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Increasing
Access and
Engagement
with Mobile
Apps at
Bb World 2012
rsebastian@vccs.edu
@rasebastian
• Director or Teaching &
Learning Technologies,Virginia
Community College System
• Glam rocker
Alternate session title
Thinking Out Loud
About Mobile Learning
Um, ……
http://www.flickr.com/photos/marcoarment/2035853550/
About the VCCS
Imagecredit:http://www.vccs.edu
23 colleges
2010-11: 286,920 headcount
128,416 FTEs
22.4%
25.0%
27.6% 30.7%
32.0%
38.5%
43.7%
47.2% 49.7%
10.7%
12.5%
13.6% 16.3%
17.2%
20.5%
23.1% 25.0% 26.7%
0%
10%
20%
30%
40%
50%
60%
2003-04 2004-05 2005-06 2006-07 2007-08 2008-09 2009-10 2010-11 2011-12 Mid-
Term
VCCS Percent Distance Learning of Annual Headcount and FTES
Headcount FTES
About the VCCS
40
% Fall 2011 students in at least 1 distance
learning course
13
% students whose courses are fully online
50
% of annual headcount in distance learning
About the VCCS
fully
online
degree
programs
80
About the VCCS
Achieve 2015
Reengineering
Reengineering
Innovation & Technology Task Force
Textbook Costs & Digital Learning Resources
VCCS
Access
Success
Innovation
Technology
Mobile Revolution?
Mobile Revolution?
Mobile Revolution?
Mainframe
1 Million Units Sold in First Ten Years
Mobile Revolution?
Minicomputer
10 million units sold in first 10 years
Mobile Revolution?
PC
100 million units sold in first 10 years
Mobile Revolution
Desktop Internet
1 billion+ users in first 10 years
Mobile Revolution?
Mobile Internet
10 billion+ users in first 10 years
Apple sold more iOS
devices in 2011 than
Macs in 28 years
Asymco
Mobile Revolution?
Average Smartphone
Usage Nearly Tripled
in 2011
Cisco
Mobile Revolution?
By the end of
2012, there could be
more smartphones on
the planet than humans
Cisco
Mobile Revolution?
In 2011, over 65
million tablets
were sold
IHS iSuppli
Mobile Revolution?
29% of adults now own
a tablet or e-reader
device
Pew Research
Mobile Revolution?
April 2011
80% of internet users
in 2016 will access
the web with a
mobile phone
Boston Consulting Group
Mobile Revolution?
Mobile & Revolution
11 Year Old Niece
http://www.flickr.com/photos/wwworks/2484477717/
#tahrir
the future of Education
the future of Education
1904
the future of Education
[series of classroom photos]
1932
the future of Education
1947
the future of Education
1965
201
VCCS & mobile
Image credit: http://www.vccs.edu
Imagining the future is now planning for next year.
ECAR:
Undergraduate Students &
Information Technology 2012
Undergraduate Students &
Information Technology 2012
Survey conducted from March 12 - April 10, 2012
13,000 respondents
12% return rate
Final data released Summer 2012
©2011 EDUCAUSE. CC by-nc-nd 38
Technology
Students
Own
Laptop 87%
Printer 81%
DVD Player 75%
USB Thumbdrive 70%
Wi-Fi* 67%
Stationary gaming
device
66%
Ipod 62%
HDTV 56%
Smartphone 55%
Digital Camera 55%
Webcam 55%
Desktop Computer 53%
Handheld Gaming
Device
38%
Netbook 11%
iPad 8%
1
8
23 4
5
7
9
10
11
12
13
14
15
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Traditional age college students
(18-24) and those from households
of $100K+ own more technology
than their counterparts.
Q1. Which of the following items do you own?
