Ed Tech Trends | Research

6 Technologies That Will Change Education

Over the next five years, six technologies will have a profound impact on teaching and learning, according to a new report released Tuesday by the New Media Consortium (NMC) in collaboration with the Consortium for School Networking (CoSN), "2011 Horizon Report K-12 Edition."

The annual Horizon Report 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 (two to three years out), and those that are a bit further out (four to five years). The report also identifies trends and "critical" challenges facing education in the near future.

Researchers and analysts this year identified six technologies that they indicated have the potential to expand the classroom toolset without increasing costs, that will extend learning into the home, that will inform decision making, and that will increase student engagement.

Near-Term Technologies
In the near term--one year or less--those technologies include cloud computing and mobile devices.

For education, the relevance of cloud computing this year--as opposed to last year, when cloud computing was focused more heavily on data systems--will be in allowing schools to expand the tools available for learning and teaching in ways that desktop software, with its restrictive licensing and often high costs, cannot.

"Schools are increasingly taking advantage of ready-made applications hosted on a dynamic, ever-expanding cloud that enables end users to perform tasks that have traditionally required site licensing, installation, and maintenance of individual software packages," according to the authors. "E-mail, word processing, spreadsheets, presentations, collaboration, media editing, and more can all be done inside a Web browser, while the software and files are housed in the cloud."

Mobile devices, of course, are already having an impact, but their potential, according to the report, has increased considerably with the launch of Apple's iPad, as well as the new and upcoming slate of Android- and webOS-based tablets that will help solidify the mobile/handheld device class as a well rounded and feature-rich technology category.

"With always-on Internet, mobiles embody the convergence of several technologies that lend themselves to educational use, including electronic book readers, annotation tools, applications for creation and composition, and social networking tools," the report said.

Mid-Term Technologies
Technologies whose impact will be felt in education a little further out--in two to three years--include game-based learning and open resources, according to the report.

Analysts said that will educational gaming has been around for year, game-based learning has recently made strides in K-12 adoption through the "proliferation of gaming platforms and the evolution of games on mobile devices." Game-based learning is still a few years out though owing in part to the "scarcity of quality educational games" and the inability of education developers to keep up with the technology used in consumer games.

"This year, there has also been a great deal of traction surrounding online games and game apps for mobile devices," the report said. "Schools are beginning the transition from blocking Web-based games to integrating them into their classrooms and curriculum."

Open content is also a few years out, largely owing to restrictions on textbook adoption imposed on schools by some states. But the benefits of open materials are numerous, including cost savings over traditional textbooks, agility for tackling new information, convenience when delivered digitally, interactivity, and potential for collaborative learning.

"While universities ultimately paved the way for open content as an instrumental classroom tool, its recent entrance in the K-12 sector is partly rooted in the financial benefits," the report said. "For example, launched in South Africa, Free High School Science Textbooks serves disadvantaged schools by providing royalty-free, open source books written by volunteer experts."

Longer-Term Technologies
On the four- to five-year horizon are two technologies new to the Horizon Report: learning analytics and personal learning environments.

Personal learning environments are similar to traditional learning management systems but focus less on the "ephemera" of learning (calendars, assignments, and such) and more on the learning itself and "experiences at an individual level."

"In concept, personal learning environments would encourage students to approach learning in ways best suited to their individual needs. Visual learners, for example, might be able to obtain material from a different source than auditory learners. Students using PLEs may further benefit from the practice of keeping track of, and curating, their own resource collections. Personal learning environments are seen as a way to shift the control over learning--particularly its pace, style, and direction--to the learner."

The technologies for constructing PLEs are available now; but PLEs are identified as longer-term technologies for schools owing to the dearth of documentation and the fact that they're still fairly conceptual in nature and lack a solid body of case studies.

The phrase "learning analytics" refers to a combination of technologies for monitoring and responding to student academic performance, including technologies that can be used to trigger interventions for students at risk or even before they reach that stage--for example, by monitoring time away from a course management system that might imply problems down the road.

According to the report, "Currently, most of the research into learning analytics has taken place in the higher education sector. While it has centered primarily on identifying at-risk students who can then receive attention to avoid failure in a particular course, it is increasingly being utilized to determine the most effective pedagogical approaches for specific learning styles, which makes the topic very interesting to K-12 stakeholders. The growing interest in learning analytics goes beyond the data mining technology itself; the potential applications of the information the analytics provide are now being explored in different capacities, from the impact on vocabulary acquisition to career readiness."

The report's authors also indicated that the greatest promise for learning analytics will be in differentiating instruction by helping to determine individual student needs.

The 2011 report, available today, also provides examples of technologies and their use in K-12 educational settings. A toolkit will also be available in June, along with a printed version of the report, to help facilitate conversations among education leaders on the issues discussed in the report. A complete copy of the new 2011 Horizon Report K-12 Edition is freely available now via a Creative Commons Attribution License and can be downloaded in PDF form here.

