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).
Similar content being viewed by others
Explore related subjects
Discover the latest articles and news from researchers in related subjects, suggested using machine learning.Data availability
Source data used for this study can be found on the authors’ website.
References
Anderson, P. L., Price, M., Edwards, S. M., Obasaju, M. A., Schmertz, S. K., Zimand, E., & Calamaras, M. R. (2013). Virtual reality exposure therapy for social anxiety disorder: A randomized controlled trial. Journal of Consulting and Clinical Psychology, 81(5), 751.
Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M.-T. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. Computers & Education, 53, 74–85.
Artym, C., Carbonaro, M., & Boechler, P. (2016). Pre-service teachers designing and constructing “good digital games”. Australian Educational Computing, 31(1).
Benitti, F. B. V. (2012). Exploring the educational potential of robotics in schools: A systematic review. Computers & Education, 58(3), 978–988.
Bergman, E. M. L. (2012). Finding citations to social work literature: The relative benefits of using Web of Science, Scopus, or Google Scholar. The Journal of Academic Librarianship, 38(6), 370–379.
Bodily, R., & Verbert, K. (2017). Review of research on student-facing learning analytics dashboards and educational recommender systems. IEEE Transactions on Learning Technologies, 10(4), 405–418.
Bonk, C. J. (2009). The world is open: How web technology is revolutionizing education (pp. 3371–3380). Association for the Advancement of Computing in Education (AACE).
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers and Education, 94, 178–192.
Byun, J., & Joung, E. (2018). Digital game-based learning for K–12 mathematics education: A meta-analysis. School Science and Mathematics, 118(3–4), 113–126.
Crompton, H., Burke, D., & Gregory, K. H. (2017). The use of mobile learning in PK-12 education: A systematic review. Computers & Education, 110, 51–63.
Crompton, H., Burke, D., Gregory, K. H., & Gräbe, C. (2016). The use of mobile learning in science: A systematic review. Journal of Science Education and Technology, 25(2), 149–160.
Daim, T. U., Rueda, G., Martin, H., & Gerdsri, P. (2006). Forecasting emerging technologies: Use of bibliometrics and patent analysis. Technological Forecasting and Social Change, 73(8), 981–1012.
Dubé, A. K., & Keenan, A. (2016). Are games a viable home numeracy practice? In B. Blevins-Knabe & A. M. B. Austin (Eds.), Early childhood mathematics skill development in the home environment (pp. 165–184). Springer.
Dubé, A. K., & McEwen, R. N. (2015). Do gestures matter? The implications of using touchscreen devices in mathematics instruction. Learning and Instruction, 40, 89–98. https://doi.org/10.1016/j.learninstruc.2015.09.002
Dubé, A. K., & McEwen, R. (2017). Abilities and affordances: Factors influencing successful child-tablet interactions. Educational Technology Research & Development, 65, 889–908.
Eisenberg, M. (2013). 3D printing for children: What to build next? International Journal of Child-Computer Interaction, 1(1), 7–13.
Ely, D. P. (1996). Trends in educational technology 1995. Information Resources Publications.
Ford, M. (2015). Rise of the robots: Technology and the threat of a jobless future. Basic Book.
Ford, S., & Minshall, T. (2019). Invited review article: Where and how 3D printing is used in teaching and education. Additive Manufacturing, 25, 131–150.
Fourie, I., & Meyer, A. (2015). What to make of makerspaces. Library High Tech, 33, 519–525.
Freeman, A., Becker, S. A., & Cummins, M. (2017). NMC/CoSN Horizon Report: 2017. The New Media Consortium.
Games, I. A. (2010). “Gamestar Mechanic”: Learning a designer mindset through communicational competence with the language of games. Learning, Media, and Technology, 35, 31–52.
Han, K., & Shin, J. (2014). A systematic way of identifying and forecasting technological reverse salients using QFD, bibliometrics, and trend impact analysis: A carbon nanotube biosensor case. Technovation, 34(9), 559–570.
Harold A., Linstone Murray, Turoff (2011) Delphi: A brief look backward and forward. Technological Forecasting and Social Change 78(9) 1712–1719. https://doi.org/10.1016/j.techfore.2010.09.011
Harzing, A. W. (2010). The publish or perish book. Tarma Software Research Pty Limited.
Hew, K. F., & Cheung, W. S. (2010). Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research. British Journal of Educational Technology, 41(1), 33–55.
Hirsh Pasek, K., Zosh, J. M., Golinkoff, R. M., Gray, J. H., Robb, M. B., & Kaufman, J. (2015). Putting education in “educational” apps: Lessons from the science of learning. Psychological Science, 16(1), 3–34. https://doi.org/10.1177/1529100615569721
Huang, L., Zhang, Y., Guo, Y., Zhu, D., & Porter, A. L. (2014). Four dimensional science and technology planning: A new approach based on bibliometrics and technology roadmapping. Technological Forecasting and Social Change, 81, 39–48.
Hutchison, A., & Woodward, L. (2014). A planning cycle for integrating digital technology into literacy instruction. The Reading Teacher, 67(6), 455–464.