6
Technology
Ownership
*Likely interpreted by the respondent as
having access to Wi-Fi
38
DRAWN TO HOT TECHNOLOGIES…
PREFER SMALL, MOBILE DEVICES
ECAR: National Study 2011
ECAR: National Study 2011
ECAR
ACADEMIC BENEFITS…
FOUR FACTORS FOR ACADEMIC SUCCESS
©2011 EDUCAUSE. CC by-nc-nd 40
Makes Learning More Engaging and Relevant
Facilitates Connecting with Others
Gives Students Access to Resources and Progress Reports
Makes Students More Efficient
 Learning more creative
 Learning more fun
 Think out of the box
 Individualized/personalized
 More relevant to real life
 More engaging
 Elevates teaching
 Reach academic potential
 Take control of own learning
 Extends learning beyond classroom
 Prepares me for the workforce
 Prepares me for graduate school
 Feel connected to other students
 Feel connected to professors/staff
 Feel connected to what's going on
 Gives me access to experts in my field
 Helps me do my work faster
 Allows me to produce higher-quality work
 Efficient way to store examples of work
 Makes college easier
 Easy to track my academic progress
 Helps me know how I am doing
 Simplifies administrative-related activities
 Gives me access to resources
 Easier to get help when I need it
Avg. Agreement
with Statements
Access to content
Connect with others
Engage with content
VCCS Mobile Strategy
Increase Access
Connect Students
Engage Students
My Eleven Year Old Niece
http://www.flickr.com/photos/wwworks/2484477717/
http://www.flickr.com/photos/wwworks/2484477717/
New River Community College
Case Study
• Rural
• 2 campuses
– Dublin
– Mall site
• Mid-sized
• Innovative
Mobile Apps: Content Delivery
• Development of a suite of
“branded” apps
• 4 platforms:
• iOS, Android, Palm, Blackberr
y
• Access to the Bb Mobile SDK
• Support & maintenance
Bb Mobile Central Project
Pilot of Bb Mobile Central
• Phase I: Oct 2011
• small team
• side project
• “a bit of a learning curve”
• Launch date: any day now
• Phase II: SDK
Bb Mobile Central Project
• Phase II
• Bb Mobile SDK
• Build apps from ground-up
• PhoneGap
Pros
• Happy with quality of apps
• Replicable, use by other colleges
• Great entry into mobile arena
• Led to new partnerships and
projects within the NRCC*
Bb Mobile Central Project
Cons
• Limited control of “look & feel” with
templates
• Limited use of mobile functionality
• Learning curve
Bb Mobile Central Project
Mobile Apps: Apps as Content
Virginia #9 in
Top 10 States
Feb 2012 Eaton 51
Sources
ESA: Economic Data 2010
TechNet: Where the Jobs Are The App Economy
“Virginia’s computer and video game
industry continues to experience
tremendous growth, expanding by
77% in 2009, and adding $38.5 million
to the Commonwealth’s economy.”
NRCC Game Technology Program
NRCC Game Technology Program
• First Game programs in Virginia
• Started in Fall 2006
1. Information Technology AAS Degree
Game Design Specialization
2. Computer Aided Design AAS Degree
Game Technology & Animation Specialization
NRCC Game Technology Program
• IT Game Specialization Courses
– ITP 160 Intro to Game Design & Development (GameMaker)
– ITD 112 Creating Web Graphics
(Photoshop, Dreamweaver)
– ITD 120 Design Concepts for Mobile Applications
(Dreamweaver
CS5.5+PhoneGap, HTML5, CSS3, jQuery, Javascript or
ObjectiveC)
– ITD 212 Interactive Web Design (Flash, Dreamweaver)
• IT Core Courses
– CSC 200 Intro to CS (Lego Robotics & Python)
– ITD 110 Web Page Design I (HTML, CSS, Dreamweaver)
– ITP 134 Visual C++ Programming (w/ Dark GDK)
– ITP 120/220 Java I and II Programming (Java w/ Eclipse)
54Eaton
NRCC Game Technology Program
• CAD Game Specialization Courses
– CAD 250 Game Level Design
(Unreal Game Engine)
– CAD 195 Motion Capture Technology (Motion
Capture Suit & Green Screen)
• CAD Core Courses
– CAD 238/239 3D Modeling (3D Studio Max)
– CAD 114 Drafting I
– CAD 120 Intro to Graphic Representation
– CAD 201/202 Computer Aided Design I/II
(AutoCAD & Revit)
– CAD 280 Capstone Project
55Eaton
NRCC Game Technology Program
STEM Skill Sets
– Game Design & Development
– Programming: C++, Java, VB etc.
