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NMC Horizon Report Video Competition
ELI Annual Meeting
February 13–15, 2017
ELI's NMC Horizon Report Video Competition
The 2016 EDUCAUSE Learning Initiative's NMC Horizon Report Video Competition is now closed. You can view the 2016 submissions below--each of which describes how an organization's project applies to one of the developments in educational technology in NMC's 2016 Higher Education Preview (full report to be posted in early 2016):
- Bring Your Own Device (BYOD)
- Learning Analytics & Adaptive Learning
- Augmented Reality
- Affective Computing
Submitted two-minute videos describe how a project applies to one of the developments in educational technology in the 2016 Higher Education Preview. Qualifying submissions should 1) address one of the horizon report areas 2) involve faculty members and/or students 3) clearly demonstrate how the project supports student learning and engagement, and 4) employ a pedagogical method or technology that is innovative.
The NMC Horizon Report: Higher Education provides insight into the technologies that are most likely to make a significant impact in postsecondary education across three time horizons, based on the consensus opinions of the self-nominated advisory board.
View the 2016 submissions
Video submissions will be reviewed by a panel made up of members from the teaching and learning community. Winners will be announced at the General Session on Thursday of the ELI Annual Meeting 2016 in San Antonio Texas.
1. St. Norbert College
Contact: Ben Hommerding
Our Makerspace at St. Norbert College, called the Sandbox, supports students, staff and our community by offering events, training, and a place to explore. Our students staff and provide programming in the Sandbox. SNC continues to expand our offerings and will add drones, virtual reality and more very soon.
2. Emporia State University
Category: Adaptive Learning
Contact: Anna Catterson
Transforming the online environment to a more interactive space through the use of Lightboards. A lightboard is a sheet of glass, mounted on aluminum steel and illuminated with LED lights. ESU faculty members record a lecture and use the lightboard to present ideas and content.
3. Wellesley College
Contact: Jordan Tynes
Wellesley's Library and Technology Services uses several makerspace technologies to support a project for a course on the history of books. This unique workflow allows students to study and recreate wood block prints from a book that was originally printed in 1514.
4. Yale University
Category: Learning Analytics & Adaptive Learning (Shift to Deep Learning Approaches, Increasing Use of Blended Learning Designs Challenges: Personalized Learning)
Contact: Edward O'Neill
In 2014, Yale Math Lecturer Jim Rolf began the process of 'flipping' Math 115: one of Yale's introductory calculus courses. Jim teamed up with Yale's Broadcast Center and Office of Online Education and Digital Dissemination. Graphics-intensive videos and online quizzes moved basic concept instruction outside the classroom so class time could be dedicated to more personalized instruction.
5. University of Southern California, Los Angeles
Contact: Susan Metros
The USC Iovine and Young Academy for Arts, Technology and the Business of Innovation's Garage is a dynamic, state-of-the-art workspace that fosters creativity, fine-tunes skills and encourages collaboration. With networking spaces and maker and fabrication studios, students work closely with faculty and industry mentors to see their ideas come to life. Here is the dropbox link to USC's Roski School of Art and Design's video on our Makerspace—The Garage.
6. University of Massachusetts (UMass) Medical School
Category: Bring Your Own Device (BYOD)
Contact: Michael DeBlasi
UMass Medical School has a BYOD policy for their School of Medicine and Graduate School of Nursing programs. We do not have computer labs large enough to hold the students for high stakes testing so we did a pilot program with Chromebooks to enable a 'popup' lab for testing. This approach reduces the amount of setup time and IT resources significantly, reduces student anxiety of the responsibility to have their personal device be compatible with test software, and has the promise to be an option as a secure low cost student device to access all their curriculum materials for coursework. We briefly review the hurdles to get a new device into the system and the longer term benefits as a supplement to the BYOD environment.
7. CSU Channel Islands
Category: Robotics (Humanizing the Remote Work Experience with Mobile Apps and Robotics)
Contact: Michelle Pacansky-Brock
The Teaching and Learning Innovations team at California State University, Channel Islands uses an evolving collection of mobile apps and a telepresence robot to bridge the 400-mile distance between campus and one remote team member. Our work experiences inform how we support faculty and envision the future learning. (edtech developments: robotics and BYOD)
8. St. Norbert College
Category: Bring Your Own Device (BYOD)
Contact: Daniel Lynds
St. Norbert College's Computer Science Lab redesign was undertaken to take advantage of our recently implemented Bring Your Own Device policy. We focused on putting the technology into the hands of the students and allow them to collaborate in active learning scenarios.
9. Singapore Management University
Category: Learning Analytics & Adaptive Learning
Contact: Jan Setyawan
Singapore Management University's classrooms and specialised labs are purpose-built teaching and learning spaces to complement SMU's interactive teaching pedagogy. Refined from many iterative feedback from Faculty and Students, these spaces leveraged on innovative technologies enabling Faculty to deliver teaching and learning outcomes effectively and for Students, a richer learning experience.
10. Mater Christi College
Contact: Roland Gesthuizen
Our mission is to challenge international students to collaborate and design, build and model a smart city consisting of intelligent vehicles and infrastructure, programming a navigation algorithm to autonomously guide vehicles through a series of road-safety traffic challenges. Moonshots live in the gray area between audacious technology and pure science fiction. Our shared maker-space empowers students around the globe to build and control their future.
