Showing posts with label innovation. Show all posts
Showing posts with label innovation. Show all posts

Monday, May 3, 2010

2010 Horizon Report : K-12

The Horizon Report series... identifies and describes emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe.

This volume, the 2010 Horizon Report: K-12 Edition, examines emerging technologies for their potential impact on and use in teaching, learning, and creative expression within the environment of pre-college education.

http://www.nmc.org/pdf/2010-Horizon-Report-K12.pdf

This report identifies key trends, critical challenges and technologies to watch...
  • On the near-term horizon — that is, within the next 12 months — cloud computing and collaborative environments.
  • The second adoption horizon is set two to three years out, where we will begin to see widespread adoptions of two well-established technologies: game-based learning and mobiles.
  • On the far-term horizon, set at four to five years away from widespread adoption, are augmented reality and flexible displays. Neither of these two technologies is commonly found in school settings, but the high level of interest and the tremendous amounts of research in both areas indicate that they are worth following closely.

Sunday, April 11, 2010

TED talk - Charles Leadbeater

I've just listened to this TED talk http://www.ted.com/talks/charles_leadbeater_on_innovation.html

From the website : "In this deceptively casual talk, Charles Leadbeater weaves a tight argument that innovation isn't just for professionals anymore. Passionate amateurs, using new tools, are creating products and paradigms that companies can't.
A researcher at the London think tank Demos, Charles Leadbeater was early to notice the rise of "amateur innovation" - great ideas from outside the traditional walls..."

I found it a very interesting talk, about the opportunities now for people to share innovations, to have a voice and participate and become co-creators... Right at the end of his talk, he describes a major Chinese gaming company with 250 million people online at any one time, with only 500 staff to manage it, because the gamers themselves manage it, following the rules and using the tools and platforms supplied, they are co-creators... Charles asks what if in education 1% of all the students in education were involved as co-developers of education ?
He ends with the slogan "turning users into producers, consumers into designers".