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Autor/inn/enJohnson, L.; Smith, R.; Levine, A.; Haywood, K.
InstitutionNew Media Consortium; Consortium for School Networking
TitelHorizon Report: 2010 K-12 Edition
Quelle(2010), (40 Seiten)
PDF als Volltext kostenfreie Datei Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Monographie
ISBN978-0-9825-3344-4
SchlagwörterAdvisory Committees; Elementary Secondary Education; Creative Activities; Global Approach; Educational Technology; Information Technology; Technological Advancement; Influence of Technology; Computer Networks; Social Networks; Computer Simulation; Handheld Devices; Educational Games; Video Games; Computer Mediated Communication; Cooperation; Computer Uses in Education
AbstractThe "Horizon Report" series is the most visible outcome of the New Media Consortium's Horizon Project, an ongoing research effort established in 2002 that 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. The hope is that the report is useful to educators worldwide, and the international composition of the Advisory Board reflects the care with which a global perspective was assembled. While there are many local factors affecting the practice of education, there are also issues that transcend regional boundaries, questions individuals face in K-12 education, and it was with these in mind that this report was created. The six technologies featured in each "Horizon Report" are placed along three adoption horizons that indicate likely time frames for their entrance into mainstream use for teaching, learning, or creative applications in the K-12 environment. The near-term horizon assumes the likelihood of entry into the mainstream for schools within the next twelve months; the mid-term horizon, within two to three years; and the far-term, within four to five years. On the near-term horizon--that is, within the next 12 months--are "cloud computing" and "collaborative environments". The second adoption horizon is set two to three years out, where individuals 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". Each of these technologies is described in detail in the body of the report. These sections open with a discussion of what the technology is and why it is relevant to teach learning, and creative inquiry. Examples of the technology in practice, especially in schools, are listed there to illustrate how it is being adopted at the current time. (ERIC).
AnmerkungenNew Media Consortium. 6101 West Courtyard Drive Building One Suite 100, Austin, TX 78730. Tel: 512-445-4200; Fax: 512-445-4205; Web site: http://www.nmc.org
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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