OverviewTechnologyTechnology: Strategic Issues

New Media Consortium, N.M.C. (2004)

The Horizon Report 2004

From New Media Consortium

Full text [PDF] – With kind permission by New Media Consortium

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Review by: Hartmann, Werner (2004-07-03)

The report summarizes emerging technologies likely to have a significant impact on teaching and learning in higher education. Based on interviews with experts in industry, research, and education six technologies have been identified. Each technology is described concisely in the report, and its relevance for higher education is outlined. The links to concrete examples where the technologies are used in educational contexts are valuable, as are the references for further reading. The following paragraphs summarize the six technologies described in the report.

Learning Objects: Learning objects as a collection of digital materials coupled with a learning objective are potentially promising with a time-to-adoption horizon of one year or less. Reusability is the most important feature of learning objects.

Scalable Vector Graphics: SVG is an open, XML-based standard for two-dimensional graphics with integrated searchable text. SVG has many advantages over currently common formats for web graphics. SVG will be particularly relevant for fields like cartography which can take unique advantage of high resolution output.

Rapid Prototyping: The cost of technologies that “print” 3d-digital content as physical objects will decrease dramatically in the next few years. Disciplines like engineering, medicine, and chemistry have already adopted 3d-printers; other that might benefit are architecture, art & design, and mathematics.

Multimodal Interfaces: Today’s human-computer interaction is still very rudimentary and mostly through only mouse and keyboard. The goal of multimodal interfaces is to make interaction with computers easier and more natural. Potential applications address disciplines in which realistic simulation environments are preferable (e. g. medicine, languages, engineering).

Context-Aware Computing: Devices that interpret contextual information such as the user’s location, current date and time, lighting conditions, or people in the vicinity can make decisions based on such information without any user input. It is expected that within the next five years, the underlying technologies will support highly personalized just-in time learning activities.

Knowledge Webs: Tools for gathering, validating, organizing, representing, navigating, and sharing knowledge are particularly useful for education and relevant for nearly any subject and discipline.

Although the selection of the six technologies may be questionable, the report raises interesting and important questions. The report offers a concise summary of technologies that may be relevant to education in the not too distant future. Further investigations and regular updates of the identified trends are necessary and would be very useful.