– Drawing skills: 2D Graphics, Story boards –
Photoshop or Fireworks
– Creativity, Problem Solving
– Math skills: coordinate systems, geometry,
trigonometry
– Physics skills: Speed of falling objects, bouncing
– Writing skills: Story lines, game documentation
56Eaton
NRCC Game Technology Program
Job Skills
 Team work
◦ Character Artist, Background Artist
◦ Sound Effects
◦ Digital Musician
◦ Programmer
◦ Game App Designer
◦ GUI Designer
◦ Project Manager
 Systems Development Life Cycle
 idea > app store
 Time Management
Sept 2011 Eaton & Chalmeta 57
NRCC Game Technology Program
iPhone Apps by NRCC Students
Feb 2012 Dr. Jack Lewis 58
Same Sound Spell Bound
Same Sound Spell Bound is an
adventure designed to help the
player understand
homophones. To begin the
adventure, users choose to
play as either Luna or
Leo, young magicians who are
beginning to master the magic
of words.
The game is designed for third
and fourth graders.
Eaton 59
Same Meaning Magic
The Same Meaning Magic game
engages children in learning
synonyms. The targeted
grade levels are grades
2, 3, 4, 5, and 6.
If you get 3 wrong in a row, the
earth shakes.
If you get 5 wrong in a row, an
imp appears.
If you get 5 right in a row, a fairy
appears and gives you a jewel
and bonus points.
Eaton 60
Opposite Ocean
• Opposite Ocean helps
students learn antonyms.
The student starts this
game by choosing to play
as the girl Luna or the
boy Leo. The next choice
is the grade level from
2nd to 6th grade.
• The student chooses the
antonym, opposite
meaning, of the
highlighted word in each
sentence.
Eaton 61
Grammar Dragon
Eaton 62
• The dragon has
captured all
your friends
from the castle.
You must
rescue a
different person
on each level
by choosing the
correct
grammar item.
• Grades 3-6.
Spelling Cat
• Students can create
spelling word lists every
week.
• 3 drills available
– Speak Easy
– Word Scramble
– Missing Letter
• For grades 1-8
Eaton 63
Portion Platter
• Helps students understand fractions and percents.
• Identify the fraction or percentage depicted.
Eaton
Factor Race
• Factor the equation and
move your car to the
finish line.
• Binomial factoring of
trinomial equations
65
Café Boss
• Partnering with
Blue Ridge Public
TV and BizKid$
show
• Plan to create 2
games for TV
episodes
• See more at
www.bizkids.com/
Sept 2011 Eaton & Chalmeta 66
Accolades for NRCC Games 2012
Top 12 Comprehension Apps
 Aesop’s Quest
 Opposite Ocean
 Same Meaning Magic
 Same Sound Spell Bound
67
http://ow.ly/8LkL7
NRCC Student Team
10/18/2010 Eaton 68
Justin Price – Programmer
Adrian Lowry – Programmer
Cody Beasley – Character Artist
Carmel Stowers – Game Design, Game Salad
Heather Walters – Storyboards, Game Artist
Jason Clemons – Process Manager, Content Creation
Not shown: Teachers: Carlotta Eaton, Mike Kaylor, Ginger Cromer & Tim Moore
Mall Tour
ITS & Games Technology Program
Design a Mobile “Mall Tour”
Interactive, augmented reality
Harvard Graduate School:
Ecomobile
What’s next
Systemwide communication
* May 2012: Mobile app development
webinar
Data: ECAR survey results
Use out-of-the box services (Bb Mobile
Central, Conduit, CampusGuide, etc.) to
build mobile foundation
What’s next
Share mobile templates & programming
expertise among colleges
Faculty training
Pilot opportunities
Get devices into the hands of students
Thanks
Richard Sebastian, Ph.D.
Director of Teaching & Learning
Technologies
Virginia's Community Colleges
101 N. 14th St Floor 15
Richmond, VA 23219
(804) 819-4795
rsebastian@vccs.edu
References
Mobile Twin Cities
http://mobiletwincities.com/
Peter Pascale, Enterprise Architect
Ron Lancaster, Director of Technology
Pearson VUE
http://pearsonvue.com
Minicomputer - Jamie Cox, 2007
http://www.flickr.com/photos/ajmexico/2682618330/
IBM Desktop - Accretion Disc
http://www.flickr.com/photos/befuddledsenses/4453351592/
Netscape - Joe Stump
http://www.flickr.com/photos/joestump/3350437192/
ECAR 2011
UNEVEN PERCEPTIONS OF TECHNOLOGY…
DELIVERY OF BASIC ONLINE SERVICES
©2011 EDUCAUSE. CC by-nc-nd 75
Q16. How would you rate your college/university with regards to the following online services?