11. Tecnológico de estudios Superiores de Monterrey
Contact: Héctor Manuel Ocampo Orona
Today with the emergent digital technologies, we could conceive a different way to perceive Math learning. We are concerned with the conceptualization of a didactic strategy including technology for the student interaction with the mathematical knowledge. Understanding technology as an instrument should include the promotion of a thinking process to learn through technology interaction.
12. Grand Valley State University
Contact: Eric Kunnen
The Atomic Object Technology Showcase at Grand Valley State University is focused on accelerating #EdTech adoption in education by providing space to experience and interact with a wide array of emerging technologies such as: Internet of Things, Wearable Computing, Augmented/Virtual Reality, and 3D Printing.
13. The University of Texas at Austin
Category: Adaptive Learning
Contact: Kenneth D. Tothero
The University of Texas’ Doctor of Pharmacy program admits students with as little as 60 credits of targeted coursework. A resulting variance in entry-level knowledge led instructors to lament the need for considerable remediation. This project describes an adaptive approach to providing incoming students with personalized reviews in critical content.
14. Tecnologico de Monterrey
Contact: Luis Eduardo Luévano Belmonte
The objective of this project is to humanize the traditional videoconference, making the students having different kind of emotions, feeling that the teacher were really with them. We use a telepresence robot and holographic projections, in real-time, in order so that students can feel like the teacher were in person.
15. Cork Institute of Technology
Category: Learning Analytics and Adaptive Learning
Contact: Shane Cronin
Red Ink is an online assessment tool that uses interactive rubrics to create more efficient, transparent assessment. Key to the application is its analytics feature which allows instructors to determine areas of assessment that need more targeted learning material or support and to identify trends across multiple assessments.
16. Abilene Christian University
Contact: Dr. Kyle Dickson
ACU students in the Master's in Occupational Therapy program spend a semester working in the new Maker Lab designing prosthetics and therapeutic devices. In this spotlight, two graduate students describe how a 3D-printed foot roller changed the way they approach their work with patients.
17. California State University, Monterey Bay
Category: Active Computing
Contact: Pat Watson
This project is part of a Title 5 grant. The project’s goal is to connect artistically oriented, largely minority students to advanced tech through the arts by emphasizing the art and concept of game design, starting from analog prototypes and moving to digital.
18. Union College
Contact: Amanda Ervin
The MakerWeb Consortium is a networked Makerspace at Union College. We have multiple "Nodes" that support Maker activity. As students develop the skills to lead innovation, they are also encouraged to consider the long term applications of what they invent.
19. Montgomery County Community College
Contact: Joshua Mitchell
The QuadForge project is producing durable, efficient, autonomous quadrotors. Having demonstrated successful drone weatherization, we are now aiming to provide enhanced ground control, maximize flight time, and develop new antennas to increase the range of telemetry transmissions and streaming video. This video demonstrates our community outreach through the QuadForge project.
20. Tecnológico de Monterrey Escuela de Medicina
Contact: Irma E. Eraña-Rojas
In our Pathology courses we use technology enhanced active learning, students need to bring their own device (BOYD) to participate actively in their learning process. Different activities are designed using technology as an aid, favoring engagement and facilitating the understanding of difficult content to improve students’ performance in the course.
21. Penn State University
Contact: Ryan Wetzel
The Maker Commons at Penn State spurs active learning for instructors and students of all disciplines through innovation with emerging technologies. Framed by design thinking, the Penn State Maker Commons supports users with training and workshops for 3D printing and rapid prototyping.
(collaborative research project with 12 different partners)
Contact: Lorna Stokes
Practice-based Experiential Learning Analytics Research And Support (PELARS) is a project about learning and making.
It’s a European research project looking at how teachers, learners and technologies can support one another in hands-on learning of science, technology, engineering and math. PELARS has received funding from the European Commission's Seventh Framework
23. The University of Arizona
Contact: Luis G Carrion
The University of Arizona Office of Digital Learning is committed to advancing cultures of change and innovation across the campus community. Working in conjunction with The Eller College of Management and as part of their Honors experience in MIS 111, Eller pre-business freshman Honors students were challenged to think as business entrepreneurs and propose how cutting-edge apps and other web-based resources can be used in a variety of classes in colleges across campus. MIS 111 Honors Students assisted a number of faculty members in evaluating the use of twenty-six new technologies in a variety of classes across the UofA campus.
24. City University London and University of Sheffield
Category: Augmented Reality
Contact: Farzana Latif
Clinical skills are an essential component of healthcare education for trainee nurses; simulated practice is used to orientate students to the clinical environment. Overlaying relevant resources over equipment, dummies and key areas within a clinical skills lab supported experiential and self-paced learning. Students found this visual support memorable and engaging.
25. Binghamton University
Contact: Logan Robinson
The Emerging Technology Studio (ETS) at Binghamton University was developed to provide access to cutting edge technologies and resources that are not otherwise available to students, faculty and staff. Technologies include 3D modeling, scanning, and printing, as well as electronics workbenches and other resources. ETS is available to all students, regardless of major, and various certifications are offered to help educate members on how to use these tools. Going forward, the makerspace will continue to grow, expanding its resources as new technologies emerge.
26. Minnesota State University, Mankato
Contact: Jude Higdon-Topaz
The Maverick Course Learning Assistant for Student Success (MavCLASS) app is a personal learning assistant that motivates MSU students toward proactive, self-regulated learning behaviors that can improve learning outcomes. Targeted toward diverse, first-generation college-educated students, this pilot project leverages students’ personal mobiles and helps keep them on-track in their studies.