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Horizon-Scanning: Brave new world or re-inventing wheels?

Kris Lines (Senior Lecturer, Staffordshire University)

Paper presented at the HEA Game-Based Pedagogies workshop: 2nd June (Staffordshire University, UK)

Photo: Paul Bica (Flickr)

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Aims• How do we know what is innovative?• What are the implications for

traditional learning and teaching pedagogies?

• What lessons can we learn NOW?

Photo: Oliver Tacke (Flickr)

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NMC Horizon Report (2014)• Online, Hybrid and Collaborative Learning• Social Media use in learning• The ‘Creator Society’ (UGC)• Data-driven Learning and Assessment (Learning Analytics)• ‘Agile’ approaches to Change• Making Online Learning Natural• Flipped classrooms• 3d Printing• Games & Gamification• Quantified Self (Wearables)• Virtual assistants

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NMC Horizon STEM+ Report (2013)

• Learning Analytics• Mobile learning• Online learning & MOOCs• Virtual & Remote laboratories• 3d Printing• Games & Gamification• Immersive Learning Environments (Simulations)• Wearable Technology & Flexible displays• The ‘Internet of Things’• Machine Learning & Virtual assistants

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OU Innovating Pedagogy Report (2013)

• MOOCs• Badges to accredit learning• Learning Analytics• Seamless learning• Crowd-learning• Digital Scholarship (Openness)• Geo-learning• Learning from Gaming• Maker Culture• Citizen inquiry

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Photo: Karen(Flickr)

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Games

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Social Media

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User-Generated Content (UGC)

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BIG DATA

Photo: Marc Smith(Flickr)

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LEAN / AGILE

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3d PrintingPhoto: Fdecomite (Flickr)

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Virtual Assistant

Photo: Bernard Goldbach (Flickr)

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Seamless Computing

Photo: Maria Elena (Flickr)

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Immersive

Photo: In-World Professionals (Flickr)

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Wearables

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WearablesPhoto: Nicola (Flickr)

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Conclusions

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Questions?