Institutional Performance in Online Delivery of Services
Percentage rating 4 or 5 (out of 5)
Service
Not
Offered
Service
Not
Used
1% 2%
-- 1%
1% 6%
4% 7%
1% 7%
6% 11%

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Bb World 2012 | Increasing Access & Engagement with Mobile Apps at New River Community College

  • 2. rsebastian@vccs.edu @rasebastian • Director or Teaching & Learning Technologies,Virginia Community College System • Glam rocker
  • 4. Thinking Out Loud About Mobile Learning Um, …… http://www.flickr.com/photos/marcoarment/2035853550/
  • 5. About the VCCS Imagecredit:http://www.vccs.edu 23 colleges 2010-11: 286,920 headcount 128,416 FTEs
  • 6. 22.4% 25.0% 27.6% 30.7% 32.0% 38.5% 43.7% 47.2% 49.7% 10.7% 12.5% 13.6% 16.3% 17.2% 20.5% 23.1% 25.0% 26.7% 0% 10% 20% 30% 40% 50% 60% 2003-04 2004-05 2005-06 2006-07 2007-08 2008-09 2009-10 2010-11 2011-12 Mid- Term VCCS Percent Distance Learning of Annual Headcount and FTES Headcount FTES About the VCCS
  • 7. 40 % Fall 2011 students in at least 1 distance learning course 13 % students whose courses are fully online 50 % of annual headcount in distance learning About the VCCS
  • 11. Reengineering Innovation & Technology Task Force Textbook Costs & Digital Learning Resources
  • 15. Mobile Revolution? Mainframe 1 Million Units Sold in First Ten Years
  • 16. Mobile Revolution? Minicomputer 10 million units sold in first 10 years
  • 17. Mobile Revolution? PC 100 million units sold in first 10 years
  • 18. Mobile Revolution Desktop Internet 1 billion+ users in first 10 years
  • 19. Mobile Revolution? Mobile Internet 10 billion+ users in first 10 years
  • 20. Apple sold more iOS devices in 2011 than Macs in 28 years Asymco Mobile Revolution?
  • 21. Average Smartphone Usage Nearly Tripled in 2011 Cisco Mobile Revolution?
  • 22. By the end of 2012, there could be more smartphones on the planet than humans Cisco Mobile Revolution?
  • 23. In 2011, over 65 million tablets were sold IHS iSuppli Mobile Revolution?
  • 24. 29% of adults now own a tablet or e-reader device Pew Research Mobile Revolution?
  • 25.
  • 27. 80% of internet users in 2016 will access the web with a mobile phone Boston Consulting Group Mobile Revolution?
  • 28.
  • 29. Mobile & Revolution 11 Year Old Niece http://www.flickr.com/photos/wwworks/2484477717/ #tahrir
  • 30. the future of Education
  • 31. the future of Education 1904
  • 32. the future of Education [series of classroom photos] 1932
  • 33. the future of Education 1947
  • 34. the future of Education 1965
  • 35. 201
  • 36. VCCS & mobile Image credit: http://www.vccs.edu Imagining the future is now planning for next year.
