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Julie Lindsay's Library tagged horizonreport   View Popular, Search in Google

Dec 15, 14

"learning that incorporates real life experiences is not occurring enough in tertiary education" via @NMCorg http://t.co/bgYXi9jzfU #agreed

Jan 10, 15

The 2014 Library Horizon report examines key trends, significant challenges and emerging technologies for their impact on academic and research libraries across the globe

Nov 07, 14

This short course is designed around the New Media Consortium Horizon Report and prepares teachers to understand the report and how to implement learning artifacts with their students.

May 27, 14

"the most notable emerging technology topics, trends, and challenges for Australian tertiary education over the next five years."

May 22, 14

Can formal education remain relevant in the long term? That's one of six critical challenges facing schools identified in a new report examining the impact of technology on education.

Mar 26, 13

Near-Term Horizon: One Year or Less
* BYOD (Bring Your Own Device)
* Cloud Computing
* Mobile Learning
* Online Learning

Mid-Term Horizon: Two to Three Years
* Adaptive Learning and Personal Learning Networks
* Electronic Publishing
* Learning Analytics
* Open Content

Long-Term Horizon: Four to Five Years
* 3D Printing
* Augmented Reality
* Virtual and Remote Laboratories
* Wearable Technology

Feb 25, 13

Great 2 min videos made by teachers for the K-12 Ambassador Project New Media Consortium.

Jan 19, 13

The Horizon Report Preview is out! Below are the selected emerging technologies that will be written up in the full report by February.

Flat Classroom invites interested teachers with High School classes to join the NetGenEd 2013 project that focuses on collaborative student research and multimedia development based on these emerging trends. Read full details here: http://www.netgened.org/

Time-to-Adoption Horizon: One Year or Less
- Massively Open Online Courses
- Tablet Computing
Time-to-Adoption Horizon: Two to Three Years
- Big Data and Learning Analytics
- Game-Based Learning
Time-to-Adoption Horizon: Four to Five Years
- 3D Printing
- Wearable Technology

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