| Literature DB >> 34377079 |
Abstract
Educational technologies have captured the attention of researchers, policy makers, and parents. Each year, considerable effort and money are invested into new technologies, hoping to find the next effective learning tool. However, technology changes rapidly and little attention is paid to the changes after they occur. This paper provides an overall picture of the changing trends in educational technology by analyzing the Horizon Reports' predictions of the most influential educational technologies from 2011 to 2021, identifying larger trends across these yearly predictions, and by using bibliometric analysis to evaluate the accuracy of the identified trends. The results suggest that mobile and analytics technologies trended consistently across the period, there was a trend towards maker technologies and games in the early part of the decade, and emerging technologies (e.g., VR, AI) are predicted to trend in the future. Overall, the specific technologies focused on by the HRs' predictions and by educational researchers' publications seem to coincide with the availability of consumer grade technologies, suggesting that the marketplace and technology industry is driving trends (cf., pedagogy or theory).Entities:
Keywords: Bibliometrics; Elementary education; Horizon Reports; Secondary education; Technology trends
Year: 2021 PMID: 34377079 PMCID: PMC8343345 DOI: 10.1007/s10639-021-10689-8
Source DB: PubMed Journal: Educ Inf Technol (Dordr) ISSN: 1360-2357
Fig. 1Technologies predicted to impact education according to the Horizon Reports from 2011 to 2017
Fig. 2Mobile technologies predicted to impact education according to the Horizon Reports from 2011 to 2017
Fig. 3Maker technologies predicted to impact education according to the Horizon Reports from 2011 to 2017
Fig. 4Analytics technologies predicted to impact education according to the Horizon Reports from 2011 to 2017
Fig. 5Game technologies predicted to impact education according to the Horizon Reports from 2011 to 2017
Fig. 6Simulation technologies predicted to impact education according to the Horizon Reports from 2011 to 2017
Fig. 7Artificial intelligence predicted to impact education according to the Horizon Reports from 2011 to 2017
Fig. 8Other technologies predicted to impact education according to the Horizon Reports from 2011 to 2017
The number of educational papers available in Google Scholar from 2011 to 2018 and their corresponding weighting factor
| Year | Number of papers available | Weighting factor ( |
|---|---|---|
| 2011 | 188,000 | 0.825664894 |
| 2012 | 194,000 | 0.800128866 |
| 2013 | 188,000 | 0.825664894 |
| 2014 | 176,000 | 0.881960227 |
| 2015 | 155,000 | 1.001451613 |
| 2016 | 142,000 | 1.093133803 |
| 2017 | 106,000 | 1.464386792 |
| 2018 | 92,800 | 1.672683190 |
The raw and weighted number of educational papers available in Google Scholar from 2011 to 2018
| Year | Mobile | Maker | Analytics | Simulation | Games | AI | Others | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| R | W | R | W | R | W | R | W | R | W | R | W | R | W | |
| 2011 | 1549 | 1279 | 246 | 203 | 101 | 83 | 303 | 250 | 1428 | 1179 | 103 | 85 | 1651 | 1363 |
| 2012 | 1827 | 1462 | 241 | 193 | 203 | 162 | 296 | 237 | 1553 | 1243 | 98 | 78 | 1802 | 1442 |
| 2013 | 2158 | 1782 | 263 | 217 | 210 | 173 | 343 | 283 | 1599 | 1320 | 85 | 70 | 1883 | 1555 |
| 2014 | 2055 | 1812 | 311 | 274 | 351 | 310 | 346 | 305 | 1652 | 1457 | 63 | 56 | 1954 | 1723 |
| 2015 | 2289 | 2292 | 291 | 291 | 377 | 378 | 356 | 357 | 1778 | 1718 | 97 | 97 | 1905 | 1908 |
| 2016 | 2055 | 2246 | 382 | 418 | 516 | 564 | 541 | 591 | 1742 | 1904 | 135 | 148 | 1987 | 2172 |
| 2017 | 2131 | 3121 | 441 | 646 | 551 | 807 | 673 | 986 | 1713 | 2508 | 256 | 375 | 1891 | 2769 |
| 2018 | 2058 | 3442 | 496 | 830 | 564 | 943 | 828 | 1385 | 1800 | 3011 | 488 | 816 | 2032 | 3399 |
Fig. 9The weighted number of publications in Google Scholar by technology cluster from 2011 to 2018
Fig. 10The weighted number of publications in Google Scholar for the mobile technology cluster from 2011 to 2018
Fig. 11The weighted number of publications in Google Scholar for the maker technology cluster from 2011 to 2018
Fig. 12The weighted number of publications in Google Scholar for the analytics technology cluster from 2011 to 2018
Fig. 13The weighted number of publications in Google Scholar for the games cluster from 2011 to 2018
Fig. 14The weighted number of publications in Google Scholar for the simulation technology cluster from 2011 to 2018
