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Welcome to The CITE -- a blog on Course materials, Innovation, and Technology in Education, created by Mark Nelson and now part of the Publications Department of the National Association of College Stores. CITE is a pun with multiple meanings - referring to cite as in citation, something people reference; site as in location, website, or place people go to; and sight as in foresight or looking ahead to what is coming. Comments, discussion, feedback and ideas are welcome.



Thursday, June 25, 2015

Games Aren't Trending in K-12

Maybe gaming in the classroom isn’t that big of a deal. At least that’s the word from the 2015 New Media Consortium (NMC) Horizon Report, which retired the concept from its list of emerging technology for K-12.

“We don’t see it making the mainstream,” said NMC CEO Larry Johnson in an article for EdTech. “For most people, it’s just too hard to integrate and there are no tools to make it easier.”

Fundamental concepts of gamification are still on the list, such as awarding digital badges for learning games, which NMC lists as a trend that will be adopted within four or five years. Use of drones and visual data analysis, along with wearable technology, should also be mainstream education tools for K-12 within four to five years.

Classrooms allowing students to bring their own electronic devices for educational purposes, cloud computing, makerspaces with tools such as 3-D printers, and mobile learning are trends making an impact right now. Adaptive learning, 3-D printing, information visualization, and learning analytics should be mainstream trends in two or three years, according to the report.

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