Research Question 2: What key technologies are missing from our list?

What's Missing?


Instructions: Please use these prompts to help you consider what might need to be added to the current list of Horizon Topics. Add your thoughts as bullet points below, using a new bullet point for each new technology or topic. Please add your comments to previous entries if you agree or disagree.
a. What would you list among the established technologies that some educational institutions are using today that arguably ALL institutions should using broadly to support or enhance teaching, learning, or creative inquiry?
b. What technologies that have a solid user base in consumer, entertainment, or other industries should educational institutions be actively looking for ways to apply?
c. What are the key emerging technologies you see developing to the point that learning-focused institutions should begin to take notice during the next 4 to 5 years?//

Each new topic entry must include a title, a description similar to the ones that are written now, and, if needed, a rationale as to why it is different from any of the existing topics. The Horizon Project research team will investigate each nomination entered here to see if it meets the criteria set for new topics (eg., that the topic represents a "real" technology, as opposed to a concept, a new idea, or a proposal; that it is sufficiently developed that research, projects, and information about it exist; and that it has a demonstrable link, or strong potential link, to education).

Please "sign" your contributions by marking them with the code of 4 tildes (~) in a row so that we can follow up with you if we need additional information or leads to examples.


  • There is evidence that students in school face problems in understanding and applying math concepts. ICT-based approaches can support to learn and train math competences as well as can help to apply it in different context. support should include symbolicas well as numeric support. some advanced systems already can assess students calculation, even stepwise and provide feedback and support. - user/ Christian.Guetl [Editor's note: Great point! This seems like more of a challenge so I am moving it to the Challenges section of this wiki.]
  • Augmented virtuality. The reverse of augmented reality, where virtual environments are augmented by data/phenomena from the real world. user/ David Loew Add to the topic of Augmented Reality
  • Remote Labs I'm surprised David didn't bring this up ;) Remote labs are physical laboratory instrumentation made accessible through the web. This is an independent step from the Federated Labs topic in that there is no direct or immediate need to have a common user interface across different types of experiments. The Australian government sponsored LabShare project, hosted by UTS is a good example. Another is at iLabCentral where our radioactivity lab has been linked to and running for the past three years. - Phillip.Long Phillip.Long Aug 18, 2012And I am not surprised (but happy) that you did bring it up Phil. :-) . Related - here's a link to the core iLAb initiative at MIT https://wikis.mit.edu/confluence/display/ILAB2/Home- vkumar vkumar Aug 19, 2012 Have no fear! Remote Labs has been on our list since the wiki opened. See RQ1. - Sam Sam Aug 20, 2012
  • Wearable Technology. With ubiquitous computing, wearable technology better integrates technology into the user's everyday life. - user/ Sam - Russ.Meier Russ.Meier Aug 19, 2012
  • Multitech learning environments. It is related with the integration of technologies to create new learning environments. That means integrate cloud services with natural human interface , RA, PLE and so on. In this way the students will can interact eith the learning environment in a natural way. This new environments involve new design of curricula where the technology has his own role. Also let us to personalize the learning adapting to the student needs. Not only the interfaz but the learning processes. - Salvador.Ros Salvador.Ros Aug 18, 2012
  • Educational Games - with an Emphasis on PLAY I see educational games as different than gamification of learning. It's the use of games in the classroom to teach, engage, and assess student learning. The emphasis is on games that were designed with education and learning in mind, rather than modifying games that were created for entertainment to fit into a learning module. Some are single player, while others bleed into multi-player and even multi-modal experiences. With the changes to common core, which emphasize an application of knowledge, rather than just a regurgitation of facts, education games offer unique potential to change how we also assess learning. The empahsis here is on PLAY as different from game creation by students. Here's a GREAT article that helps clarify the difference http://blogs.kqed.org/mindshift/2012/08/whats-the-difference-between-games-and-gamification/
