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2010 Horizon Report K-12 Edition
Download the 2010 Horizon Report: K12 Edition
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The 2010 Horizon Report K-12 Edition is a publication of
The New Media Consortium

The 2010 Horizon Report K-12 Edition is made possible via a grant from HP.

hp-logoHP creates innovative technology solutions that benefit individuals, businesses, governments and society. HP’s Office for Global Social Innovation applies HP’s global reach, broad portfolio of products and services, and the expertise of its employees to support initiatives in education, healthcare and communities around the world. As the world’s largest technology company, HP brings together a portfolio that spans printing, personal computing, software, services and IT infrastructure to solve customer problems. More information about HP is available at http://www.hp.com.

© 2010, The New Media Consortium.

ISBN 978-0-9825334-4-4

Permission is granted under a Creative Commons Attribution license to replicate and distribute this report freely for non-commercial purposes provided that it is distributed only in its entirety. To view a copy of this license, visit creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA.

Citation
Johnson, L., Smith, R., Levine, A., and Haywood, K., (2010). The 2010 Horizon Report: K-12 Edition.
Austin, Texas: The New Media Consortium.

Cover photograph: “Child Looking Out a Window” by D Sharon Pruitt on Flickr (http://www.flickr.com/photos/pinksherbet/3212680093/). Creative Commons.

The Horizon Report series is the most visible outcome of the New Media Consortium's Horizon Project, an ongoing research effort established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe. This volume, the 2010 Horizon Report: K-12 Edition, examines emerging technologies for their potential impact on and use in teaching, learning, and creative expression within the [...]

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The technologies featured in each edition of the Horizon Report are embedded within a contemporary context that reflects the realities of the time, both in the sphere of education and in the world at large. To assure this perspective, each Advisory Board researches, identifies, and ranks key trends that are currently affecting the practice of teaching, learning, and creativity, and uses these as a lens for its later work. These trends are surfaced through an extensive review of current articles, [...]

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Along with current trends, the Advisory Board notes critical challenges that schools face, especially those that are likely to continue to affect education over the five-year time period covered by this report. Like the trends, these are drawn from a careful analysis of current events, papers, articles, and similar sources, as well as from the personal experience of the Advisory Board members in their roles as leaders in education and technology. Those challenges ranked as most significant in te [...]

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The six technologies featured in each Horizon Report are placed along three adoption horizons that indicate likely time frames for their entrance into mainstream use for teaching, learning, or creative applications in the K-12 environment. The near-term horizon assumes the likelihood of entry into the mainstream for schools within the next twelve months; the mid-term horizon, within two to three years; and the far-term, within four to five years. It should be noted that the Horizon Report is not [...]

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Since March 2002, under the banner of the Horizon Project, the New Media Consortium has held an ongoing series of conversations and dialogs with hundreds of technology professionals, campus technologists, faculty leaders from colleges and universities, teachers and other school professionals, and representatives of leading corporations from more than two dozen countries. In the ensuing years, these conversations have resulted in the publication each January of a report focused on emerging techn [...]

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Time-to-Adoption Horizon: One Year or Less The “cloud” refers to surplus computing resources available from specialized data centers, each often hosting thousands of servers, that power the world’s largest websites and web services. Growing out of research in grid computing, cloud computing transforms once-expensive resources like disk storage and processing cycles into a readily available, cheap commodity. Development platforms layered onto the cloud infrastructure enable thin-client, we [...]

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Time-to-Adoption Horizon: One Year or Less Collaborative environments are online spaces where the focus is on making it easy to collaborate and work in groups, no matter where the participants may be. As the typical educator’s network of contacts has grown to include colleagues who might live and work across the country, or indeed anywhere on the globe, it has become common for people who are not physically located near each other to collaborate on projects. In classrooms as well, joint pro [...]

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Time-to-Adoption Horizon: Two to Three Years The interest in game-based learning has accelerated considerably in recent years, driven by clear successes in military and industrial training as well as by emerging research into the cognitive benefits of game play. Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game environments; non-digital games that are easy to construct and play; games developed expressly for educatio [...]

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Time-to-Adoption Horizon: Two to Three Years The mobile market today has more than 4 billion subscribers, more than two-thirds of whom live in developing countries. The global network supporting mobile devices of all kinds now covers more territory than the electrical grid. A massive and increasing number of people all over the world own and use computers that fit in their hand and are able to connect to the network wirelessly from virtually anywhere. Tens of thousands of applications designed [...]

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Time-to-Adoption Horizon: Four to Five Years While the capability to deliver augmented reality experiences has been around for decades, it is only very recently that those experiences have become easy and portable. Advances in mobile devices as well as in the different technologies that combine the real world with virtual information have led to augmented reality applications that are as near to hand as any other application on a laptop or a smart phone. New uses for augmented reality are being [...]

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Time-to-Adoption Horizon: Four to Five Years Computer displays continue to develop in ways that are enabling whole new categories of devices. Flexible screens that can wrap around curved surfaces are in prototype, as are small, very thin interactive screens. Flexible screen technology allows displays to be literally printed onto plastic, along with the batteries that power them, enabling the sorts of live motion displays previously only hinted about in the world of Harry Potter. When the techno [...]

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The process used to research and create the 2010 Horizon Report: K-12 Edition is very much rooted in the methods used throughout the Horizon Project. All editions of the Horizon Report are produced using a carefully constructed process that is informed by both primary and secondary research. Dozens of technologies, meaningful trends, and critical challenges are examined for possible inclusion in the report for each edition. Every report draws on the considerable expertise of an internationally r [...]

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Don Henderson, Chair Apple Inc. United States Larry Johnson, Co-PI The New Media Consortium United States Keith Krueger, Co-PI Consortium for School Networking United States Rob Ackerman Bedford Public Schools United States Cristiana Mattos Assumpção Colegio Bandeirantes Brazil Jeffrey Bajgot Center for Educational Leadership and Technology United States Roger Blamire European Schoolnet, Brussels Belgium Stephen Breslin Futurelab United Kingdom Christo [...]

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