Fig. 15The weighted number of publications in Google Scholar for other technology cluster from 2011 to 2018
HRs prediction accuracy across Martin et al. (2011) and the current study
| Accurate | Delayed | Underestimated | Overestimated | |
|---|---|---|---|---|
| Martin et al. ( | Social networking User-created content Game Virtual worlds Mobile | Grassroots video Collaborative web | Extended learning Personal broadcasting Social computing Massive gaming Personal web Social operating systems Knowledge web Learning objects Open content Augmented reality Ubiquitous computing Context-awareness | |
| Current study | Mobile Wearable technology Robotics Learning analytics Virtual reality Augmented reality Artificial intelligence Internet of things | Cloud computing | Apps Game-based learning Online learning | BYOD Makerspaces 3D printing Adaptive learning technologies Analytics technologies Virtual and remoted laboratories Open content Natural user interface Personal learning environments Digital badges |
Systematic reviews for each technology cluster
| Technology cluster | Citation | # Studies reviewed | Overview |
|---|---|---|---|
| Mobile technology | Crompton and Burke ( | 36 | Focuses on mobile learning in mathematics. Most studies focused on mobile phone use in elementary settings and showed positive learning outcomes |
| Crompton et al. ( | 49 | Focuses on mobile learning in science from 2000 to 2016. 51% of studies aimed at designing a system for mobile learning while 29% of the studies evaluated the effectiveness of mobile learning | |
| Liu et al. ( | 63 | Mobile learning in sciences, mathematics, and second-language learning. In comparative studies between mobile learning and traditional learning, majority showed learning gains | |
| Xie et al. ( | 47 | Mobile learning with and without disabilities. All studies reported positive effects of mobile learning in supporting students with disabilities | |
| Maker technology | Benitti ( | 10 | This paper revealed that robotics were mostly applied in STEM courses and reported to improve academic achievement as well as problem solving skills |
| Ford and Minshall ( | 44 | This paper summarized the use of 3D printing in six different education settings (e.g., elementary vs university) | |
| Ioannou and Makridou ( | 9 | Robotics involves students actively interacting with robots to construct knowledge and build social skills | |
| Analytics technology | Bodily and Verbert ( | 93 | The article focuses on analytics reporting systems. Findings suggest mixed results for behavior and achievement but clear improvement for self-awareness and engagement |
| Games technologies | Byun and Joung ( | 17 | The paper reviewed digital game-based learning (DGBL)’s effect on students’ math achievement. Results indicate DGBL produces a small, positive effect |
| Li and Tsai ( | 31 | This paper reviewed DGBL in science from 2000 to 2011. Two thirds of digital games studied were used to teach content knowledge, few promoted problem solving skills, engagement, or affect | |
| Merino-Campos and Fernndez ( | 100 | Studies on video games in physical education from 2010 to 2015; impact on students’ attitudes, cogntive skills, and motor skills discussed | |
| Simulation technology | Hew and Cheung ( | 15 | Focus on 3D immersive virtual worlds. Three central topics include: affective domain, learning outcomes, and social interaction. In general, 3D immersive virtual can improve learning outcomes and foster social interactions |
| Jensen and Konradsen ( | 21 | Application of head-mounted displays (HMDs) in education. HMDs are only helpful in improving cognitive skills, psychomotor skills, and affective skills under specific conditions | |
| Kavanagh et al. ( | 99 | Use of VR across diverse subjects. Improving student intrinsic motivation the main impetus for VR use. Problems associate with virtual reality deployment are also discussed | |
| Artificial Intelligence | Magnisalis et al. ( | 105 | Use of intelligent systems to support collaborative learning. In general, potential to improve learners’ domain knowledge and collaboration skills, but effects limited by learning design and intelligent system’s sophistication |
| Roll and Wylie ( | 47 | Discuses shifting foci of studies on AI in education. Shifts include change from system description and evaluation to modelling and from improving domain knowledge to motivation and collaboration skills |