Mobile Devices Education

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Mobile Devices in Education:

An Alternative Approach
Ruben R. Puentedura, Ph.D.
Context: the Horizon Report
Mobile Computing
Open Content
Simple
Augmented Reality
Electronic Books
Gesture-Based
Computing
Visual
Data Analysis
Time-to-Adoption:
One Year or Less
Time-to-Adoption:
Two to Three Years
Time-to-Adoption:
Four to Five Years
The 2010 Horizon Report
Mobiles
Cloud
Computing
Geo-Everything
The Personal
Web
Semantic-Aware
Applications
Smart Objects
Time-to-Adoption:
One Year or Less
Time-to-Adoption:
Two to Three Years
Time-to-Adoption:
Four to Five Years
The 2009 Horizon Report
Grassroots
Video
Collaboration
Webs
Mobile
Broadband
Data Mashups
Collective
Intelligence
Social Operating
Systems
Time-to-Adoption:
One Year or Less
Time-to-Adoption:
Two to Three Years
Time-to-Adoption:
Four to Five Years
The 2008 Horizon Report
User-Created
Content
Social
Networking
Mobile
Phones
Virtual Worlds
The New
Scholarship &
Emerging Forms
of Publication
Massively
Multiplayer
Educational
Gaming
Time-to-Adoption:
One Year or Less
Time-to-Adoption:
Two to Three Years
Time-to-Adoption:
Four to Five Years
The 2007 Horizon Report
Social
Computing
Personal
Broadcasting
The Phones
In Their Pockets
Educational
Gaming
Augmented
Reality
&
Enhanced
Visualization
Context-Aware
Environments
&
Devices
Time-to-Adoption:
One Year or Less
Time-to-Adoption:
Two to Three Years
Time-to-Adoption:
Four to Five Years
The 2006 Horizon Report
Cloud Computing
Collaborative
Environments
Mobiles
Game-Based
Learning
Augmented Reality
Flexible Displays
Time-to-Adoption:
One Year or Less
Time-to-Adoption:
Two to Three Years
Time-to-Adoption:
Four to Five Years
The 2010 Horizon Report K-12 Edition
Online
Communication
Tools
Collaborative
Environments
Mobiles
Cloud Computing
The Personal Web
Smart Objects
Time-to-Adoption:
One Year or Less
Time-to-Adoption:
Two to Three Years
Time-to-Adoption:
Four to Five Years
The 2009 Horizon Report K-12 Edition
Horizon Report Metatrends
2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015
Communication between humans and machines
Multimodal Interfaces (2004)
Context Aware Computing (2004) X
Context Aware Computing (2005) X
Context Aware Environments & Devices (2006) X
Collective sharing & generation of knowledge
Learning Objects (2004)
Intelligent Searching(2005)
Knowledge Webs (2004)
Knowledge Webs (2005)
Scholarly Mashups (Geotagging) (2008)
New Scholarship and Forms of Publication (2007)
Collective Intelligence & Open Resources/Data (2008)
Games as Pedagogical Platforms
Educational Gaming (2005)
Educational Gaming (2006) X?
Virtual Worlds (2007) X?
Massively Multiplayer Educational Gaming (2007)
Connecting people through the network
Ubuiquitous Wireless (2005) X
Extended Learning (2005) X
Social Computing (2006) X
Social Networking (2007) X
Social Networks (2005) X
Seamless Virtual Collaboration (2008) X?
Social operating Systems (2008)
Computing inhree dimensions
SVG/Flash/PDF (2004) X
Rapid Prototyping (2004)
Virtual Worlds (2007) X?
Augmented Reality(2005)
Augmented Reality & Enhanced Visualization (2006)
Shifting content production to users
Learning Objects (2004)
Personal Broadcasting (2006) X
User-Created content (2007) X
Ubiquitous Video (2008) X?
Evolution of a ubiquitous platform
Mobile Phones (2006) multimedia capture
Mobile Phones (2007) personal digital repository X?
Mobile Phones (2008) applications/web
X's represent the moment the tipping point was/will be likely reached
X?
X?
X
X
X?

Now
X
X?
X
X
X?
X?
X?
X?
Metatrends
(Since 2004)
Evolution of a
ubiquitous
platform
Computing in
three
dimensions
Connecting
people through
the network
Communication
between
humans and
machines
Collective
sharing &
generation of
knowledge
Games as
pedagogical
platforms
Shifting content
production to
users
Creative Devices In the World
The Lively Sketchbook
Ubiquity
Intimacy
Embeddedness
The Curiosity Amplier
General Search
Media Search and Identication
Lifestyle Search
Social Network Participation
News
Augmented Reality
Books
Time to Create: HTML 5
Sources
The Horizon Report and The Horizon Report: K-12 Edition. (2004-2010) Online at:
http://www.nmc.org/horizon
Ernest Hemingway, A Moveable Feast. New York: Scribners. (1964)
Henri Cartier-Bresson, The Decisive Moment. New York: Simon & Schuster. (1952)
Garry Kasparov, The Chess Master and the Computer. The New York Review of Books.
February 11, 2010. Online at:
http://www.nybooks.com/articles/archives/2010/feb/11/the-chess-master-and-the-computer/
Ruben R. Puentedura, The Lively Sketchbook. (2010) Online at:
http://www.hippasus.com/rrpweblog/archives/000043.html
John Seely Brown. A New Culture of Learning. NMC Summer Conference, Closing Keynote.
(2010) Online at:
http://www.nmc.org/2010-summer-conference/jsb-keynote-video
Apple Computer, iOS SDK 4.0.1. (2010) Online at:
http://developer.apple.com/iphone/index.action
Hippasus
http://hippasus.com/rrpweblog/
rubenrp@hippasus.com
This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.

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