about two to three years out--game-based learning and mobile technologies (particularly the blurring of cellular networks and other types of networks) will play a key role in education, according to the report. Gaming, the authors wrote, has several advantages for education, "but the greatest potential of games for learning lies in their ability to foster collaboration and engage students deeply in the process of learning."

Augmented reality and flexible displays we identified by the report's authors as technologies that will have an impact on education a but further down the road, four to five years out. Augmented reality refers to the convergence of various media tools and mobile applications to create "a portable tool for discovery-based learning, enhancing the information available to students when visiting historical locations, doing field work, interacting with real-world objects, and even paging through books."

"The technologies profiled in this year’s report show tremendous promise for transforming education at the very deepest levels," said Larry Johnson, CEO of the NMC, in a statement released to coincide with the report.

The report's authors cited several examples of schools using these technologies successfully and included links for further reading on each topic point.

K-12 Technology Challenges
Beyond the six technologies identified as significant for the next five years, the report also looked at the challenges facing education institutions and the trends that have emerged in the years since the Horizon Project was launched in 2002.

This year's report cited five challenges that the authors identified as "critical." They include:

  1. Inadequate digital media literacy training for teachers;
  2. Out of date learning materials and teaching practices;
  3. Lack of agreement on how education should evolve, despite widespread agreement that change is needed;
  4. A failure of education institutions to adapt to informal education, online education, and home-based learning; and
  5. Lack of support for or acknowledgement of forms of learning that usually occur outside the classroom.

On this last point, the report said: "Beyond the classroom walls, students can take advantage of online resources, explore ideas and practice skills using games and other programs they may have on systems at home, and interact with their extensive--and constantly available--social networks. Within the classroom, learning that incorporates real life experiences like these is not occurring enough and is too often undervalued when it does take place. This challenge is an important one in K-12 schools, because it results in a lack of engagement in learning on the part of students who are seeking some connection between their world, their own lives, and their experience in school."

Horizon Report Toolkit
Also, for the first time, this year NMC and CoSN have released a toolkit as a companion to the Horizon Report. It's designed to help develop the discussion about new technology in education.

"For educators on a quest to help students grow as 21st century learners, this report is a must-read, one-stop source for information about emerging technologies that have the potential to transform education," said Keith Krueger, CEO of CoSN. "We hope to see continued conversation around the report throughout the year and are releasing companion materials like the 2010 Horizon Report: K-12 Edition Toolkit to help make that possible."

The complete 2010 Horizon Report: K-12 Edition can be accessed here. (PDF and HTML versions are available.) The companion toolkit can be requested on CoSN's site here.

Comments

Mon, Apr 19, 2010 Sherri Frisco ISD

I added some notes, but I don't know how to add the notes like you guys are adding them. Maybe you can show me? I have not used Googlewave much at all, so this is new to me. I agree. This is a lot of information. Yes, we can just touch on a few of the area, as Sarah mentioned, but I am afraid that they are going to leave overwhelmed knowing nothing specific that they can grasp onto other than this outline. But, that is the way that ths was presented at TCEA, as well. Very broad, only touching on each topic, nothing in depth at all. It was all surface info. Is that what we need to do? Expose them to it all? Or, do we need to get more specific and narrow our subject matter down?

Sat, Apr 17, 2010

The biggest problem I see here is that they are assuming that ALL students have the Internet and all of this technology equipment in their homes and all of these resources are just infinite!! How wonderful if this were true!! But, sadly, it is not. The majority of MY students do not even have computers in their homes much less access to the INTERNET and this is 2010!!

Fri, Apr 16, 2010 Marley North Carolina

Why is funding not listed as a critical challenge?

Thu, Apr 15, 2010 susan104 India

Amongst all the ed-tech mentioned in the article, I think Online Tutoring shall be the one to be the most widely used and with maximum impact on how education is delivered in the years to come. Already, Online Tutoring companies like Eduwizards (http://www.eduwizards.com/) are doing a great job of bringing tutoring into homes.Customized lessons are delivered easily over the internet without the student or tutor having to step out of the house. Services like Eduwizards have huge tutor banks for every subject and grade, including test prep and ESL, give free trial sessions with tutors who have reviews openly posted on their web site and are available 24/7/365. I write about Eduwiards since I have first hand experience of being tutored by them, but there are many others like them out there. Hats off to technology!!

Thu, Apr 15, 2010 Editor

Thank you for the correction, Linda. --David Nagel

Thu, Apr 15, 2010 LindaBuss Lincolnshire, IL

"The report's autors . . . " You'd think someone writing about technological advances would already know how to use spellcheck, heh.

Wed, Apr 14, 2010 Keith Krueger Washington, DC

Larry is right on target and I would second his thanks to HP. Neither CoSN nor NMC could have produced this Report or Toolkit without their vital support. Thanks! Keith Krueger, CoSN CEO

Tue, Apr 13, 2010 Larry Johnson Austin, TX

The 2010 Horizon Report: K12 Edition was made possible via a grant from the Hewlett Packard Corporation. Without their support, the report would not have been possible, and the authors gratefully acknowledge that support.

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