Horizon Reports have been published annually since 2004 by the New Media Consortium (NMC). Each year, the report presents leading trends in educational technology integration. The reports identify emerging technologies likely to have an impact on teaching, learning, or creative expression in higher education.
Year after year since 2004, the NMC has been tracking these trends in education. This organization counts among its members an international community of experts in techno logy education. The community is made up of practitioners who work with new technologies in schools and visionaries who are shaping the future of learning through their views.By producing Horizon Reports, NMC aims to help colleges, universities, museums and organizations support innovation in their communities.
Each report identifies trends in three stages: what should happen in our community next year, what could happen in 2-3 years and finally what could be on the horizon in the next 4-5 years. Pictured is a retrospective of the major themes of Horizon Reports from 2004 to 2014.
Some trends mentioned in the Horizon Reports from previous years are available today, yet have not been enthusiastically received or not used at all in academia (examples: virtual worlds or computer-based gestures).
Some trends have been prescient, as in the case of smartphones. Students are increasingly likely to have one. Other trends to watch are: the rising importance of electronic data in the learning and assessment process, e-books and mobile technology.
Beautiful table, but check the last column (2014), [[The NMC Horizon Report 2014| http://www.nmc.org/pdf/2014-nmc-horizon-report-he-EN.pdf%5D%5D . includes three sections:
I. Key Trends Accelerating Ed Tech Adoption in Higher Education
II. Significant Challenges Impeding Ed Tech Adoption in Higher Education
III. Important Developments in Educational Technology for Higher Education
And the technologies cited are:
Time-to-Adoption Horizon: One Year or Less
Flipped Classroom
Learning Analytics
Time-to-Adoption Horizon: Two to Three Years
3D Printing
Games and Gamification
Time-to-Adoption Horizon: Four to Five Years
Quantified Self
Virtual Assistants