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Aacu2013futures

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  • The National Institute for Technology in Liberal Education (NITLE) works with a diverse community of liberal arts colleges and universities. This national network is focused on developing a deep understanding of the undergraduate student experience, the impact of the broader technological environment on teaching and learning, and the future of liberal education.
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    • 1. Communitiesof practiceResearchJoint projectsOutreach
    • 2.  Network platform: events f2f/online Partnerships Translation
    • 3.  Extraordinary political or economic event Technology breakthrough (ex: AI, unrest)
    • 4.  Multiple sources Should belongitudinal
    • 5.  Social networks Iterated resource feeds Scanner contributes content
    • 6. Next 20 years?ScreeningInteractingSharingFlowingAccessing Pattern recognition:Generating Deductions from scanning -Kevin Kelly
    • 7.  Assemble experts Probe for opinions Rank and distill ideas Reiterate
    • 8. Time-to-Adoption Horizon:One Year or LessMassively Open Online CoursesTablet Computing
    • 9. Time-to-Adoption Horizon:Two to Three YearsBig Data and Learning AnalyticsGame-Based Learning
    • 10. Time-to-AdoptionHorizon: Four to Five Years3D PrintingWearable Technology
    • 11.  Propositions in time  Shares to be traded
    • 12.  Continuous  Quant. + Qual. Distributed  Affordances of feedback play
    • 13. Stories about futures  Roles and times Event and response  Emergent practices and Creativity patterns
    • 14. Integrate previous methods: Select drivers – environmental scan Identify trends – Delphi reports Test trends - extrapolation Test propositions – prediction markets
    • 15.  More Asian liberal  More Asian than arts campuses Hispanic immigrants State university  Certification rising gaming company  New OLI use cases Social media growth  Kickstarter continues continues to grow "Generation Screwed"  One R1 tries to cut vs seniors online libraries down Microsoft tablet  Academic unions crit Google US-sources distance learning hardware July 2012 scan sample
    • 16.  Senior job  Google Glass video retention shooting Government-  3d printing lab supported maker equipment classes  US R+D low MOOCs: more;  MBA bubble? mutations  Adjunct Google Course- builder discrimination by time New badges initiative September 2012 scan sample
    • 17.  British MOOC  cloud computing enterprise price war  printer sales stagnate  The United States birthrate fell to its  Android dominates smartphones lowest level since  3d printing in 1920 Staples  student-library  adjunct union disconnection organization  academic social  enrolled media use cases undergraduatesJanuary 2013 scan sample decline
    • 18.  Demographic  Open edu expands crunch and few  Digital humanities spikes grows  More MOOCs  Athletics spending does well  Online  Shale oil -> edu coursetaking spending rises  Facebook search  F2f enrollment launches stallsFebruary 2013 scan sample
    • 19. 1. Economics and college finances2. Communities and populations3. Teaching and learning and tech4. Technology ecosystem5. The future of liberal education6. MOOCs7. Scholarship
    • 20. Mark Weiser, 1988ff Example:"The Computer for the Twenty-First Century" (1991)“The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.”
