CASL

Connecticut Association of School Librarians

 

The trends and technologies to watch in this year's Horizon Report are not a surprise for most of us.  The New Media Consortium identifies and describes emerging technologies likely to have a large impact over the coming five years.

 

The trends

  • The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as educators in sense-making, coaching, and credentialing.
  • People expect to be able to work, learn, and study whenever and wherever they want.
  • The world of work is increasingly collaborative, giving rise to reflection about the way student projects are structured. 
  • The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.

The challenges

  • Digital media literacy continues its rise in importance as a key skill in every discipline and profession. 
  • Appropriate metrics of evaluation lag behind the emergence of new scholarly forms of authoring, publishing, and researching.
  • Economic pressures and new models of education are presenting unprecedented competition to traditional models of the university.
  • Keeping pace with the rapid proliferation of information, software tools, and devices is challenging for students and teachers alike.

6 Technologies to watch

 

On the near term horizon (within 12 months)

  • Electronic books are moving closer to mainstream adoption
  • Mobiles are increasingly popular throughout the world as a primary means of accessing Internet resources.

Second adoption horizon (2-3 years)

  • Augmented reality - layering of information over a view or representation of the normal world
  • Game-based learning - single-player or small-group card and board games all the way to massively multiplayer online games and alternate reality games (check out Chris Harris' book Libraries Got Game)

Looking to the far-term horizon (4-5 years from now)

  • Gesture-based computing - moves the control of computers from a mouse and keyboard to the motions of the body via new input devices, ex. Kinect, SixthSense, and Tamper
  • Learning analytics - data-gathering tools and analytic techniques to study student engagement, performance, and progress in practice, with the goal of using what is learned to revise curricula, teaching, and assessment in real time (check out AASL's Planning Guide, an online program assessment tool)

This report is very helpful for strategic planning and as a reputable resource to justify decision-making.  The report also highlights how we need to connect with students, staff and the community.  Read the entire report for more details.

 


 

 

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