    - kari.stubbs kari.stubbs Aug 18, 2012 [ Editor: Added to Gamification]
  • Educational Games- with an Emphasis on Game Creation There is much activity around empowering students to create games that teach educational concepts. Students are then encouraged to share those games to help their peers make connections to core content. It encourages students to demonstrate understanding not only through game play, but through a higher thinking skill of creation and innovation. - kari.stubbs kari.stubbs Aug 18, 2012 [ Editor: Added to Gamification]
  • The tools for creating technology itself are being put in students' hands. Coding for all: In building on the point above, I think there can be a distinction in the new focus on providing the knowledge and tools for new coders to program their own tools. From OLPC's early focus on providing an activity that would teach child users basic program commands to the recent announcement of the Khan Academy [http://www.khanacademy.org/cs] announcing a big push to teach computer science, the tools for creating technology itself are being put in students' hands. - jennifer.deboer jennifer.deboer Aug 18, 2012 I might perhaps add to this the maker movement. - jennifer.deboer jennifer.deboer Aug 18, 2012 -- Cant agree more, but not only at child level. Programming is a great strategy to analyze problems and synthesize solutions. Which means understanding! App development can be a fun way to study some physical process and produce a model, perhaps running in a mobile.- antonio.vantaggiato antonio.vantaggiato Aug 18, 2012 [Editor: moved to Trends]
  • Assessment: The massive growth in big data on education and the growing technologies to support assessment are a major part of the current education world, and I don't think they're really addressed at all here. - jennifer.deboer jennifer.deboer Aug 18, 2012 I absolutely agree! BrainPOP is currently developing a new Quiz Mixer tool that will enable teachers to create their own quizzes to support assessment, as the shift in assessment the past few years has been so significant. - kari.stubbs kari.stubbs Aug 19, 2012 We need to avoid using multiple choice assessments tools... we need to develop new and creative ways to solve assessment challenges in a distance education model, but I'm still not able to envision a system to solve this problem, specially the need for certification of the identity of the student. - Uriel.Cukierman Uriel.Cukierman Aug 20, 2012 [Editor: Added to Learning Analytics]
  • Interactive Textbooks: While probably wrapped in electronic publishing, I really think this should be a separate category. The ability to integrate video, simulations, remote laboratory interaction, social media / crowd sourcing data, etc. into textbooks makes this old learning methodology new again! I'd like to see it listed with the adjective "interactive" rather than the more boring "electronic publishing". - Russ.Meier Russ.Meier Aug 19, 2012 - Larry Larry Aug 26, 2012 [Editor: Combine with Electronic Publishing]
  • Video: While video lectures have been included as a topic the use of video is gaining significance catalyzed not only by digital technologies and network capacity that lower the threshold for quality video production and distribution but also the interest in presenting laboratory experiences as well as context for deeper and authentic learning experiences, greater interactivity and collaboration.For example seehttp:ocw.mit.edu/high-school/chemistry/chemistry-lab-boot-camp/ This fall, MIT OpenCourseWare will feature a unique series called ChemLab Boot Camp that shares videos that follow 14 students as they struggled to complete experiments required in a Chemistry class. Also see the Interactive Shakespeare project at http://web.mit.edu/shakspere/xmas.html- vkumar vkumar Aug 19, 2012 [Editor: added to Video Lectures as an expansion of the topic]
  • I think this is a pretty exhaustive list. There is some early work in biometrics and biosensing that might begin to show up in virtual interfaces soon, but really this area is encompassed by the items we've already included. - Russ.Meier Russ.Meier Aug 19, 2012
  • Digital Portfolio (Content): I realize this is definitely not a new technology, but I am curious as to what good digital STEM content looks like and how it could be showcased for students getting ready to graduate to the workforce. In the world of social media and self publishing content, what should students be creating and employers be looking for? - Holly.Lu Holly.Lu Aug 25, 2012
  • New Topic Title. Description, rationale and discussion....