12 technologies that define the future of education

Whether it’s on-the-job training, educational coursework or immersive simulations, education is moving out of the classroom and onto the screens of PCs, tablets and smart phones. And mobile learning — delivering materials to users wherever and whenever they want — is becoming a bigger part of the equation.

How will agencies and schools deliver the curriculum, and which technologies will fuel the change? Every year, the NMC Horizon Project charts technologies likely to have an impact in education over the next five years in higher education. The 2013 report's conclusions are illustrated below, grouped by their expected appearance on that five-year horizon.

ONE YEAR OR LESS


A flipped classroom uses technology (video lectures, podcasts, e-books, online collaboration) to help students learn actively and independently. A teacher can then use class time for more active, project-based learning and work as a tutor and facilitator, becoming “the guide on the side,” rather than the “sage on the stage.
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A MOOC aims at large-scale participation and open access via the Web, typically without registration, fees or academic credit. MOOCs often use blended learning, video lectures, and badges and rely on online quizzes and exams for large-scale feedback, and on crowdsourcing and collaboration for interaction.
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Mobile apps leverage the cameras, microphones, touch screens, sensors, maps and other tools in smart phones to actively engage students and allow for deeper exploration of a specific subject, regardless of the student's location. Mobile learning apps are specifically designed to be short, social and optimized for mobile devices.
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They have most of the features of smart phones, but tablets' larger screen size, ease of use and portability make them a good alternative to laptops and desktops, especially for training that requires long stints of screen time. Already popular in education circles, tablets also have a growing number of educational apps.
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TWO TO THREE YEARS


Augmented reality blends information about the user's real-world environment with additional information — think of battlefield data on a soldier's goggles — creating an interactive environment for learning or decision-making. Combining 3D imagery with interactive response provides powerful contextual, situational learning experiences.
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Game-based learning integrates gaming principles and mechanics — goals, problem solving, interactive experiences — to reinforce subject matter and/or allow users to experiment in a risk-free environment. They can help develop soft skills such as collaboration, communication, problem-solving, and critical thinking.
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When objects have unique identifiers and IP connectivity, they can become participants in the learning process, informing students and teachers with information such as descriptions, instructions, warranties, tutorials, photographs and connections to other objects. In the Internet of Things, these smart objects can be as easy to access as anything on the Web.
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Learning analytics gathers a wide ranges of data on a student’s progress and uses data mining, analysis, and modeling to improve understanding of teaching and learning. By helping assess academic progress, predict future performance, and spot potential issues, learning analytics will help effectively tailor education to individual students.
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FOUR TO FIVE YEARS


The ability to make a three-dimensional solid object from a digital model allows for more authentic exploration of objects that may not be readily available, in fields from anthropology to zoology.
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Thin, flexible screens that can be rolled or bent while remaining operational are being considered for e-texts, e-readers and tablets. Because organic light-emitting diode (OLED) displays can be attached to objects, furniture or even fabric, they will be more adaptable and portable than current computer screens and mobile devices.
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Smaller, lighter batteries that consume less power, recharge faster and last longer will energize mobile learning by making students less dependent on power supplies, and therefore more mobile. Longer-lasting batteries also can be used to power portable sensors, recorders and other devices for field studies where solar energy is unavailable.
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Wearable technology — such as in jewelry, sunglasses or a jacket — creates frictionless connectivity between a user and his environment, enabling hands-free computing, monitoring and real-time feedback. Wearable devices can alert a user of hazards, collect streams of images and data, and communicate automatically via text, e-mail, and social networks.
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NMC Horizon Report: 2013 Higher Education Edition was produced by Johnson, L., Adams Becker, S., Cummins, M., Estrada, V., Freeman, A., and Ludgate, H. Austin, Texas: The New Media Consortium.