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Instructional Design and Technology - Emerging Trends: 2017

published by Shantel Victor Cole

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Emerging Trends 2017
Instructional Design and Technology
1
Digital Textbooks
"With the growing number of schools transitioning to 1:1 digital learning environments, the amount of digital material used is guaranteed to increase.  However, experts are only predicting that digital content will be about 28% of total course materials used in 2017(Kring, 2015)."
2
Online Learning
"More undergrad students at community colleges and small colleges will be taking online courses than their traditional classroom counterparts by 2017 if not sooner" (Weiss, 2012).
3
Learning Analytics
"As the need for more authentic assessment in STEM subjects increases, learning analytics help educators measure students’ concept mastery across a multitude of formats. If used effectively, learning analytics can help surface early signals that indicate a student is struggling, allowing faculty and teaching staff to address issues quickly. Learning analytics draws pattern matching and analysis techniques from sciences like fluid dynamics and petroleum engineering" (Johnson, L., Adams, S., Cummins, M., and Estrada, V., 2012).
4
Wearable Technology
"Wearable technology provides an engaging set of design and engineering challenges that cuts across a wide range of STEM disciplines." (Johnson, L., Adams, S., Cummins, M., and Estrada, V., 2012).
5
"Augmented reality brings learning to life. Augmented reality enriches a live view of a real-life environment – the so called reality – with computer-generated input, that can consist out of sound, graphics, text, video, and GPS information. In other words, AR provides us with an enhanced view of the real world"(Berkum, 2015). "Students doing outdoor fieldwork can access AR applications to overlay maps and information about their surroundings, or to enter field observations and data that is automatically geocoded as the records are created" (Johnson, L., Adams, S., Cummins, M., and Estrada, V., 2012).
Augmented Reality
6
"NUIs make devices seem easier to use and more accessible; interactions are far more intuitive, which promotes exploration and engagement" (Johnson, L., Adams, S., Cummins, M., and Estrada, V., 2012).
Natural User Interface
7
8
Coding in the Classroom
Information Visualization
Coding in the classroom is expected to be a growing trend for the next few years according to the graph shown.
The NMC Horizon Report for 2015, predicts that information visualization will be maintstreamed within the next two to three year, it can well be a trend in the year 2017.
9
10
The Internet of Things
Adaptive Learning Technologies
Adaptive learning technologies time to adoption is estimated at four to five years according to the NMC Horizon report 2015. " adaptive learning technologies have the potential to be a game-changer and foster more personalized learning for students while providing institutions with key insights about the effectiveness of their instruction" (Johnson, L., Adams Becker, S., Estrada, V., and Freeman, A., 2015).
According to the NMC Horizon 2015 Report, The Internet of Things time to adoption is four to five years putting this as a possible trend in 2016-2017 (Johnson, L., Adams Becker, S., Estrada, V., and Freeman, A., 2015).
References
Kring, S. (2015). How Heavy Is Your Student’s Backpack?The Rise of Digital Textbooks. eTechTalk. Retrieved 27 November 2015, from http://blog.etechcampus.com/2015/04/02/how-heavy-is-your-students-backpackthe-rise-of-digital-textbooks/
Weiss, C. (2012). Online Learning in Education. E-Learning 24/7 Blog. Retrieved 27 November 2015, from http://elearninfo247.com/2012/01/04/online-learning-in-education/
Johnson, L., Adams, S., Cummins, M., and Estrada, V. (2012). Technology Outlook for STEM+ Education 2012-2017: An NMC Horizon Report Sector Analysis. Austin, Texas: The New Media Consortium.
Berkum, A. (2015). How augmented reality can contribute to education. Arjen van Berkum | Blog. Retrieved 27 November 2015, from http://www.arjenvanberkum.nl/technology-2/augmented-reality-a-great-story-triggers-the-mind/
Johnson, L., Adams Becker, S., Estrada, V., and Freeman, A. (2015). NMC Horizon Report: 2015 Library Edition. Austin, Texas: The New Media Consortium.
Code.org,. (2015). Promote Computer Science. Retrieved 28 November 2015, from https://code.org/promote
Adaptive Learning Technology. (2015). Retrieved from https://vimeo.com/147367122
Blog. Retrieved 27 November 2015, from http://www.arjenvanberkum.nl/technology-2/augmented-reality-a-great-story-triggers-the-mind/
Delgado, R. (2015). Imagining the Classroom of 2016, Empowered by Wearable Technology — Emerging Education Technologies. Emergingedtech.com. Retrieved 2 December 2015, from http://www.emergingedtech.com/2014/04/imaging-the-classroom-of-2016-empowered-by-wearable-technology/
Matas, M. (2011). Retrieved from http://www.ted.com/talks/mike_matas
Mirabal, S. (2015). 9 Amazing Augmented Reality Apps for Teaching and Learning — Emerging Education Technologies. Emergingedtech.com. Retrieved 1 December 2015, from http://www.emergingedtech.com/2015/11/augmented-reality-apps-teaching-learning-classroom/
Siemens, G. (2011). What are Learning Analytics?. ELearning Space.
Walsh, K. (2015). D2L Introduces Next Generation Adaptive Learning Technology in Brightspace LMS — Emerging Education Technologies. Emergingedtech.com. Retrieved 1 December 2015, from http://www.emergingedtech.com/2015/04/next-generation-adaptive-learning-brightspace-lms/
Waters, J. (2014). The Great Adaptive Learning Experiment -- Campus Technology. Campustechnology.com. Retrieved 1 December 2015, from https://campustechnology.com/articles/2014/04/16/the-great-adaptive-learning-experiment.aspx
Wearable Technology Impact on Schools. (2015). Retrieved from https://vimeo.com/147366008
Roland, J. (2012). Do Natural User Interfaces Have a Place in Schools?. EdTech. Retrieved 2 December 2015, from http://www.edtechmagazine.com/k12/article/2012/10/do-natural-user-interfaces-have-place-schools
Saran, C. (2013). Internet of things to power classroom education. ComputerWeekly. Retrieved 2 December 2015, from http://www.computerweekly.com/news/2240203884/Internet-of-things-to-power-classroom-education