Comments

Wed, Feb 1, 2012 Bill Slikker

Research states differentiating instruction is key for all student learning and gives at risk students various ways of learning. We need to make sure that all students are put into a succesful enviornment

Fri, Jun 3, 2011 Sjen Texas

The idea that using technology will lessen the need for the teacher to teach is incorrect. I believe these techologies have tremendous potential, but just as with any successful educational endeavor, the brunt of the work will fall on the teacher to design the learning experience to allow for the proper use of the technology, and to facilitate the learning process.

Sat, May 28, 2011 Chris VT

My students are already addicted to virtual reality. Why would I want to promote more gaming in school, when what they need is to slow down, read a book, reflect, and have a face to face discussion?

Wed, May 25, 2011 jana seattle

Is it just me, or does the increase in technology in education correspond to the test-punish-pushout model that has resulted in higher dropout rates and increased crime/prison population? Hmm, any connection? Naah, let's blame it on the teachers.

Fri, May 20, 2011 Kai Dupe Houston, Texas

Very interesting. Seems mobile is already in full swing. I think the tool mentioned that will have the most impact will be game-based learning. Of course, it depends on how it is implemented

Thu, May 19, 2011 Matt Solihull, UK

If used correctly, I think gaming can have a positive influence on education. There are technologies being developed now that allow adult-child co-operative gameplay, that enables the child to learn through co-ordinating their efforts with the adult. Here's one great example (a 'fun' video admittedly - but one which the Games for Health Foundation uses to make a good point) http://revision3.com/tbhs/gameshare

Wed, May 18, 2011 Angie Canada

Just for fun, I thought I'd take a look over the history of Horizon Reports, dating back to 2005. Some things, they got right, but blew the timing. In 2005, ubiquitous wireless was predicted. We didn't see that until a couple of years later. Gaming for education has been in the two to three year horizon for six years. Hello? And why does it seem that the items in the longest term time horizon are constantly changing? Last - doesn't anyone find it a bit odd that the technologies featured in the K-12 horizon report this year are exactly the same as those featured in the higher ed version? Hello? The use cases are not the same for a seven year old and a twenty year old. But...maybe it's just me...taking this with a hefty dose of salt.

Wed, May 18, 2011 DJ McCleary Denver

Schools taking more time to implement meaningful technology and properly instruct students and teachers on responsible and effective use of the tools is what will revolutionize education. Technology works best when it reinforces or enhances academic concepts. It does not work as a substitute for high-quality instruction or hands-on experience. In fact, some research is pointing to detrimental results when used irresponsibly. By no means am I a Luddite or even a skeptic but all of the technologies mentioned in the article can't change anything without proper implementation, use and support. "Analysts said that will educational gaming has been around for year, game-based learning has recently made strides in K-12 adoption through the "proliferation of gaming platforms and the evolution of games on mobile devices." Game-based learning is still a few years out though owing in part to the "scarcity of quality educational games" and the inability of education developers to keep up with the technology used in consumer games." I suggest, as constructive criticism, that the author edit content more carefully before posting. I hate to be the person that nitpicks about such things but I was considering forwarding this information to some of my colleagues but this kind of sloppiness degrades the credibility of the information and calls the entire premise of the article into question. I try to teach my students that spelling, grammar and mechanics go a long way in the presentation of information and that they shouldn't rely on spell and grammar check, the same is true in the professional arena.

Wed, May 18, 2011 Margaret Fernandez

The need for educators to not be fearful of technology and accept these advances and changes is HUGE! We provide online speech therapy for students in schools and many do embrace us easily, however, there are a lot of high level administrators that think technology is too complicated and may not be effective. Speech therapy sessions where a student's hearing is captivated by headset, their eyes and hands are engaged and they are seeing and listening to the therapist at all times is amazingly productive and studies show it produces the same results as "in person" therapy. We have a mountain to move and I hope it doesn't take 10 years Lori!!

Wed, May 18, 2011

With budget cuts at the State and Federal levels, I cannot stop thinking about how school districts are going to financially support technology. In the State of Minnesota, school districts are required to take MCA tests online. Yet, there is little to no funding. If the six technologies are going to change education, how will it be supported?

Wed, May 18, 2011 Lori CT

Imagine the warm up exercise at the beginning of HS English class including a turn on "WORDS WITH FRIENDS" or similar app/game. I did not think my son and friends would play the game, they are "jocks" and too cool to play Scrabble type games. To my surprise they play it all day and love it. They play it on the bus going to games, in study hall, etc. I believe technology could and should revamp the ed system, it may take waiting for that generation to make it into educational leadership, 10 years sounds about right.

Wed, May 18, 2011 Jeffrey Texas

Most of it sounds great, but I'm still not convinced that gaming technology will have any significant impact on education. Maybe as a learning reinforcement tool, but by no means a primary source tool.

Wed, May 18, 2011 Lin East CT

Sadly- the one thing still missing for many students is an atmosphere at home that promotes good study habits.

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