Technology in School

Forecasting K-12 Edtech Adoption, 2015 Edition

Jun 30, 2015

EVENT HORIZON: The New Media Consortium is back with a new K-12 Horizon Report, which forecasts key trends, opportunities and challenges to the adoption of education technology tools across the world.

Based on input from 56 education and technology experts from 22 countries, the report identifies blended and STEAM learning as trends that can immediately accelerate K-12 edtech adoption within the next two years. But "wicked" challenges remain in scaling teaching innovations and finding support to help educators teach complex thinking.

The report concludes with an outlook for when specific technologies will find their way into classrooms. Here's what the report has predicted over the past several years:

2015
2014
2013
2012
One Year or Less BYOD, Makerspaces BYOD, Cloud Computing Cloud Computing, Mobile Learning Mobile and Apps, Tablet Computing
Two to Three Years 3D Printing, Adaptive Learning Technologies Games and Gamification, Learning Analytics Learning Analytics, Open Content Game-based Learning, Personalized Learning Environments
Four to Five Years Digital Badges, Wearable Technology The Internet of Things, Wearable Technology 3D Printing, Virtual and Remote Labs Augmented Reality, Natural User Interfaces

Technology in School

Forecasting K-12 Edtech Adoption, 2015 Edition

Jun 30, 2015

EVENT HORIZON: The New Media Consortium is back with a new K-12 Horizon Report, which forecasts key trends, opportunities and challenges to the adoption of education technology tools across the world.

Based on input from 56 education and technology experts from 22 countries, the report identifies blended and STEAM learning as trends that can immediately accelerate K-12 edtech adoption within the next two years. But "wicked" challenges remain in scaling teaching innovations and finding support to help educators teach complex thinking.

The report concludes with an outlook for when specific technologies will find their way into classrooms. Here's what the report has predicted over the past several years:

2015
2014
2013
2012
One Year or Less BYOD, Makerspaces BYOD, Cloud Computing Cloud Computing, Mobile Learning Mobile and Apps, Tablet Computing
Two to Three Years 3D Printing, Adaptive Learning Technologies Games and Gamification, Learning Analytics Learning Analytics, Open Content Game-based Learning, Personalized Learning Environments
Four to Five Years Digital Badges, Wearable Technology The Internet of Things, Wearable Technology 3D Printing, Virtual and Remote Labs Augmented Reality, Natural User Interfaces
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News, research, and opportunities - sent weekly.