Ioannou, A., & Makridou, E. (2018). Exploring the potentials of educational robotics in the development of computational thinking: A summary of current research and practical proposal for future work. Education and Information Technologies, 23(6), 2531–2544.
Jensen, L., & Konradsen, F. (2018). A review of the use of virtual reality head-mounted displays in education and training. Education and Information Technologies, 23(4), 1515–1529.
Johnson, L., Adams, S., & Haywood, K. (2011). NMC Horizon Report: 2011 K-12 Edition. The New Media Consortium.
Karvounidis, T., Chimos, K., Bersimis, S., & Douligeris, C. (2018). Factors, issues and interdependencies in the incorporation of a Web 2.0 based learning environment in higher education. Education and Information Technologies, 23, 935–955. https://doi.org/10.1007/s10639-017-9644-8
Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic review of Virtual Reality in education. Themes in Science and Technology Education, 10(2), 85–119.
Kiili, K., Ketamo, H., Koivisto, A., & Finn, E. (2014). Studying the user experience of a tablet based math game. International Journal of Game-Based Learning, 4(1), 60–77. https://doi.org/10.4018/IJGBL.2014010104
Kim, J. (2017). Big data, health informatics, and the future of cardiovascular medicine. Journal of the American College of Cardiology, 69, 899–902.
Landers, R. N. (2014). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45, 752–768.
Li, M. C., & Tsai, C. C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22(6), 877–898.
Li, Y., Linke, B. S., Voet, H., Falk, B., Schmitt, R., & Lam, M. (2017). Cost, sustainability and surface roughness quality—A comprehensive analysis of products made with personal 3D printers. CIRP Journal of Manufacturing Science and Technology, 16, 1–11. https://doi.org/10.1016/j.cirpj.2016.10.001
Liu, M., Scordino, R., Geurtz, R., Navarrete, C., Ko, Y., & Lim, M. (2014). A look at research on mobile learning in K–12 education from 2007 to the present. Journal of Research on Technology in Education, 46(4), 325–372.
Loup, G., Serna, A., Iksal, S., & George, S. (2016) Immersion and persistence: Improving learners’ engagement in authentic learning situations. Vol. 9891 LNCS. In 11th European conference on technology enhanced learning, EC-TEL 2016 (pp. 410–415). Springer.
Loy, J. (2014). eLearning and eMaking: 3D printing blurring the digital and the physical. Education Sciences, 4, 108–121.
Machin, S. J., McNally, S., & Silva, O. (2006). New technology in schools: Is there a payoff?
Madrigal, E., Prajapati, S., & Hernandez-Prera, J. C. (2016). Introducing a virtual reality experience in anatomic pathology education. American Journal of Clinical Pathology, 146(4), 462–468. https://doi.org/10.1093/ajcp/aqw133
Magnisalis, I., Demetriadis, S., & Karakostas, A. (2011). Adaptive and intelligent systems for collaborative learning support: A review of the field. IEEE Transactions on Learning Technologies, 4(1), 5–20.
Martin, S., Diaz, G., Sancristobal, E., Gil, R., Castro, M., & Peire, J. (2011). New technology trends in education: Seven years of forecasts and convergence. Computers & Education, 57(3), 1893–1906. https://doi.org/10.1016/j.compedu.2011.04.003
Martin, S., López-Martín, A., Lopez-Rey, J., Cubillo, A., Moreno-Pulido, A., & Castro, M. (2018). Analysis of new technology trends in education: 2010–2015. IEEE Access, 6, 36840–36848. https://doi.org/10.1109/ACCESS.2018.2851748
McEwen, R., & Dubé, A. K. (2017). Understanding tablets from early childhood to adulthood: Encounters with touch technology. Routledge.
McGregor, V. K., Calderon, S. H., & Tonelli, R. D. (2013). Big data and consumer financial information. Business Law Today, Nov, 1–4.
McLean, K. J. (2016). The implementation of bring your own device (BYOD) in primary [elementary] schools. Frontiers in Psychology, 7, 24–33. https://doi.org/10.3389/fpsyg.2016.01739
Merino-Campos, C., & del Castillo Fernndez, H. (2016). The benefits of active video games for educational and physical activity approaches: A systematic review. Journal of New Approaches in Educational Research (NAER Journal), 5(2), 115–122.
Moro, A., Boelman, E., Joanny, G., & Garcia, J. L. (2018). A bibliometric-based technique to identify emerging photovoltaic technologies in a comparative assessment with expert review. Renewable Energy, 123, 407–416.
Morries, S. (2002). A visualization system for exploring document databases for technology forecasting. Computers & Industrial Engineering, 43(4), 841–862.
Nevski, E., & Siibak, A. (2016). The role of parents and parental mediation on 0–3-year olds’ digital play with smart devices: Estonian parents’ attitudes and practices. Early Years, 36(3), 227–241.
Norton, M. J. (2001). Introductory concepts in information science. Information Processing & Management, 37(5), 764–766.
OECD. (2018). Internet access (indicator). Retrieved July 6, 2018, from https://doi.org/10.1787/69c2b997-en
Outhwaite, L. A., Gulliford, A., & Pitchford, N. J. (2017). Closing the gap: Efficacy of a tablet intervention to support the development of early mathematical skills in UK primary school.
