2012 Horizon Report

Mapping of the NMC 2012 Horizon Report for Higher Education to show the Key Trends, Challenges and the Technology to Watch as derived from the report published by New Media Consortium (NMC) under Creative Commons Attribution. Read the companion blog post for this map at http://blog.thehigheredcio.com

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2012 Horizon Report by Mind Map: 2012 Horizon Report

1. Significant Challenges

1.1. Unprecedented Competition

1.1.1. Economic Pressures

1.1.1.1. Cost Controls

1.1.1.2. Service Quality

1.1.1.3. Declining Resources

1.1.2. New Models of Education

1.1.2.1. Streaming Intro Courses

1.1.2.2. Capitalize on New Technology

1.1.2.3. Deeper Student Engagement

1.2. Lagging Metrics of Evaluation

1.2.1. Authoring & Publishing

1.2.1.1. Social Media Metrics

1.2.2. Researching

1.2.2.1. Social Media Based

1.2.3. Admin & Faculty Gap

1.3. Digital Media Literacy

1.3.1. Professional Skill

1.3.1.1. Teacher Education

1.3.1.2. Faculty Training

1.3.1.2.1. Informal Training

1.3.1.2.2. Professional Development

1.3.2. Disciplines' Skills

1.3.2.1. Degree Programs

1.3.2.2. Student Development

1.4. Institutional Barriers

1.4.1. Technology Uptake

1.4.1.1. Processes

1.4.1.2. Practices

1.4.2. Resistance to Change

1.4.2.1. Status Quo

1.4.2.2. Review System

1.4.2.2.1. Tenure

1.4.2.2.2. Promotion

1.5. New Modes of Scholarship

1.5.1. Libraries

1.5.1.1. Curator Role

1.5.2. Collections

1.5.2.1. Social Networks

1.5.2.2. Open Content

1.5.3. Business Models

1.5.3.1. Online Research

1.5.4. Documenting Scholarship

2. Technology to Watch

2.1. Near Term Horizon (w/in 12 months)

2.1.1. Mobile Apps

2.1.1.1. New Business Model

2.1.1.1.1. New Pricing

2.1.1.1.2. Niche Markets

2.1.2. Tablet Computing

2.1.2.1. Mobile Apps

2.1.2.2. Gaming

2.1.2.3. Digital Reader

2.1.2.3.1. Content Libraries

2.1.2.4. Video Players

2.2. Mid-term Horizon (2-3 years)

2.2.1. Game-based Learning

2.2.1.1. Gaming Platforms

2.2.1.2. Mobile Gaming

2.2.1.3. Games Research

2.2.1.3.1. Student Assessment

2.2.1.3.2. Serious Games

2.2.1.3.3. Simulation-Based Games

2.2.2. Learning Analytics

2.2.2.1. Information Analysis

2.2.2.1.1. Student Data

2.2.2.1.2. Data Modeling

2.2.2.1.3. Data Interpretation

2.2.2.1.4. Data Mining

2.2.2.2. Interventions

2.2.2.2.1. Improve Teaching

2.2.2.2.2. Improve Learning

2.3. Far-term Horizon (4-5 years)

2.3.1. Gesture-based Computing

2.3.1.1. Alternative Input Devices

2.3.1.1.1. Touch

2.3.1.1.2. Motion

2.3.1.2. Marker/Markerless

2.3.1.3. Voice Recognition

2.3.1.4. Facial Recognition

2.3.2. Internet of Things

2.3.2.1. Smart Objects

2.3.2.1.1. Near Field Communication

2.3.2.1.2. RFID

2.3.2.2. IPv6

3. Key Trends

3.1. Rising Expectations

3.1.1. Access

3.1.1.1. Tools

3.1.1.2. Resources

3.1.1.3. Analysis

3.1.1.4. Commentary

3.1.1.5. Social Media/Networks

3.1.2. Just-in-Time

3.1.3. Formal & Informal

3.1.4. Whenever & Wherever

3.1.4.1. Work

3.1.4.2. Learn

3.1.4.3. Study

3.2. Technology

3.2.1. Decentralized Support

3.2.2. Cloud-based

3.2.2.1. Information Accessability

3.2.2.2. Browser Based Apps

3.2.2.3. Device Independant

3.2.2.4. Privacy & Sovereignty

3.2.2.5. Cost Savings

3.3. Workplace is Collaborative

3.3.1. Structure of Student Projects

3.3.1.1. Collective Intelligence

3.3.1.2. Group Success

3.3.2. Collaboration Tools

3.3.2.1. Collaboration Apps

3.3.2.2. Wikis

3.3.2.3. Shared Storage

3.3.2.4. Video Conferencing

3.4. Revisiting Educators Roles

3.4.1. Easily Accessible (Internet)

3.4.1.1. Abundant Resources

3.4.1.2. Relationships

3.4.1.3. Information Discrimination

3.4.2. Alternative Credentialling

3.5. Shifting Education Paradigms

3.5.1. Budget Cuts

3.5.2. Alternative Delivery

3.5.2.1. Collaborative Learning

3.5.2.2. Online Learning

3.5.2.2.1. Digital Skills

3.5.2.3. Hybrid Learning

3.5.3. Face-to-Face

3.6. New Classroom Emphasis

3.6.1. Challenge-based Learning

3.6.2. Active Learning