-The NMC Horizon Report: 2014 K-12 Edition is a collaboration
between The New Media Consortium and the Consortium for School Networking.
-The internationally recognized NMC Horizon Report series and
regional NMC Technology Outlooks are part of the NMC Horizon Project, a 12-year
effort established in 2002 that annually identifies and describes emerging
technologies likely to have a large impact over the coming five years in every
sector of education in some 65 countries around the globe.
-The NMC Horizon Project model derived three meta-dimensions
from the CCR framework that were used to focus the discussions of each trend
and challenge: policy, leadership, and practice. Policy, in this context,
refers to the formal laws, regulations, rules, and guidelines that govern
schools; leadership is the product of experts’ visions of the future of learning,
based on research and deep consideration; and practice is where new ideas and
pedagogies take action, in schools, classrooms, and related settings.
-Policy-
-It is widely agreed that expectations for teachers
are evolving rapidly, especially as student centered learning and flipped
classroom models are increasingly emphasized by departments of education and
school administrations
-The European Commission’s Creative Classrooms Lab
recently convened a Policy Makers Workshop to develop standards for successful
flipped classroom implementation and their consensus was documented in a
report, Policy Maker Scenario: Flipped Classroom, which calls for teachers to
use emerging technologies to support their roles as guides and coaches in the classroom.5
-Leadership-
-the rise of open educational resources (OER) is
creating opportunities for schools to take advantage of high-quality, free
content for both teaching and learning
-Practice-
-A widespread emphasis on integrating deeper learning
approaches in the form of project-based and hands-on learning has already spurred
more real world opportunities for students.
-the teacher’s role is becoming that of a mentor, visiting with
groups and individual learners during class to help guide them, while allowing
them to have more of a say in their own learning
-Key to
nurturing the new role of teachers is providing them with plentiful
opportunities for professional development
-Deeper learning is a term increasingly used to describe a
variety of approaches in which students gain knowledge and skills by
investigating and responding to a complex question, problem or challenge
-A major component of this trend is
the rise of students who are learning important lessons by creating projects, products,
and services that directly benefit the world around them.
-The notion of sharing is inherent to the philosophy of open
content, and in 2002, the non-profit organization Creative Commons began to
address the need for alternative licensing so that people could legally share and
adapt creative works.
-Resolving intellectual property issues
has been crucial to supporting the movement toward OER
-In 2013, the EU identified the development of OER as one of three
actions of the “Opening Up Education” initiative proposed to bring the digital
revolution to schools and universities.
-To aid teachers with integrating OER into their classroom
practices, the OER Commons is an online hub for content curation and training
that was developed by the Institute for the Study of Knowledge Management in
Education.45 The OER Commons provides teacher education on the use and creation
of learning materials with Open Author, a three-step online publisher that
licenses and shares the content with the OER Commons community.
-Hybrid learning models, which blend the best of classroom
instruction with the best of web-based delivery, place a strong emphasis on using
school time for peer-to-peer collaboration and teacher-student interaction,
while online environments are used for independent learning
-By categorizing hybrid learning as
either sustaining or disrupting the traditional classroom, the Christensen Institute
report provides school leaders with an underlying structure to consider as they
gauge the effects of their efforts
-In practice, hybrid learning is
seen as a way to level the playing field for rural schools by providing more
access to a variety of high-quality courses
-Rapid Acceleration of Intuitive Technology: The appeal of this
innovation is that a learner can experience information presented in a variety
of modes without the distance that traditional interfaces impose; in other
words, nothing gets in the way between the user and the information. Students
have the opportunity to truly interact with the content
-Electrovibration refers to the process when a finger is
dragged across a conductive, insulated surface, creating an electrostatic force
that results in a rubbery, sticky, bumpy, or vibrating sensation
-While the traditional model prevails in many classrooms, there
are initiatives now that award funding to schools for their work toward innovative
redesigns of the school day. Next Generation Learning Challenges (NGLC), for
one, allocates funding for Breakthrough School Models, which put personalized
learning first through flexible learning environments that leverage time, space,
roles, and instructional modes to meet the needs of each student.
-In 2013, U.S. President Obama announced
an initiative to rethink the high school experience with the goal of preparing
students with relevant, real-world course work that would pave the way to
college and then into the competitive workforce.
-Authentic learning, as defined by the EDUCAUSE Learning Initiative,
typically focuses on real-world, complex problems and their solutions, using
role-playing exercises, problem-based activities, case studies, and participation
in virtual communities of practice.