Papert, S. (1980). Mindstorms: Children, computers, and powerful idea. Basic Books.
Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54, 498–505.
Plass, J. L., Mayer, R. E., & Homer, B. D. (Eds.). (2020). Handbook of game-based learning. The MIT Press.
Rasheed, F., Onkar, P., & Narula, M. (2015). Immersive virtual reality to enhance the spatial awareness of students. Paper presented at the 7th international conference on human computer interaction, India.
Richey, E. C. (2008). Reflections on the 2008 AECT definitions of the Field. TechTrends, 52(1), 24–25. https://doi.org/10.1007/s11528-008-0108-2
Reiser, R. A., & Ely, D. P. (1997). The field of educational technology as reflected through its definitions. Educational Technology Research and Development, 45(3), 63–72. https://doi.org/10.1007/BF02299730
Robertson, A. (2019, October). Google is discontinuing the Daydream View VR headset, and the Pixel 4 won’t support Daydream. https://www.theverge.com/2019/10/15/20915609/google-pixel-4-no-daydream-support-view-vr-headset-discontinued
Roll, I., & Wylie, R. (2016). Evolution and revolution in artificial intelligence in education. International Journal of Artificial Intelligence in Education, 26(2), 582–599. https://doi.org/10.1007/s40593-016-0110-3
Shuler, C. (2012). iLearn: A content analysis of the iTunes App Store's Education Section. New York
Skinner, B. F. (1954). The science of learning and the art of teaching. Harvard Educational Review, 24(2), 86–97.
Skinner, B. F. (1958). Teaching machines: From the experimental study of learning come devices which arrange optimal conditions for self-instruction. Science, 128(3330), 969–977.
Skinner, B. F. (1968). The technology of teaching. Appleton-Century-Crofts.
Stelzer, B., Meyer-Brötz, F., Schiebel, E., & Brecht, L. (2015). Combining the scenario technique with bibliometrics for technology foresight: The case of personalized medicine. Technological Forecasting and Social Change, 98, 137–156.
Tawfik, A. A., Reeves, T. D., & Stich, A. (2016). Intended and unintended consequences of educational technology on social inequality. TechTrends, 60(6), 1–8. https://doi.org/10.1007/s11528-016-0109-5
Teng, C., Chen, J., & Chen, Z. (2018). Impact of augmented reality on programming language learning: Efficiency and perception. Journal of Educational Computing Research, 56(2), 254–271.
Toh, L. P. R., Causo, A., Tzuo, P.-W., Chen, I., & Yeo, S. H. (2016). A review on the use of robotics in education and young children. Educational Technology & Society, 19, 148–163.
Turner, H., Resch, G., Southwick, D., McEwen, R., Dubé, A. K., & Record, I. (2017). Using 3D printing to enhance understanding and engagement with young audiences: Lessons from workshops in a museum. Curator: the Museum Journal, 60(3), 311–333.
Vanderlinde, R., Hermans, R., & van Braak, J. (2010). ICT research and school performance feedback: A perfect marriage? Educational Studies, 36(3), 341–344.
Voivonta, T., & Avraamidou, L. (2018). Facebook: A potentially valuable educational tool? Educational Media International, 55(1), 34–48.
Xie, J., Basham, J. D., Marino, M. T., & Rice, M. (2018). Reviewing research on mobile learning for students with and without disabilities in k-12 educational settings. Journal of Special Education Technology, 33, 27–39.
Yeo, W., Kim, S., Park, H., & Kang, J. (2015). A bibliometric method for measuring the degree of technological innovation. Technological Forecasting and Social Change, 95, 152–162.
Young, M. F., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., SiTran, M., & Yukhymenko, M. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82(1), 61–89. https://doi.org/10.3102/0034654312436980
Yu, T., & Jo, I-H. (2014). Educational technology approach toward learning analytics: Relationship between student online behavior and learning performance in higher education. In Proceedings of the fourth international conference on learning analytics and knowledge (LAK '14), ACM, New York, NY (pp. 269–270).
Zhang, M., Trussell, R. P., Gallegos, B., & Asam, R. R. (2015). Using math apps for improving student learning: An exploratory study in an inclusive fourth grade classroom. TechTrends, 59(2), 32–39. https://doi.org/10.1007/s11528-015-0837-y
Zhang, J., Zhang, X., Jiang, S., Ordóñez de Pablos, P., & Sun, Y. (2018). Mapping the study of learning analytics in higher education. Behaviour & Information Technology, 37(10–11), 1142–1155.
Funding
No funding was used in support of this work.
Author information
Authors and Affiliations
Corresponding author
Ethics declarations
Conflict of interest
There is no potential conflict of interest in the working being described here.
Additional information
Publisher's Note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Appendix
Rights and permissions
About this article
Cite this article
Dubé, A.K., Wen, R. Identification and evaluation of technology trends in K-12 education from 2011 to 2021. Educ Inf Technol 27, 1929–1958 (2022). https://doi.org/10.1007/s10639-021-10689-8
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10639-021-10689-8