The 2011 Horizon Report is a collaboration between The New Media Consortium and the EDUCAUSE Learning Initiative
Here is a link to the complete report in PDF format.Horizon Project Navigator (beta)Executive Summary OverviewKey TrendsThe 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.
Critical ChallengesDigital 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.
Technologies to WatchThe six technologies featured in the 2011 Horizon Report are placed along three adoption horizons that indicate likely time frames for their entrance into mainstream use for teaching, learning, or creative inquiry.
Time-to-Adoption: One Year or LessElectronic Books
Relevance for Teaching, Learning, Research, or Creative Inquiry
Electronic Books in Practice
Mobiles
Relevance for Teaching, Learning, Research, or Creative Inquiry
Mobiles in Practice
Time-to-Adoption: Two to Three YearsAugmented Reality
Relevance for Teaching, Learning, Research, or Creative Inquiry
Augmented Reality in Practice
Game-Based Learning
Relevance for Teaching, Learning, Research, or Creative Inquiry
Game-Based Learning in Practice
For Further Reading
Time-to-Adoption: Four to Five YearsGesture-Based Computing
Relevance for Teaching, Learning, Research, or Creative Inquiry
Gesture-Based Computing in Practice
Learning Analytics
Relevance for Teaching, Learning, Research, or Creative Inquiry
Learning Analytics in Practice