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Looking to the Horizon
 * PLEASE NOTE: This wiki was created by Marlene Manto for a specific purpose. The site is NOT being maintained so please be aware that information and/or links may be out of date. **

**ABOUT THE HORIZON REPORT**
The Horizon Report is a collaborative research exercise between the New Media Consortium and EDUCAUSE. It began in 2002 and seeks to identify emerging technologies for teaching and learning. It has an Advisory Board but content comes from hundreds of leaders in business, industry, technology and education.
 * 2011 Horizon Report (PDF)
 * Main Project Website

Each year, 6 technologies are chosen which are likely to enter mainstream use for education within 3 'horizons’...1 year or less, 2-3 years and 4-5 years.

**DETAILS, LINKS & EXAMPLES**
Following are the 6 technologies (together with links and examples ) from the **2011 Horizon Repor**t.

//**MOBILE TECHNOLOGIES**//[[image:ScreenHunter_03_Nov._23_19.43.jpg width="177" height="134" align="left"]]
Studies show that by 2015, 80% of people accessing the Internet will be doing so from mobile devices. Perhaps more important for education, Internet-capable mobile devices will outnumber computers within the next year.
 * AnatomyLab App: iPhone apps to help scientists, students, doctors and patients study the human body.
 * Article from Stanford School of Medicine: "//The new class of medical students is being weaned away from pencil and paper to digital learning//."
 * The SA Plant Operator Training Forklift Driving Course :Try out the Forklift Pre-op Procedure and read the Case Study of this project.
 * Resource: A guide to implementing mobile learning in your organisation

//**ELECTRONIC BOOKS[[image:Picture1.jpg width="117" height="145" align="right"]]**//
E-books continue to generate strong interest in the consumer sector and are increasingly available on campuses as well. Modern electronic readers support note-taking and research activities, and are beginning to augment these basic functions with new capabilities — from immersive experiences to support for social interaction — it is changing our perception of what it means to read.
 * Inking - A textbook case of innovation: Vimeo video showing the direction of e-books.
 * Free e-books: e-books@adelaide and Project Gutenburg Australia
 * E-Readers Shown to Spur More Reading(Wall Street Journal recorded interview) and Article.

//**[[image:Picture2.jpg width="246" height="172" align="left"]]AUGMENTED REALITY**//
Augmented reality enhances the information we can perceive with our senses. It has strong potential to provide powerful, contextual, in situ learning experiences and opens the door to visual and highly interactive forms of learning, allowing the overlay of data onto the real world.
 * Augmented Reality in Plain English: Commoncraft video explaining the basics
 * BMW video: A glimpse into mechanics of the future.
 * Dr. Martin Westwell from Flinders Uni in Adelaide has been doing some work on how marker based augmented reality can be used in education.
 * Printed advertisements...what will they be like in the future, and how will this apply to textbooks?
 * The Berlin Wall is Back: technology which 'puts back' history.
 * Treating Cockroach Phobia With Augmented Reality

//**GAME-BASED LEARNING[[image:ScreenHunter_04_Nov._23_19.56.jpg width="264" height="180" align="right"]]**//
The interest in game-based learning has accelerated considerably in recent years, driven by clear successes in military and industrial training. Educational games offer opportunities for both discovery-based and goal-oriented learning, and simulations and role-playing games allow students to re-enact difficult situations.
 * SafeWorkSA online game teaching safety in the hospitality industry.
 * Smokescreen - The Game of Life: Video trailer explaining the game.
 * Trading Around the World: learn about trading, finances and the global economy.
 * Climate Challenge: A game about climate change.
 * Edheads Virtual Knee Surgery: learn how to operate on knees!
 * Virtual Battlespace II:a game-based operational simulation environment, developed with the Australian Defence Forces

//**[[image:ScreenHunter_05_Nov._23_19.57.jpg width="218" height="162" align="left"]]GESTURE-BASED COMPUTING**//
We are seeing a gradual shift towards interfaces that adapt to—or are built for—humans and human gestures and devices that can accept multiple simultaneous inputs (like using two fingers on the Apple iPhone or the Microsoft Surface to zoom in or out) Gesture-based computing allows users to engage in virtual activities with motion and movement similar to what they would use in the real world.
 * Multi-touch and Touchless Gesture Computing - Evoluce: video demonstration
 * All New Escape SUV Features Hands Free Liftgate: Gesture-based technologies are moving into automotive manufacture.
 * The Future of Shopping: retail will be changing.
 * A Virtual Autopsy Table is now commercially available for the medical sector.

//**LEARNING ANALYTICS[[image:Picture3.jpg width="180" height="140" align="right"]]**//
Learning analytics loosely joins a variety of data-gathering tools and analytic techniques to study student engagement, performance, and progress. It builds on the kinds of information generated by Google Analytics and other similar tools, and aims to mobilize the power of data-mining tools specifically for learning.
 * An initiative at a US university represents significant research in human-computer interaction.
 * The University of Wollongong uses SNAPP, a software application that visualizes data from discussion forum posts to allow faculty to perceive behavioral patterns.
 * Wordle: A tool to enable visualisation of data which generates 'word clouds' - here is an example.

Photo sources: Electronic Books - irisheyes Augmented Reality - plantronicsgermany Gesture-based Computing - Microsoft Learning Analytics - Marqui
 * ACKNOWLEDGEMENTS **