Materials for my 2016 Campus Technology workshop.
From the conference description:
"How can a campus information services organization best approach and strategize emerging technologies? Mr. Alexander will present futuring methods currently used in academia, non-profits, governments and businesses. You will learn how to use environmental scanning to identify major trends in the present which are likely to shape the medium-term future. Additionally, you will discuss with other attendees how to expand your institution’s capacity for assessing emerging technologies and other drivers that will reshape higher education."
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"Assessing Emerging Technology and Futures Capacity for Your Organization
1. Assessing Emerging Technology and FuturesAssessing Emerging Technology and Futures
Capacity for Your OrganizationCapacity for Your Organization
Presented by: Bryan Alexander
2. 1. Introductions
2. Delphi method
3. Environmental scanning
4. Trend analysis
5. Scenarios
6. Implementation in your organization
Plan for the workshopPlan for the workshop
3.
4. 1. Cold War: RAND and Shell
2. Growth of futures/futurology
3. Business, government
Historical sketchHistorical sketch
7. 1. Introductions
2. Delphi method
3. Environmental scanning
4. Trend analysis
5. Scenarios
6. Implementation in your organization
Plan for the workshopPlan for the workshop
Horizon ReportsHorizon Reports
Higher EducationHigher Education
K-12 EducationK-12 Education
MuseumsMuseums
LibrariesLibraries
European Union (K-12)European Union (K-12)
Latin America (Higher Ed)Latin America (Higher Ed)
Regional/Sector TechnologyRegional/Sector Technology
OutlooksOutlooks
Australia / New Zealand / BrazilAustralia / New Zealand / Brazil
Ireland / UK / Norway / Singapore / AsiaIreland / UK / Norway / Singapore / Asia
China / Scandinavia / Int’l SchoolsChina / Scandinavia / Int’l Schools
Training / eLearning / STEM / Community CollegesTraining / eLearning / STEM / Community Colleges
8. The NMC Horizon
Project
55 Editions55 Editions
75+75+
TranslationsTranslations
14 Years of Global Research into Emerging Technology Uptake14 Years of Global Research into Emerging Technology Uptake
17. [DEVELOPMENTSINTECH]
NEAR-TERM: 1 YR OR LESS
> Bring Your Own Device (BYOD)
> Learning Analytics + Adaptive Learning
> Augmented + Virtual Reality
> Makerspaces
MID-TERM: 2-3 YRS
FAR-TERM: 4-5 YRS
> Affective Computing
> Robotics
18. 1. Which developments in technology are most likely to have the largest impact on
education over the next five years?
2. What are the most significant challenges facing education and technology?
3. Which significant trends will have the greatest influence on how education and
technology work in the near future?
Horizon prompts exercise
19. • Can you use Horizon and others?
• Can you build your own?
On campus
20. • Present-oriented, seeking seeds of future
• Multiple, diverse sources
• “So what?” Analysis
3. Environmental scanning
23. • What are your sources?
• How do you share what you discover?
• How does reflection shape your planning?
Key questions to start on
24. 1. Identify 2 stories from past 3 months
2. 1 personal, 1 professional
3. Note source
EXERCISE
25. Once you have discerned possible
future-suggestive stories, what do
you do with them?
4. Trend analysis
26. •What do they signal about a possible future?
•What trends do they indicate?
•How do they connect with your thinking?
•How do they intersect?
4. Trend analysis
37. •Fewer, less crowded campuses
•Very international student body
•Low-cost programs ($10K BA)
How does this impact campuses?How does this impact campuses?
43. • Byzantine finances
• Treatment improvements
• Greater presence in society
• Baumol’s disease
A new economyA new economy
44. • More programs, more people, more
tech
• Increased feminization of student body
• Space sharing w/clinics + hospitals
How does this impact campuses?How does this impact campuses?
45. • Some took premed-themed classes in high
school
• Medical heroes loom as large as sports figures
• Many already familiar with eldercare
practices
46. • Tutoring software
• Commodity and
enterprise
versions
III. Tutor me, SiriIII. Tutor me, Siri
47. • Continuous developments in AI, HCI,
learning science
• Commercial, governmental, academic
projects
• Open education to draw upon
How it happenedHow it happened
48. • Two Cultures implementation
divide
• Boom in CS, robotics departments
• Scholarship battles
Higher education landscape
49. • Further adjunctification
• F2f undergrad, grad enrollments
drop
• Math Emporium model
Higher education landscape
50. • Expanded study halls in high school
• Beloved tutors carried to college, life
• Value humans for eccentricity, style
58. • Median age of gamers shoots past 30
• Industry size comparable to music
• Impacts on hardware, software, interfaces,
other industries
• Large and growing diversity of platforms,
topics, genres, niches, players
Gaming as part of mainstream cultureGaming as part of mainstream culture
60. Classroom and courses
Curriculum content
Delivery mechanism
Creating games
Peacemaker, Impact Games
Revolution (via Jason Mittell)
61. Classroom and courses
Curriculum content
Delivery mechanism
Creating games
Peacemaker,
Impact Games
Revolution (via
Jason Mittell)
62. Game studies as academic fieldGame studies as academic field
•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. Third
Person: Authoring and Exploring Vast Narratives (MIT,
2009)
65. •Changes in hardware, software
•Part of undergraduate life
•Learning content, both informal and
formal
•Career paths
Some impacts on campusesSome impacts on campuses
66. • Accreditation: drives project-based, studio-style
pedagogy
• Libraries: rare and/or smaller
• Professional development: distance, DiY
• Faculty multimedia production is the norm
• Both sides of the API
Higher education landscape:
67. •War on IP rages
•Nostalgia waves for old media
•Competing storytelling
schools
68. • 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
69. 1.Peak Higher Education
2.Health Care Nation
3.Tutor me, Siri
4.Renaissance
How does your life change?How does your life change?
70. 1.Select one trend
2.Build a world around it
A.Think STEEP
B. Think campuses
C. Imagine your students
EXERCISE 1EXERCISE 1
71. 1.Pick the most unstable, hard to predict trend.
2.Describe its polar extreme possibilities.
3.Pick another trend.
4.Do #2 on it.
EXERCISEEXERCISE
76. •Ad hoc or formal group?
•“ “ “ “ process?
•Partner locally
•“ externally
How to develop
77. 1. Introductions
2. Delphi method
3. Environmental scanning
4. Trend analysis
5. Scenarios
6. Implementation in your organization
Plan for the workshopPlan for the workshop