The from others experience in what is the best

The Horizon
Report is a document containing the continuing work by the NMC Horizon Project
which was set up in 2002. This project is research orientated work that seeks
to identify technologies likely to have a considerable impact on learning and
teaching within higher education. The project aims to make learning and
teaching more engaging and inclusive. Within this summary I will identify two
key trends from this report that are improving higher education technology
adaption and three developments that will take place over the next five years
that are set to improve educational technology in higher level education. With these
continuing developments will also come some challenges

 

One of the key trends I found interesting was Collaborative
Learning. I found this one particularly interesting as a student. Collaborate
learning is based on the technique of students or educators working together in
peer groups on the thought that learning is a social construct. This method
focuses on teaching students to work in groups to come up with solutions to
challenges they may face. It benefits students by opening them up to the
experience of working with different people from a range of demographics and
improves their views on diversity within a work place. Educators also have the
chance to share their ideas with one another and learn from others experience
in what is the best way to teach a certain subject. Though this trend is not
directly related to technology but relies on technology to further the
advancements in collaborative learning. It uses cloud-based technologies and other
digital tools such as google documents to improve and enhance both student and
educators experience in collaborative learning. Students can all connect to the
one Google document and share the research they have found or continue to work
on a group project even from home. This technique of working collaboratively
has been shown to improve communication skills, higher thinking, self-esteem
and leadership skills. (Adam Becker, 2017)

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Another key trend I found interesting is Blended Learning
Designs. This trend focuses on the fact that students have become adapt to
navigating digital environments and engaging wit online content and like the
convince of having this content so readily available. This particular trend is
faring well as it evenly combines both traditional styles of learning and
adaptive styles of learning. It is the perfect balance between using traditional
approaches and enhancing tradition by using social technology and rich media.
This trend is topping the list in part because of the convince and flexibility
for students. It allows students to have both face to face interaction with in
class lectures and online instruction. Imperial London College had a test run
of this blended learning technique and found that students enjoyed still having
the interaction of in class learning but valued being able to complete
assignments and watch lectures online. The students thought the success of this
test run was due to good design, structure and easy to follow animations. It
allowed students to review lectures and reading material online and discuss
more difficult topics when they have the chance in face to face lectures.  (Adam Becker, 2017)

 

A major
development that is taking place that I believe ties in well with Blended
Learning Designs is Natural User Interfaces. Natural user interfaces have a
four to five-year adaption horizon. Natural user interfaces are changing the
way that higher education caters to the expectations of what knowledge students
should have when leaving their chosen courses. Natural user interfaces such as
augmented reality, virtual reality and interactive apps are majorly changing the
way the medical training field is taught. With the use of augmented reality
medical students can augment real life surgeries and see them be carried out in
front of them and then practice these surgeries themselves. This is
particularly helpful as there is always a limited number of cadavers available
at any given time. It also allows students to learn routine procedures without
consequences of something going wrong. (Adam Becker, 2017)

 

An
app that has been developed called Touch Surgery, that was developed with the
help of past surgeons, allows medical students to view step by step guides on
medical procedures. Users can learn the steps to the surgery, test their
knowledge and then practice the surgery. This app is helping deliver tailored
training for residency programs. Research on how effective this form of
learning was for students was carried out by an orthopaedic team in London.
Participants that did not know the app were given a test to determine their
knowledge on a number of procedures. They were then tasked to use the app to
help study and improve their skills and knowledge and regularly tested
themselves on the app. They then retook the test to see their knowledge
improvement. It was found that to fully understand everything on the app users
had to go through all the information provided by the app six times. After
doing this there was a significant rise in test results, scores even rivalled
those of the surgeons that validated the exam. (Touch surgery, 2017)

 

A
Natural User Interface development that applies to both Collaborative Learning
and Blended Learning Designs is AR and VR. AR and VR is a major development in
Blended Learning Designs, as stated above AR and VR are allowing medical
students to learn procedures and helping pilots learn to fly planes without the
consequences of when things go wrong, but they are also improving collaborative
learning. VR in allowing students to interact with one another within a virtual
world using avatars. One example of this was a virtual world called Second
Life. This particular world allowed university students from Australia to
complete a series of collaborative activities to introduce them to the Chinese
language and culture before they spent time there. When this program was
researched they found that students ability to repeat lessons helped to
reinforce understanding of the language. Research also found that students had
improved their social skills and communication skills as they were interacting
with one another through a virtual world rather than through emails. Allowing
everyone to have their own avatar meant students could interact with the
program themselves, learning at their own pace and weren’t only seeing the same
information as everyone else in the same way. This allowed students to create
their own understanding of the lessons. Avatars are becoming much more interactive
and respond in ways that are human like. It has been proven that when avatars
display emotions and more human like movements it allows students to be able to
communicate what they are feeling and this can help with the learning process.  (Micheal
phillips, 2017) (Lindenlabcom, c2018)

