Research Question 2: What developments in educational technology that demand high-performance Internet are missing from our list?

Instructions: Please use these prompts to help you consider what might need to be added to the current list of Horizon Topics. Add your thoughts as bullet points below, using a new bullet point for each new technology or topic. Please add your comments to previous entries if you agree or disagree.
a. What would you list among the established technologies that some educational institutions are using today that arguably ALL institutions should using broadly to support or enhance teaching, learning, or creative inquiry?
b. What technologies that have a solid user base in consumer, entertainment, or other industries should educational institutions be actively looking for ways to apply?
c. What are the key emerging technologies you see developing to the point that learning-focused institutions should begin to take notice during the next 4 to 5 years?

Each new topic entry must include a title, a description similar to the ones that are written now, and, if needed, a rationale as to why it is different from any of the existing topics. The Horizon Project research team will investigate each nomination entered here to see if it meets the criteria set for new topics (eg., that the topic represents a "real" technology, as opposed to a concept, a new idea, or a proposal; that it is sufficiently developed that research, projects, and information about it exist; and that it has a demonstrable link, or strong potential link, to education).

Please "sign" your contributions by marking them with the code of 4 tildes (~) in a row so that we can follow up with you if we need additional information or leads to examples.

Database Administration
As we move into using students and organizational analytics more and more, it is necessary to include those results in Databases. I'm not referring to "Big Data", but management of databases.- lisa.gustinelli lisa.gustinelli Jun 2, 2015
Write a brief description here.

Video Production and Broadcasting
To improve interactions and learning experiences, real-time video production and broadcasting will likely become increasingly important. See for as an example. - anton.inglese anton.inglese Jun 20, 2015

Added to RQ1: Important Developments in Educational Technology

Context-Aware Ubiquitous Learning
Learning with ubiquitous technologies (often using mobile devices) to learn subject content while connecting to the real-world. This can be done with technologies created for a learning situation but it can also be used by teachers using technologies and programs already available - crompton crompton Jun 14, 2015 [Editor's Note: This sounds like a great facet of mobile learning and we'll be adding to RQ1 topic Mobile Learning]

Peer-Based Learning/Informal Learning
I know online learning is on the list, but I didn't see anything about informal, peer-based learning that occurs through use of online gaming, online communities, podcasting, vodcasting, etc. I wondering how educators can incorporate this interest driven and user focused type of learning into curriculum. Maybe this falls along with personalized learning. - abigail.leighphillips abigail.leighphillips Jun 10, 2015 [Editor's Note: This is such an important and often overlooked dimension of Online Learning. I'm not sure it can stand on its own as a development in technology, so we will add it to RQ1 topic "Online Learning.]

Added to RQ4: Challenges

Personalized Learning
You have Flipped Classroom, which is part of blended learning, the real strategy. Combine that with the move toward competency-based learning (badging and adaptive software) and you get personalized learning. I think a lot of the things you have on your list are associated with moving toward more Personalized learning environments, but you don't specifically address it in your list. - apowell apowell Jun 8, 2015 Agree! And also see personalized learning (doing curriculum at your own pace, until mastered, with rich data and feedback) as essentially making independent, mastery-based learning possible. I think it is one of many tools that enable Authentic Learning - which means more than just preparing kids for SAT's and state tests, but going for deeper learning in richer contexts and also fostering student ownership of their learning. - marieb marieb Jun 14, 2015 [Editor's Note: This ties in to existing RQ4 Challenge: Personalizing Learning]

Other Key Points

Games for Education
Games and gamification may be among the most misunderstood topics in edtech. Gamification involves adding points, levels, badges, etc. and is impactful because it shifts the perspective from one of grades, where every mistake or misunderstanding causes the student to be judged and found wanting, to one of mastery where every mistake or misunderstanding just means the student hasn't mastered something yet (and everyone, always has something they haven't mastered yet.) It also has the advantage of applying a metaphor that students understand deeply and already associate with an iterative, mastery-based aproach...they know what it "feels like" to try, try again for a level or a badge as opposed to what it "feels like" to have a permanent failure in the gradebook. Games go deeper than that. Real games have authentic goals where academic learning is a side effect of achieving that goal (as opposed to the oft-cited chocolate-covered broccoli where the game is a reward for performing some academic chore.) Games also provide environments that are ideal for the development of so-called (and yet now passe) 21st century skills. Rather than go into detail here, I refer you to some of my other articles:

Also check out the recent Games for Learning Summit hosted by the Department of Education and Games for Change.
- marieb marieb Jun 14, 2015 [Editor's Note: At the beginning of this year, we decided to retire "Games and Gamification" from the NMC Horizon Project. While there are some amazing educators doing exciting things with games, it was a topic that had been repeatedly voted into and stuck in the mid-term horizon for half a decade by expert panels. That was a sign to us that it was time to retire games and gamification until there were new developments and examples that it would be adopted mainstream.]