Aacu2013futures

459
-1

Published on

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total Views
459
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
6
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide
  • 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.
  • Aacu2013futures

    1. 1. Communitiesof practiceResearchJoint projectsOutreach
    2. 2.  Network platform: events f2f/online Partnerships Translation
    3. 3.  Extraordinary political or economic event Technology breakthrough (ex: AI, unrest)
    4. 4.  Multiple sources Should belongitudinal
    5. 5.  Social networks Iterated resource feeds Scanner contributes content
    6. 6. Next 20 years?ScreeningInteractingSharingFlowingAccessing Pattern recognition:Generating Deductions from scanning -Kevin Kelly
    7. 7.  Assemble experts Probe for opinions Rank and distill ideas Reiterate
    8. 8. Time-to-Adoption Horizon:One Year or LessMassively Open Online CoursesTablet Computing
    9. 9. Time-to-Adoption Horizon:Two to Three YearsBig Data and Learning AnalyticsGame-Based Learning
    10. 10. Time-to-AdoptionHorizon: Four to Five Years3D PrintingWearable Technology
    11. 11.  Propositions in time  Shares to be traded
    12. 12.  Continuous  Quant. + Qual. Distributed  Affordances of feedback play
    13. 13. Stories about futures  Roles and times Event and response  Emergent practices and Creativity patterns
    14. 14. Integrate previous methods: Select drivers – environmental scan Identify trends – Delphi reports Test trends - extrapolation Test propositions – prediction markets
    15. 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. 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. 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. 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. 19. 1. Economics and college finances2. Communities and populations3. Teaching and learning and tech4. Technology ecosystem5. The future of liberal education6. MOOCs7. Scholarship
    20. 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. 21. First, the light stuff Museum tours GPS navigators (Garmin) Location services (Yelp)
    22. 22. Search the world
    23. 23. Multimedia lives here
    24. 24. AR art
    25. 25. Gartner: end of the mouseTouch screen (iOS)Handhelds (Wii)Nothing (Kinect)
    26. 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. 27. Anecdata: number of Facebook CityVille players: 23,900,000 (as of July 2012, http://www.appdata.com/?AFB_redir=1 )
    28. 28. Gamesserious,public, andpolitical • Oiligarchy, Molle Industries • Jetset, Persuasive Games • The Great Shakeout, California • DimensionM, Tabula Digita
    29. 29. Imperial gamification
    30. 30. (political andmundane)
    31. 31. Use games to impact society
    32. 32. 1. Phantom Learning2. Open world3. The Lost Decade4. The Serpent Digests a Very Large Mammal5. Renaissance
    33. 33. Post-tsunamiSchools are rare and distantInformation is plentiful and nearby
    34. 34. Information on demandInstructors, peers “ “Grading outsourcedMultimedia: social, personalized
    35. 35. InstitutionsFunction: content supplementsFaculty: adjunct rōninAccreditation: online, multiple, display-
    36. 36. InstitutionsLibrary:media production campProfessional development: via social media
    37. 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. 38. No good categorical name: …which sometimes indicates the future
    39. 39. Open content, ope n access, open source• Very Web-centric
    40. 40. Global conversations increase, filter bubble popsMore access, more informationLots of creativity
    41. 41. Information prices dropFaculty creativity, flexibility growIT “ “ “Academic content unleashed on the world
    42. 42. Industries collapseAuthorship mysteriousSome low quality tech (videoconf.)Some higher costsMore malware + less privacy
    43. 43. Tech challengesOutsourcing and offshoringPLE beats LMSCrowdsourcing faculty workInformation literacy central
    44. 44. Internet has always been openWeb <> moneyOnline identity has always been fictional, playful
    45. 45. Mediabattles
    46. 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. 47. Higher education landscape:Accreditation: the source of closuresLibraries: rare and/or smallerProfessional development: distance, DiY
    48. 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. 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. 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. 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. 52. Gamingworld
    53. 53. Classroom and courses Curriculum content Delivery mechanism Creating games Peacemaker, Impact Games Revolution (via Jason Mittell)
    54. 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. 55. Changes in hardware, softwarePart of undergraduate lifeLearning content, both informal and formalCareer paths
    56. 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. 57. Elsewhere in the world:War on IP ragesNostalgia waves for old mediaCompeting storytelling schools
    58. 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. 59. 1. Phantom Learning2. Open world3. The Lost Decade4. The Serpent Digests a Very Large Mammal5. Renaissance
    60. 60. NITLE http://nitle.org NITLE prediction markets game http://markets.nitle.org/ Bryan on Twitterhttp://twitter.com/BryanAlexander
    1. A particular slide catching your eye?

      Clipping is a handy way to collect important slides you want to go back to later.

    ×