 

A
major development taking place in the next two to three years is the Internet
of Things. Many people are already familiar with the Internet of Things through
the use of their wearables such as smart watches, FitBits and smart homes. It
is predicted by 2021 heir will be 21 billion connected devices. As the number
of connected devices increases the worry of security is at the front of consumers’
minds. A major eye opener for this security problem was in 2016. A service
provider that resolves web addresses into IP and allows browsers to deliver
content, was the victim as a denial of service attack. A number of poorly
secured, connected devices such as routers were hacked and invested with
malware. Many internet users were unable to access websites. This incident
reopened concerns of future largescale attacks. As a result of this attack
Mellon university Cylab has been awarded grant to develop a software based security
solution to shield networks from malware on individual devices. (Adam Becker, 2017)

 

IOT
can be related to third level education, not only directly related to learning but
to the quality of life of students. One expert has imagined that monitoring
students for signs of depression by collecting data on skipped meals, combined
with collecting data on students that are spending prolonged periods of time
alone inside the residency. While these will allow for the correct intervention
at the right time to help students. Generating awareness of behaviours can sometimes
cause a positive change to a persons’ life, however it raises the ethical
question of student data collect and security and privacy. (Adam Becker, 2017)

 

A
major development taking place in the IOT is that students are moving away from
textbooks and are moving towards tablets and laptops within the classroom. Through
the use of IOT lecturers can easier collect data about student’s performance
and find out which students need more attention and help with their subject. This
collected data also helps instructors change future classes to target specific
areas that students are struggling with.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Touch
surgery. 2017. Our Story. Online. 26 January
2018. Available from: https://www.touchsurgery.com/about.html

Michael phillips,
M.P. 2017. How virtual reality technology is changing the way
students learn. Online. 27 January 2018. Available from:
https://theconversation.com/how-virtual-reality-technology-is-changing-the-way-students-learn-63271

Lindenlabcom. c2018. Lindenlab. Online. 27
January 2018. Available from: https://www.lindenlab.com/about

Adams
Becker, S., Cummins, M., Davis, A., Freeman, A., Hall Giesinger, C., and
Ananthanarayanan, V. (2017). NMC Horizon Report: 2017 Higher Education Edition.
Austin, Texas: The New Media Consortium

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 The Horizon
Report is a document containing the continuing work by the NMC Horizon Project
which was set up in 2002. This project is research orientated work that seeks
to identify technologies likely to have a considerable impact on learning and
teaching within higher education. The project aims to make learning and
teaching more engaging and inclusive. Within this summary I will identify two
key trends from this report that are improving higher education technology
adaption and three developments that will take place over the next five years
that are set to improve educational technology in higher level education. With these
continuing developments will also come some challenges

 

One of the key trends I found interesting was Collaborative
Learning. I found this one particularly interesting as a student. Collaborate
learning is based on the technique of students or educators working together in
peer groups on the thought that learning is a social construct. This method
focuses on teaching students to work in groups to come up with solutions to
challenges they may face. It benefits students by opening them up to the
experience of working with different people from a range of demographics and
improves their views on diversity within a work place. Educators also have the
chance to share their ideas with one another and learn from others experience
in what is the best way to teach a certain subject. Though this trend is not
directly related to technology but relies on technology to further the
advancements in collaborative learning. It uses cloud-based technologies and other
digital tools such as google documents to improve and enhance both student and
educators experience in collaborative learning. Students can all connect to the
one Google document and share the research they have found or continue to work
on a group project even from home. This technique of working collaboratively
has been shown to improve communication skills, higher thinking, self-esteem
and leadership skills. (Adam Becker, 2017)

 

Another key trend I found interesting is Blended Learning
Designs. This trend focuses on the fact that students have become adapt to
navigating digital environments and engaging wit online content and like the
convince of having this content so readily available. This particular trend is
faring well as it evenly combines both traditional styles of learning and
adaptive styles of learning. It is the perfect balance between using traditional
approaches and enhancing tradition by using social technology and rich media.
This trend is topping the list in part because of the convince and flexibility
for students. It allows students to have both face to face interaction with in
class lectures and online instruction. Imperial London College had a test run
of this blended learning technique and found that students enjoyed still having
the interaction of in class learning but valued being able to complete
assignments and watch lectures online. The students thought the success of this
test run was due to good design, structure and easy to follow animations. It
allowed students to review lectures and reading material online and discuss
more difficult topics when they have the chance in face to face lectures.  (Adam Becker, 2017)

 

