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Education Tech Trends Impacting Higher Ed: A Comprehensive Overview

The Horizon Report outlines six key areas of emerging technology set to influence higher education over the next one to five years. The report details the adoption horizons for various technologies, such as user-created content, social networking, mobile phones, virtual worlds, new scholarship, and educational gaming. From immediate adoption horizons to those farther out, each technology presents unique opportunities and challenges for educators and students. User-created content and social networking are already prevalent, while mobile phones and virtual worlds are rapidly gaining ground. Technologies like new forms of scholarship and educational gaming, though less adopted, show promise for future educational landscapes. Stay informed about the latest trends shaping the future of higher education.

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Education Tech Trends Impacting Higher Ed: A Comprehensive Overview

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  1. The Horizon Report • The core of the Horizon Report describes six areas of emerging technology that will impact on higher education within three adoption horizons over the next one to five years. • The two technologies that appear on this year’s nearest adoption horizon, user-created content and social networking, are already established on many university campuses, and examples are readily available. • Time-to-Adoption: One Year or Less

  2. The Horizon Report Those in the mid-term horizon, mobile phones and virtual worlds, are not hard to find on university campuses with leading-edge technologists and forward-looking faculties. • Time-to-Adoption: Two to Three Years

  3. The Horizon Report Naturally, the farthest horizon contains the two least-adopted topics: new scholarship and emerging forms of publication, and massively multiplayer educational gaming; but even in this horizon practical examples exist, though they are still in development or in experimental stages. • Time-to-Adoption: Four to Five Years

  4. User-Created Content It’s all about the audience, and the “audience” is no longer merely listening. User-created content is all around us, from blogs and photostreams to wikibooks and machinima clips. Small tools and easy access have opened the doors for almost anyone to become an author, a creator, or a filmmaker.

  5. User-Created Content

  6. User-Created Content

  7. User-Created Content

  8. User-Created Content

  9. User-Created Content

  10. User-Created Content

  11. User-Created Content

  12. User-Created Content

  13. Social Networking Increasingly, this is the reason students log on. The websites that draw people back again and again are those that connect them with friends, colleagues, or even total strangers who have a shared interest. Social networking may represent a key way to increase student access to and participation in course activities. It is more than just a friends list; truly engaging social networking offers an opportunity to contribute, share, communicate, and collaborate.

  14. Social Networking

  15. Social Networking

  16. Social Networking

  17. Social Networking

  18. Social Networking

  19. Social Networking

  20. Mobile Phones Feeding our need for instant access, mobile phones are our constant companions and offer a connection to friends, information, favourite websites, music, movies, and more. From applications for personal safety, to scheduling, to GIS, photos, and video, the capabilities of mobile phones are increasing rapidly, and the time is approaching when these little devices will be as much a part of education as a book bag.

  21. Mobile Phones

  22. Mobile Phones

  23. Mobile Phones

  24. Virtual Worlds Customized settings that mirror the real world—or diverge wildly from it—present the chance to collaborate, explore, role-play, and experience other situations in a safe but compelling way. These spaces offer opportunities for education that are almost limitless, bound only by our ability to imagine and create them.

  25. Virtual Worlds

  26. Virtual Worlds

  27. Virtual Worlds

  28. Virtual Worlds

  29. Virtual Worlds

  30. Virtual Worlds

  31. Virtual Worlds

  32. The New Scholarship and Emerging Forms of Publication Although this area is farther out on the horizon, we are beginning to see what new publications might look like—and how new scholars might work.

  33. Emerging Forms of Publication

  34. Emerging Forms of Publication

  35. Emerging forms of publication

  36. Emerging Forms of Publication

  37. Emerging forms of publication

  38. Emerging Forms of Publication

  39. Emerging forms of publication

  40. Emerging forms of publication

  41. Emerging forms of publication

  42. Massively Multiplayer Educational Gaming Like their non-educational counterparts in the entertainment industry, massively multiplayer games are engaging and absorbing. They are still quite difficult to produce, and examples are rare; but steps are being taken toward making it easier to develop this kind of game. In the coming years, open-source gaming engines will lower the barrier to entry for developers, and we are likely to see educational titles along with commercial ones.

  43. Massively Multiplayer Educational Gaming

  44. Massively Multiplayer Educational Gaming

  45. Massively Multiplayer Educational Gaming

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