    • 21. First, the light stuff Museum tours GPS navigators (Garmin) Location services (Yelp)
    • 22. Search the world
    • 23. Multimedia lives here
    • 24. AR art
    • 25. Gartner: end of the mouseTouch screen (iOS)Handhelds (Wii)Nothing (Kinect)
    • 26.  Median age of gamers shoots past 35 Industry size comparable to music Impacts on hardware, software, interfaces, othe r industries Large and growing diversity of platforms, topics, genres, niches, pl
    • 27. Anecdata: number of Facebook CityVille players: 23,900,000 (as of July 2012, http://www.appdata.com/?AFB_redir=1 )
    • 28. Gamesserious,public, andpolitical • Oiligarchy, Molle Industries • Jetset, Persuasive Games • The Great Shakeout, California • DimensionM, Tabula Digita
    • 29. Imperial gamification
    • 30. (political andmundane)
    • 31. Use games to impact society
    • 32. 1. Phantom Learning2. Open world3. The Lost Decade4. The Serpent Digests a Very Large Mammal5. Renaissance
    • 33. Post-tsunamiSchools are rare and distantInformation is plentiful and nearby
    • 34. Information on demandInstructors, peers “ “Grading outsourcedMultimedia: social, personalized
    • 35. InstitutionsFunction: content supplementsFaculty: adjunct rōninAccreditation: online, multiple, display-
    • 36. InstitutionsLibrary:media production campProfessional development: via social media
    • 37. Students spent more time in K-12 with online classes than face-to- face onesK-12 as social center, working parent support spacesLibraries are softwareBuildings without AR look naked
    • 38. No good categorical name: …which sometimes indicates the future
    • 39. Open content, ope n access, open source• Very Web-centric
    • 40. Global conversations increase, filter bubble popsMore access, more informationLots of creativity
    • 41. Information prices dropFaculty creativity, flexibility growIT “ “ “Academic content unleashed on the world
    • 42. Industries collapseAuthorship mysteriousSome low quality tech (videoconf.)Some higher costsMore malware + less privacy
    • 43. Tech challengesOutsourcing and offshoringPLE beats LMSCrowdsourcing faculty workInformation literacy central
    • 44. Internet has always been openWeb <> moneyOnline identity has always been fictional, playful
    • 45. Mediabattles
    • 46. Higher education landscape:Two Cultures redux: STEM vs New LeftAdjunct faculty 95%Public institutions’ shrunken footprintsScholarly publication 1/3rd 2000 level
    • 47. Higher education landscape:Accreditation: the source of closuresLibraries: rare and/or smallerProfessional development: distance, DiY
    • 48.  Great Recession began in 1st grade One or more family members unemployed“ “ “ “ “ underemployed Public education has always been stretched to breaking point/poor Public-private gap even wider Online learning can beat their schools “Library” denotes digital collection
    • 49.  Economic growth returns to US (energy, medical, nanotech vs world) 17-22-year-old niche revitalized (K-12 failure) Full-time faculty stabilize (AAUP-ALA strike) Digital tech firewalled from class (i.e., tv + film)
    • 50. Higher education landscape:Supplemental rather than transformative techLogistical instead of pedagogical techAcademics include tech in old structures (classes, publication)Reconfigured to protect IP
    • 51. 18-year-olds were .ppt proficient by5th gradeSchools <> digital lifeThey find their parents’ recollections of life before the web are oddly charming
    • 52. Gamingworld
    • 53. Classroom and courses Curriculum content Delivery mechanism Creating games Peacemaker, Impact Games Revolution (via Jason Mittell)
    • 54. •Joost Raessens and Jeffrey Goldstein, eds,Handbook of Computer Game Studies (MIT, 2005)•Frans Mayra, An Introduction to Game Studies(Sage, 2008)•Pat Harrigan and Noah Wardrip-Fruin, eds. ThirdPerson: Authoring and Exploring Vast Narratives(MIT, 2009)
    • 55. Changes in hardware, softwarePart of undergraduate lifeLearning content, both informal and formalCareer paths
    • 56. Higher education landscape: Accreditation: drives project-based, studio-style pedagogy Libraries: gaming production, archiving Professional development: distance, DiY Faculty multimedia production is the norm
    • 57. Elsewhere in the world:War on IP ragesNostalgia waves for old mediaCompeting storytelling schools
    • 58.  Most students identified with one+ game characters in K-12 Leading game developers are as well known as movie directors Most of their work and school is gamified
    • 59. 1. Phantom Learning2. Open world3. The Lost Decade4. The Serpent Digests a Very Large Mammal5. Renaissance
    • 60. NITLE http://nitle.org NITLE prediction markets game http://markets.nitle.org/ Bryan on Twitterhttp://twitter.com/BryanAlexander