The NMC Horizon Report: 2013 Higher Education Edition summarizes and the unique needs and circumstances of higher education. The article mentions technologies to watch for and organizes the technologies into relevant categories. Then the article goes on to talk about key trends and significant challenges. Overall I agree with the article in that the authors are pretty accurate in determining key trends and technologies.
In the first section several new technologies were mentioned. The author talked about online courses, tablets, games, 3D printing and wearable technology. To me the most intriguing technology is games and gamification. These appeal to me especially after watching the Quest 2 Learn students have classes centered on making and playing video games. The article states that educational games make learning more dynamic; the curriculum is delivered and learned with the game. Gamification incorporates elements of gaming, levels and prizes, into the classroom. This reminds me of our late pass system in Justine’s class.
The article outlines five key trends, most of which I can relate to. Open data and information, massively open online courses, informal learning experiences, new sources of data, and the changing role of educators are the key trends. Two of these trends I have experienced here at UGA. First of which is informal learning, in many of my class I have been pushed to do research outside the classroom. Learning and researching outside of a classroom helped my critical thinking skills. Second, I have been taught in many of my classes how to decipher credible sources when doing research. Overall I thought this article was very enlightening and I was able to connect my higher education experience with it.