
The Horizon Report is an annual report that is produced jointly by the New Media Consortium and the EDUCAUSE Learning Initiative. This account charts the existing and future trends in emerging technologies.
Since the first report in 2002, the Horizon Report has been develped using a veritable Delphian study format for investigation. Each year, a group of about 50 advisory board members research and discuss emerging technologies to generate a list of technologies, challenges, trends and issues that are relevant to today's education.
Each year, they identify a variety of technologies "to watch" as well as how soon we can expect them to be adopted. This "Time to Adoption" is usually broken into "One year or less, Two to three years, and Four to five years"
Here are some lists of what was listed over the past few years:
The 2009 Horizon Report:
One Year or Less: Mobiles and Cloud Computing
Two to Three Years: Geo-Everything and The Personal Web
Four to Five Years: Semantic-Aware Applications and Smart Objects.
The 2008 Horizon Report:
One Year or Less: Grassroots Video and Collaboration Webs
Two to Three Years: Mobile Broadband and Data Mashups
Four to Five Years: Collective Intelligence and Social Operating Systems
The 2007 Horizon Report:
One Year or Less: User-Created Content and Social Netowrking
Two to Three Years: Mobile Phones and Virtual Worlds
Four to Five Years: New Scholarship and Emerging Forms of Publication
I like to use the Horizon Report to inform me of the emerging technologies that will affect our educational paradigm. Do you read the Horizon Reports? How have you found them useful?
I don't fully agree with their analyses of the weeping wailers as they screamed, cried and drove their fists into the air in celebration of receiving the Wii video game system. While this video definitely portrays a commercial product that the kids saw on TV commercials that were designed to place the Wii on a holy pedestal to be revered by our digital natives, these reactions are not just a matter of rampant commercialism.
I think that they signify fulfillment of their wishes to have personal access to an environment where their efforts are positively reinforced in an incremental manner that guides them to success. The games were developed to motivate and reward - and they succeed.
Image via Wikipedia
I must admit that I have a Wii and I have been using the Wii Fit system for about 10 days. I am TOTALLY HOOKED! I awaken in the morning thinking about weather I will jog or dance or meditate on my Wii. As the system boots up and I identify myself, my cybercoach congratulates me on returning for another hour of physical challenges and accomplishments. . . . and yes, daily I do most of the exercises shown in the Nintendo Wii Fit kick-off video. (Here is an example of the Wii fit exercise session with a cybercoach.)
Besides the the arcade accolades that I receive as I head soccer balls, navigate bubbles down rivers, walk tightropes and spin hula hoops, I have experienced physical developments that benefit my posture and overall well being. I have a great time using my Wii and it makes me feel successful.
The part of our culture that we should question is not commercialism. We should ask why don't all of our students feel this way on their first day of school? How many of them punched the air with excitement as they left their homes to return to school this week? Some of them did and we should identify what their teachers are doing to provide them with the sense of success that invites them back for more.
We should take a lesson in motivation and engagement from Wii and integrate it into our classrooms.
Z