  • 37. ECAR: Undergraduate Students & Information Technology 2012 Undergraduate Students & Information Technology 2012 Survey conducted from March 12 - April 10, 2012 13,000 respondents 12% return rate Final data released Summer 2012
  • 38. ©2011 EDUCAUSE. CC by-nc-nd 38 Technology Students Own Laptop 87% Printer 81% DVD Player 75% USB Thumbdrive 70% Wi-Fi* 67% Stationary gaming device 66% Ipod 62% HDTV 56% Smartphone 55% Digital Camera 55% Webcam 55% Desktop Computer 53% Handheld Gaming Device 38% Netbook 11% iPad 8% 1 8 23 4 5 7 9 10 11 12 13 14 15 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Traditional age college students (18-24) and those from households of $100K+ own more technology than their counterparts. Q1. Which of the following items do you own? 6 Technology Ownership *Likely interpreted by the respondent as having access to Wi-Fi 38 DRAWN TO HOT TECHNOLOGIES… PREFER SMALL, MOBILE DEVICES ECAR: National Study 2011
  • 40. ECAR ACADEMIC BENEFITS… FOUR FACTORS FOR ACADEMIC SUCCESS ©2011 EDUCAUSE. CC by-nc-nd 40 Makes Learning More Engaging and Relevant Facilitates Connecting with Others Gives Students Access to Resources and Progress Reports Makes Students More Efficient  Learning more creative  Learning more fun  Think out of the box  Individualized/personalized  More relevant to real life  More engaging  Elevates teaching  Reach academic potential  Take control of own learning  Extends learning beyond classroom  Prepares me for the workforce  Prepares me for graduate school  Feel connected to other students  Feel connected to professors/staff  Feel connected to what's going on  Gives me access to experts in my field  Helps me do my work faster  Allows me to produce higher-quality work  Efficient way to store examples of work  Makes college easier  Easy to track my academic progress  Helps me know how I am doing  Simplifies administrative-related activities  Gives me access to resources  Easier to get help when I need it Avg. Agreement with Statements Access to content Connect with others Engage with content
  • 41. VCCS Mobile Strategy Increase Access Connect Students Engage Students
  • 42. My Eleven Year Old Niece http://www.flickr.com/photos/wwworks/2484477717/
  • 43. http://www.flickr.com/photos/wwworks/2484477717/ New River Community College Case Study • Rural • 2 campuses – Dublin – Mall site • Mid-sized • Innovative
  • 44. Mobile Apps: Content Delivery • Development of a suite of “branded” apps • 4 platforms: • iOS, Android, Palm, Blackberr y • Access to the Bb Mobile SDK • Support & maintenance
  • 45. Bb Mobile Central Project Pilot of Bb Mobile Central • Phase I: Oct 2011 • small team • side project • “a bit of a learning curve” • Launch date: any day now • Phase II: SDK
  • 46.
  • 47. Bb Mobile Central Project • Phase II • Bb Mobile SDK • Build apps from ground-up • PhoneGap
  • 48. Pros • Happy with quality of apps • Replicable, use by other colleges • Great entry into mobile arena • Led to new partnerships and projects within the NRCC* Bb Mobile Central Project
  • 49. Cons • Limited control of “look & feel” with templates • Limited use of mobile functionality • Learning curve Bb Mobile Central Project
  • 50. Mobile Apps: Apps as Content
  • 51. Virginia #9 in Top 10 States Feb 2012 Eaton 51 Sources ESA: Economic Data 2010 TechNet: Where the Jobs Are The App Economy “Virginia’s computer and video game industry continues to experience tremendous growth, expanding by 77% in 2009, and adding $38.5 million to the Commonwealth’s economy.” NRCC Game Technology Program
  • 52. NRCC Game Technology Program • First Game programs in Virginia • Started in Fall 2006 1. Information Technology AAS Degree Game Design Specialization 2. Computer Aided Design AAS Degree Game Technology & Animation Specialization
  • 54. • IT Game Specialization Courses – ITP 160 Intro to Game Design & Development (GameMaker) – ITD 112 Creating Web Graphics (Photoshop, Dreamweaver) – ITD 120 Design Concepts for Mobile Applications (Dreamweaver CS5.5+PhoneGap, HTML5, CSS3, jQuery, Javascript or ObjectiveC) – ITD 212 Interactive Web Design (Flash, Dreamweaver) • IT Core Courses – CSC 200 Intro to CS (Lego Robotics & Python) – ITD 110 Web Page Design I (HTML, CSS, Dreamweaver) – ITP 134 Visual C++ Programming (w/ Dark GDK) – ITP 120/220 Java I and II Programming (Java w/ Eclipse) 54Eaton NRCC Game Technology Program
  • 55. • CAD Game Specialization Courses – CAD 250 Game Level Design (Unreal Game Engine) – CAD 195 Motion Capture Technology (Motion Capture Suit & Green Screen) • CAD Core Courses – CAD 238/239 3D Modeling (3D Studio Max) – CAD 114 Drafting I – CAD 120 Intro to Graphic Representation – CAD 201/202 Computer Aided Design I/II (AutoCAD & Revit) – CAD 280 Capstone Project 55Eaton NRCC Game Technology Program