A major
development that is taking place that I believe ties in well with Blended
Learning Designs is Natural User Interfaces. Natural user interfaces have a
four to five-year adaption horizon. Natural user interfaces are changing the
way that higher education caters to the expectations of what knowledge students
should have when leaving their chosen courses. Natural user interfaces such as
augmented reality, virtual reality and interactive apps are majorly changing the
way the medical training field is taught. With the use of augmented reality
medical students can augment real life surgeries and see them be carried out in
front of them and then practice these surgeries themselves. This is
particularly helpful as there is always a limited number of cadavers available
at any given time. It also allows students to learn routine procedures without
consequences of something going wrong. (Adam Becker, 2017)

 

An
app that has been developed called Touch Surgery, that was developed with the
help of past surgeons, allows medical students to view step by step guides on
medical procedures. Users can learn the steps to the surgery, test their
knowledge and then practice the surgery. This app is helping deliver tailored
training for residency programs. Research on how effective this form of
learning was for students was carried out by an orthopaedic team in London.
Participants that did not know the app were given a test to determine their
knowledge on a number of procedures. They were then tasked to use the app to
help study and improve their skills and knowledge and regularly tested
themselves on the app. They then retook the test to see their knowledge
improvement. It was found that to fully understand everything on the app users
had to go through all the information provided by the app six times. After
doing this there was a significant rise in test results, scores even rivalled
those of the surgeons that validated the exam. (Touch surgery, 2017)

 

A
Natural User Interface development that applies to both Collaborative Learning
and Blended Learning Designs is AR and VR. AR and VR is a major development in
Blended Learning Designs, as stated above AR and VR are allowing medical
students to learn procedures and helping pilots learn to fly planes without the
consequences of when things go wrong, but they are also improving collaborative
learning. VR in allowing students to interact with one another within a virtual
world using avatars. One example of this was a virtual world called Second
Life. This particular world allowed university students from Australia to
complete a series of collaborative activities to introduce them to the Chinese
language and culture before they spent time there. When this program was
researched they found that students ability to repeat lessons helped to
reinforce understanding of the language. Research also found that students had
improved their social skills and communication skills as they were interacting
with one another through a virtual world rather than through emails. Allowing
everyone to have their own avatar meant students could interact with the
program themselves, learning at their own pace and weren’t only seeing the same
information as everyone else in the same way. This allowed students to create
their own understanding of the lessons. Avatars are becoming much more interactive
and respond in ways that are human like. It has been proven that when avatars
display emotions and more human like movements it allows students to be able to
communicate what they are feeling and this can help with the learning process.  (Micheal
phillips, 2017) (Lindenlabcom, c2018)

 

A
major development taking place in the next two to three years is the Internet
of Things. Many people are already familiar with the Internet of Things through
the use of their wearables such as smart watches, FitBits and smart homes. It
is predicted by 2021 heir will be 21 billion connected devices. As the number
of connected devices increases the worry of security is at the front of consumers’
minds. A major eye opener for this security problem was in 2016. A service
provider that resolves web addresses into IP and allows browsers to deliver
content, was the victim as a denial of service attack. A number of poorly
secured, connected devices such as routers were hacked and invested with
malware. Many internet users were unable to access websites. This incident
reopened concerns of future largescale attacks. As a result of this attack
Mellon university Cylab has been awarded grant to develop a software based security
solution to shield networks from malware on individual devices. (Adam Becker, 2017)

 

IOT
can be related to third level education, not only directly related to learning but
to the quality of life of students. One expert has imagined that monitoring
students for signs of depression by collecting data on skipped meals, combined
with collecting data on students that are spending prolonged periods of time
alone inside the residency. While these will allow for the correct intervention
at the right time to help students. Generating awareness of behaviours can sometimes
cause a positive change to a persons’ life, however it raises the ethical
question of student data collect and security and privacy. (Adam Becker, 2017)

 

A
major development taking place in the IOT is that students are moving away from
textbooks and are moving towards tablets and laptops within the classroom. Through
the use of IOT lecturers can easier collect data about student’s performance
and find out which students need more attention and help with their subject. This
collected data also helps instructors change future classes to target specific
areas that students are struggling with.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Touch
surgery. 2017. Our Story. Online. 26 January
2018. Available from: https://www.touchsurgery.com/about.html

Michael phillips,
M.P. 2017. How virtual reality technology is changing the way
students learn. Online. 27 January 2018. Available from:
https://theconversation.com/how-virtual-reality-technology-is-changing-the-way-students-learn-63271

Lindenlabcom. c2018. Lindenlab. Online. 27
January 2018. Available from: https://www.lindenlab.com/about

Adams
Becker, S., Cummins, M., Davis, A., Freeman, A., Hall Giesinger, C., and
Ananthanarayanan, V. (2017). NMC Horizon Report: 2017 Higher Education Edition.
Austin, Texas: The New Media Consortium