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.