Monday, May 06, 2019

Horizon Report 2019

The 2019 Horizon report is now up and provides the annual overview on the state of the future of learning, with emphasis on moving towards digital environments for learning.

This year, the people consulted covers an international albeit Western centric view. The usual short, mid and long term trends are identified as:


Short term
Redesigning learning spaces
Blended learning designs

Mid term
Advancing cultures of innovation

Growing focus on measuring learning

Long term
Rethinking how institutions work

Modularised and disaggregated degrees


Significant challenges are also identified:


Solvable – improving digital fluency, increasing demand for digital learning experiences and instructional design expertise

Difficult – evolving roles of faculty with edtech strategies; bridging the achievement gap

Wicked – advancing digital equity; rethinking the practice of teaching.

Time to adoption is always interesting to see as many of the previous predictions have been accurate.

Now  - mobile learning and analytics technologies

2 -3 years – mixed reality and artificial intelligence
5 – 6 years – blockchain and virtual assistants


Of note this year is deeper discussion into the lack of movement with several highly relevant trends. these include the following


Adaptive learning – understanding progress and potential has been the main challenge as there are many ways to view adaptive learning; scaling has been a challenge and requires large amounts of resourcing.Resourcing is also mentioned in the next two promising trends. 

Augmented and mixed reality – usability and ergonomics. In short, the need for VR glasses to enable AR, MR and VR has been a major impediment. There are usability issues, especially when VR goggles have to be used with a wide range of learners from different age groups and physical needs. As with gaming, the need to ensure authenticity of the experience, makes it a continual resourcing challenge to keep the elements up-to-date and relevant.

Gaming and gamification - Again, good simulations, game-based learning platforms etc. require large amounts of time, effort and technical backing to develop. The specialised 'situated' nature of learning means customising the game to make sense to a diverse learner audience means, continual resourcing to update and this requires resourcing which is not always easily available in the education system.




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