Parents, how to get your 23-year old out of the basement.
The 28-page report was released as a collaborative effort between
A new report from the NMC Horizon Project has identified 12 emerging technologies that will have a significant impact on STEM+ education over the next one to five years.
- the Austin, TX-based New Media Consortium (NMC);
- Madrid-based Centro Superior para la Enseñanza Virtual (CSEV);
- the Departamento de Ingeniería Eléctrica, Electrónica y de Control at the Universidad Nacional de Educación a Distancia (UNED), an international distance education university based in Spain;
- and IEEE, the Institute of Electrical and Electronics Engineers Education Society.
The Technology Outlook for STEM+ Education 2013-2018 recognizes learning analytics, mobile learning, online learning, and virtual and remote laboratories as technologies expected to enter mainstream use in the near-term horizon of one year or less. 3D printing, games and gamification, immersive learning environments, and wearable technology are seen in the mid-term horizon of two to three years. Finally, flexible displays, the Internet of Things, machine learning, and virtual assistants emerged in the far-term horizon of four to five years....
...The Project recognizes that four technologies would enter mainstream use in the next year:
Learning analytics: educational application of "big data," which has been crucial to gaining insights about student interaction with online texts and courseware and to providing personalized instruction;
Mobile learning: facilitating education through mobile devices by adding apps into curricula and modifying websites, educational materials, resources, and tools so they are optimized for mobile devices.
Online learning: the learning can be structured as in traditional courses or entirely self-paced. Online learning is undergoing massive "experimentation" and universities and schools are exploring solutions to assessment and learning at scale that are completely fresh and new.
Virtual and remote laboratories: web applications that make the equipment and elements of a physical science laboratory easily available to learners from any location, via the web.
The report declared over the next two to three years, four additional technologies will come to the forefront: 3D printing, games and gamification, immersive learning environments and wearable technology.
"3D printing allows for more authentic exploration of objects that may not be readily available to education institutions, including animal anatomies and toxic materials. The exploration of 3D printing, from design to production, as well as demonstrations and participatory access, can open up new possibilities for learning activities." writes the report. "Typically, students are not allowed to handle fragile objects like fossils and artifacts; 3D printing shows promise as a rapid prototyping and production tool, providing users with the ability to touch, hold, and even take home an accurate model."...MORESee also the new Bank of England consultants:
McKinsey--"Disruptive technologies: Advances that will transform life, business, and the global economy"
McKinsey--"Manufacturing the Future: The next Era of Global Growth and Innovation (DDD; SSYS)
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