-EDUCAUSE’s report, Authentic
Learning for the 21st Century: An Overview, suggests that authentic learning
prepares students for the skills and knowledge demanded by universities and the
workplace
-learning by doing in science,
students gain the foundational skills, knowledge, and understanding of real
scientists and technicians, as well as important related skills such as critical
thinking, research and writing methods, and presentation techniques
-Virtual Enterprises International
is an example of how authentic learning experiences can connect students with
the world of business and entrepreneurship, preparing them for continuing their
education and entering the workforce
-The goal of integrating more personalized learning into schools
is to enable students to learn with their own strategy and pace, and
demonstrate their knowledge in a manner that is uniquely their own
-Though the term “personalized learning” may conjure images
of students working alone, the school encourages collaborative activities in
which students share ideas and create materials together, based on their
learning similarities and differences
-The term “complex thinking” refers in this report to the ability
to understand complexity, a skill that is needed to comprehend how systems work
in order to solve problems. Complex thinking could be described as an application
of systems thinking, which is the capacity to decipher how individual
components work together as part of a whole, dynamic unit that creates patterns
over time
-Computational thinking entails logical analysis and organization
of data; modeling, abstractions, and simulations; and identifying, testing, and
implementing possible solutions
-With more people concerned about sharing their data through social
media sites and their mobile apps, initiatives that aim to aggregate massive
sets of student data and then work with third-party providers and vendors to develop
educational solutions are experiencing an unexpected backlash that has all but
stalled progress in this area. Ensuring the security of student data is
important, but solutions are complicated because it requires an orchestration
of modernized government policies, updated third-party agreements, and most
importantly, a greater awareness of the issues.
-These new models often tout smaller classes, more personalized
attention from teachers, and better access to high-caliber tools and
technologies. While innovative new pedagogies and ways of thinking are
challenging traditional paradigms, some pundits are concerned that the
competition is not being fueled by the altruistic desires to improve learning
experiences, but instead by where more money is being invested
-Unschooling rejects conventional
methods of learning and instead emphasizes education through natural means,
such as gameplay, work experience, and household responsibilities, while
encouraging the freedom for learners to pursue their personal interests
-Society’s expectations about what skills students should
learn in schools and how they should learn them are changing. The focus is
drifting further away from traditional academics — language arts, mathematics, sciences,
and social studies — toward the conception of more modern, interdisciplinary
curricula that reflect real world work environments
-The technologies, which the members of the expert panel agreed
are very likely to drive technology planning and decision-making over the next
five years, are sorted into three time-related categories — near-term
technologies that are expected to achieve widespread adoption in one year or
less; mid-term technologies that will take two to three years; and far-term
technologies, which are forecasted to enter the mainstream of education within four
to five years.
-There are currently seven categories of technologies, tools,
and strategies for their use that the NMC monitors continuously
-Consumer technologies are tools
created for recreational and professional purposes and were not designed, at
least initially, for educational use — though they may serve well as learning
aids and be quite adaptable for use in schools
-Digital strategies are not so much
technologies as they are ways of using devices and software to enrich teaching
and learning, whether inside or outside of the classroom.
-Enabling technologies are those
technologies that have the potential to transform what we expect of our devices
and tools
-Internet technologies include
techniques and essential infrastructure that help to make the technologies
underlying how we interact with the network more transparent, less obtrusive,
and easier to use
-Learning technologies include both
tools and resources developed expressly for the education sector, as well as
pathways of development that may include tools adapted from other purposes that
are matched with strategies to make them useful for learning
-Social media technologies could
have been subsumed under the consumer technology category, but they have become
so ever-present and so widely used in every part of society that they have been
elevated to their own category
-Visualization technologies run the
gamut from simple infographics to complex forms of visual data analysis
-The integration of personal smartphones, tablets, and PCs into
the workflow supports an on-the-go mentality, changing the nature of work and
learning activities so that they can happen anywhere, at anytime
-Adoption of BYOD policy into the corporate sphere has
provided a model for educational contexts, and the practice is gaining
acceptance in schools all over the world
-Cloud computing has become widely recognized as a means of improving
productivity and expanding collaboration in education.
-Gamification may be the new idea that moves this set of
ideas and supporting technologies into broader use. The idea is to integrate
game-like elements and mechanics, including quests, experience points, leader
boards, milestones, and badging, among others, into non-game environments.
-School leaders are just beginning to understand which data
is useful for advancing learning, as well as the scope of privacy and ethics
issues; however, the potential of using data to improve services, retention, and
student success is already becoming evident
-New kinds of visualizations and analytical reports are being
developed to guide administrative and governing bodies with empirical evidence
as they target areas for improvement, allocate resources, and assess the effectiveness
of programs, schools, and entire school systems.
-The Internet of Things, a concept advanced by IP cocreator Vint
Cerf, is the next step in the evolution of smart objects — interconnected items
in which the line between the physical object and digital information about it
is blurred
-While there are many examples of
what the Internet of Things might look like as it unfolds, it is still today
more concept than reality
-While
Internet-enabled appliances are gaining traction in the consumer industry,
concrete and well-documented implementations for teaching and learning are
difficult to find, particularly in the K-12 sector, though potential applications
are easy to imagine
-It is no longer far-fetched to
envision a world where all objects and devices are connected to act in concert.
This was a fantastic summary of what's to come in education, but I would like to hear more about what "personalized learning" looks like in an educational setting.
ReplyDeleteI really think you did a great job of explaining what the terms meant in detail, such as gamification which can easily be misunderstood. One thing that did need slightly more clarification was the Policy section where you discuss flipped classrooms. Overall I can tell you put a lot of work into this summary!
ReplyDelete