  • 56. STEM Skill Sets – Game Design & Development – Programming: C++, Java, VB etc. – Drawing skills: 2D Graphics, Story boards – Photoshop or Fireworks – Creativity, Problem Solving – Math skills: coordinate systems, geometry, trigonometry – Physics skills: Speed of falling objects, bouncing – Writing skills: Story lines, game documentation 56Eaton NRCC Game Technology Program
  • 57. Job Skills  Team work ◦ Character Artist, Background Artist ◦ Sound Effects ◦ Digital Musician ◦ Programmer ◦ Game App Designer ◦ GUI Designer ◦ Project Manager  Systems Development Life Cycle  idea > app store  Time Management Sept 2011 Eaton & Chalmeta 57 NRCC Game Technology Program
  • 58. iPhone Apps by NRCC Students Feb 2012 Dr. Jack Lewis 58
  • 59. Same Sound Spell Bound Same Sound Spell Bound is an adventure designed to help the player understand homophones. To begin the adventure, users choose to play as either Luna or Leo, young magicians who are beginning to master the magic of words. The game is designed for third and fourth graders. Eaton 59
  • 60. Same Meaning Magic The Same Meaning Magic game engages children in learning synonyms. The targeted grade levels are grades 2, 3, 4, 5, and 6. If you get 3 wrong in a row, the earth shakes. If you get 5 wrong in a row, an imp appears. If you get 5 right in a row, a fairy appears and gives you a jewel and bonus points. Eaton 60
  • 61. Opposite Ocean • Opposite Ocean helps students learn antonyms. The student starts this game by choosing to play as the girl Luna or the boy Leo. The next choice is the grade level from 2nd to 6th grade. • The student chooses the antonym, opposite meaning, of the highlighted word in each sentence. Eaton 61
  • 62. Grammar Dragon Eaton 62 • The dragon has captured all your friends from the castle. You must rescue a different person on each level by choosing the correct grammar item. • Grades 3-6.
  • 63. Spelling Cat • Students can create spelling word lists every week. • 3 drills available – Speak Easy – Word Scramble – Missing Letter • For grades 1-8 Eaton 63
  • 64. Portion Platter • Helps students understand fractions and percents. • Identify the fraction or percentage depicted. Eaton
  • 65. Factor Race • Factor the equation and move your car to the finish line. • Binomial factoring of trinomial equations 65
  • 66. Café Boss • Partnering with Blue Ridge Public TV and BizKid$ show • Plan to create 2 games for TV episodes • See more at www.bizkids.com/ Sept 2011 Eaton & Chalmeta 66
  • 67. Accolades for NRCC Games 2012 Top 12 Comprehension Apps  Aesop’s Quest  Opposite Ocean  Same Meaning Magic  Same Sound Spell Bound 67 http://ow.ly/8LkL7
  • 68. NRCC Student Team 10/18/2010 Eaton 68 Justin Price – Programmer Adrian Lowry – Programmer Cody Beasley – Character Artist Carmel Stowers – Game Design, Game Salad Heather Walters – Storyboards, Game Artist Jason Clemons – Process Manager, Content Creation Not shown: Teachers: Carlotta Eaton, Mike Kaylor, Ginger Cromer & Tim Moore
  • 69. Mall Tour ITS & Games Technology Program Design a Mobile “Mall Tour” Interactive, augmented reality
  • 71. What’s next Systemwide communication * May 2012: Mobile app development webinar Data: ECAR survey results Use out-of-the box services (Bb Mobile Central, Conduit, CampusGuide, etc.) to build mobile foundation
  • 72. What’s next Share mobile templates & programming expertise among colleges Faculty training Pilot opportunities Get devices into the hands of students
  • 73. Thanks Richard Sebastian, Ph.D. Director of Teaching & Learning Technologies Virginia's Community Colleges 101 N. 14th St Floor 15 Richmond, VA 23219 (804) 819-4795 rsebastian@vccs.edu
  • 74. References Mobile Twin Cities http://mobiletwincities.com/ Peter Pascale, Enterprise Architect Ron Lancaster, Director of Technology Pearson VUE http://pearsonvue.com Minicomputer - Jamie Cox, 2007 http://www.flickr.com/photos/ajmexico/2682618330/ IBM Desktop - Accretion Disc http://www.flickr.com/photos/befuddledsenses/4453351592/ Netscape - Joe Stump http://www.flickr.com/photos/joestump/3350437192/
  • 75. ECAR 2011 UNEVEN PERCEPTIONS OF TECHNOLOGY… DELIVERY OF BASIC ONLINE SERVICES ©2011 EDUCAUSE. CC by-nc-nd 75 Q16. How would you rate your college/university with regards to the following online services? Institutional Performance in Online Delivery of Services Percentage rating 4 or 5 (out of 5) Service Not Offered Service Not Used 1% 2% -- 1% 1% 6% 4% 7% 1% 7% 6% 11%

Editor's Notes

  1. This is not an iPad. It may not be a very good product at all. But it throws down the gauntlet for making mobile tablet technology cheap and widely accessible.
