"My dream is that every class goes digital by 2020. The education must be connected to real life, it can't evolve into a parallel World”(25/09/2013)
Mrs Neelie Kroes
Vice-president of the European Commission in charge of the digital strategy
1. 1
How digital innovations contribute to reshaping the education
industry boundaries?
The Education Industry
Michael VOSAVANH
Joseph PATEGOU
François PISANO
2. 2
"The world of education is changing radically, from primary school to university and
beyond: regardless of the age of learners, educational content based on open
technologies will soon be unavoidable and not just useful”(25/09/2013)
Mrs Androulla Vassiliou
European Commissioner for Education, Culture, Multilingualism and Youth
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3. 3
SUMMARY
I) Study of innovation pratices in the industry
A) Innovation identification
B) Practices & impacts
II) How Digital Economy affects Education practices
A) Substitution or coexistance
B) Numbers & figures
C) Smart companies
III) Challenges & Opportunities
IV) Case study
4. 4
Innovations
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Wearable
Technology
Virtual and Remote Laboratories
3D Printing
Games and Gamification
Learning Analytics
Open Content
MOOCs
Tablet Computing
Mobile Learning
Cloud Computing
Serious games
5. 5
I) Study of innovation practices in the industry
Serious Games
Serious games are becoming important in some education sectors
Video games are common in rich countries
MOOCs
A blend of ideas, without delimitate space, and cheap
Diana Oblinger: « We are in a connected age, not an information age »
Mobile learning
Computers are not worldwide
Cloud computing
Nothing possible without the cloud
6. 6
A point on the choice of innovative e-learning…
“In some ways, the world of Education is going to go through
one of the most massive changes in the next five years than
it has seen in the last three thousand years.”
(Nolan Bushnell, founder of Atari)
Source: forbes.com
8. 8
II) How Digital Economy affects Education practices
A) Substitution or Coexistence
More recognition of this types of Innovations by company and School
For example: The MOOC
Centrale Lille ( Credit&Certification)
Coursera (recruitment services on the platform for companies)
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Traditional Education Innovative Practices
MOOC Serious Games Cloud Computing Mobile Learning
Face to Face Substitution Substitution Substitution Substitution
Team Works Coexistence Coexistence Coexistence Substitution
Evaluation Coexistence Coexistence Coexistence Coexistence
Socialization Substitution Substitution Substitution Substitution
Feedback Coexistence Coexistence Coexistence Coexistence
Credit Coexistence Substitution Substitution Substitution
Degree Coexistence Substitution Substitution Substitution
12. 12
The smart company: Blinzy Studio
Best Business game 2013
About the company:
Type: limited liability company
Industry: Software
Birth: 2010 ( 3Y/8m/7d)
Size: 5 employees
Specialization: Social network, application & serious games
Website: www.blinzy.com
Worldwide: (Spain 51.6%, USA 34%, Japan 14.4%)
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14. The Power of Serious Games (1):
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10%: of the lesson recorded
when reading
20%: when hearing
30%: when visuals coupled
to hearing
50%: when pupils watch
someone do something when
explaining it
≈ 90%: if they do the job
themselves (even simulating)
Source: "Harnessing the Power of Videogames for
Learning”,2006
15. The Power of Serious Games (2):
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By 2015, it is expected that serious gaming sales will be
almost seven times what they were in 2010, which will
make the serious gaming market a 10 billion-Euro
business!
Source: atos.com
16. 16
IV) Case study
61 million children are deprived of their right for the education
6,8 million teachers by 2015
7 billion Mobile-cellular by end 2014
The solution Mobile Learning
Mixing learning and mobile to get education for all
Example: https://www.youtube.com/watch?v=Cj8D5wR9kUs
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17. 17
"My dream is that every class goes digital by 2020. The education must be
connected to real life, it can't evolve into a parallel World”(25/09/2013)
Mrs Neelie Kroes
Vice-president of the European Commission in charge of the digital strategy