  2. Predictions about the future of education are less risky. The teacher (expert) delivers the content to the receptive studentStudents learn the same material at the same paceThey learn on a structured schedule of semesters or quarters, and the content they need fills up these periodsStudents indicate their understanding of the content by taking testsWhen they have mastered the content, they receive some kind of official acknowledgement—a grade, a certificate, a degree.
  3. Predictions about the future of education are less riskyThe teacher (expert) delivers the content to the receptive studentStudents learn the same material at the same paceThey learn on a structured schedule of semesters or quarters, and the content they need fills up these periodsStudents indicate their understanding of the content by taking testsWhen they have mastered the content, they receive some kind of official acknowledgement—a grade, a certificate, a degree.
  4. Predictions about the future of education are less riskyThe teacher (expert) delivers the content to the receptive studentStudents learn the same material at the same paceThey learn on a structured schedule of semesters or quarters, and the content they need fills up these periodsStudents indicate their understanding of the content by taking testsWhen they have mastered the content, they receive some kind of official acknowledgement—a grade, a certificate, a degree.
  5. Predictions about the future of education are less riskyThe teacher (expert) delivers the content to the receptive studentStudents learn the same material at the same paceThey learn on a structured schedule of semesters or quarters, and the content they need fills up these periodsStudents indicate their understanding of the content by taking testsWhen they have mastered the content, they receive some kind of official acknowledgement—a grade, a certificate, a degree.
  6. Predictions about the future of education are less riskyThe teacher (expert) delivers the content to the receptive studentStudents learn the same material at the same paceThey learn on a structured schedule of semesters or quarters, and the content they need fills up these periodsStudents indicate their understanding of the content by taking testsWhen they have mastered the content, they receive some kind of official acknowledgement—a grade, a certificate, a degree.
  7. Predictions about the future of education are less risky. Despite the Horizon predictions, you have to wonder if these new technologies will only be laid over our current model of ed:The teacher (expert) delivers the content to the receptive studentStudents learn the same material at the same paceStudents learn on a structured schedule of semesters or quarters, and the content they need fills up these periodsStudents indicate their understanding of the content by taking a test on the contentWhen they have mastered the content, they receive some kind of official acknowledgement—a grade, a certificate, a degree.
  8. Students are still attached to “standard issue” technology. A majority of students own a printer (81%), a DVD player (75%), a stationary gaming device (66%), an HDTV (56%), and a desktop computer (53%). Graphic depicts 15 of the 34 devices that students were asked about owning.
  9. Explaining how factor analysis was used to identify benefits of technology in academic success:A statistical technique used to reduce a large number of attributes into a smaller set of “factors” based on response patterns.A factor consists of a number of attributes that are rated in a similar way.Factor analysis is extremely useful when dealing with a very large number of attributes that would be cumbersome to analyze individually.The names of the factors are subjective and are intended to describe the common theme shared by all of the attributes within that factor.
  10. Explaining how factor analysis was used to identify benefits of technology in academic success:A statistical technique used to reduce a large number of attributes into a smaller set of “factors” based on response patterns.A factor consists of a number of attributes that are rated in a similar way.Factor analysis is extremely useful when dealing with a very large number of attributes that would be cumbersome to analyze individually.The names of the factors are subjective and are intended to describe the common theme shared by all of the attributes within that factor.
  11. Students in associate’s colleges and other two-year programs are more likely to rate their institutions highly than other students in providing online textbook sales and some basic technology services, including online course registration and access to grades.On the other hand, students at doctoral institutions are more likely than students at associate’s colleges to generally agree that their institutions do a good job in these areas: offering library resources online, providing online transcripts, and providing financial aid information online.When only the perceptions of students who have actually used these services in their institutions are considered, these results are even more favorable. The percentages of these students who rate their institutions as excellent or good on providing basic services are as follows: 88% for online registration, 82% for online grades, 80% for online library resources, 79% for online transcripts, 76% for online financial aid information, and 64% for online textbooks sales.