Distance EducationThe Foreseeable FutureExcerpts taken from:Horizon Report 2011
What is the Horizon Report 2011?A comprehensive research venture  examines emerging technologies for their impact on teaching, learning and creative inquiry. Each edition introduces six emerging technologies or practices likely to enter mainstream adoption within the next one to five years.
Key TrendsAbundance of resources and relationships made easily accessible via the Internet and mobile devices (What impact does this have on the role of teaching and learning and instruction?)Flexibility in the workplace and lifestylePeople expect to work, learn, and study whenever and wherever they want - instant access (increase in wireless)World of work increasingly collaborativerethinking how we structure student and organizational projects – (mobile workers)Technologies increasingly “cloud based” (data and services moved to the cloud)
Key Challenges and ConstraintsPervasive sense individual organizational constraints are likely the most important factor in any decision to adopt or not adopt any given new technologyArbitrary rules Federal lawsOrganizational culture (Saba, 2005) *Digital media literacy (most common to higher education and highest ranked)a critical skill in every discipline and profession (skills not yet well defined)
Key Challenges and Constraints, cont.Appropriate metrics behind scholarly forms of authoring, publishing and authoring (difficult to evaluate blogs, e-books, multimedia pieces)Unprecedented competition from proprietary colleges (How do you provide high-quality services while controlling costs?)Keeping pace with the rapid proliferation of information, software tools, devicesOverwhelmingGreater need for finding, interpreting, organizing and retrieving data
What’s coming on the horizon?Technologies to Watch12 months Electronic books Electronic books beyond the Kindle now are multifunctional Support for social interaction Integration of multimedia and collaborative elementshttp://vimeo.com/15142335
What’s coming on the Horizon? Technologies to Watch12 months MobilesIncreasing in popularity as a primary means of accessing Internet resources. Twitter, Poll Anywhere
Two-Three Years AdoptionAugmented RealityLayering of information over 3D spaceConcept of “blending information” QR codes- blends visual (markers-camera) and information Augmented reality field workhttp://gameslab.radford.edu/ROAR/ http://www.youtube.com/watch?v=ZKw_Mp5YkaE
Augmented Reality
Two-Three Years Adoption, cont.Game-based LearningSupports 21st century skills required for students: collaboration, problem-solving and communicationAllow for experimentation, new discoveries and even failure http://www.molleindustria.org/freeculturegame-engEducational games grouped into 3 categories:Not digitalAre digital, but not collaborativeCollaborative digital games
Two-Three Years Adoption, cont.Gesture-based ComputingFull impact remains several years awayNew generation of students accustomed to touching, tapping, wiping, jumping, and moving as a means to engage with information (Wii, iPad, iPhone) Learning Analytics
Improve understandings of teaching and learning
Tailor instruction to individual students more effectivelyLearning Analytics Resources
What will we see in the future of learning and teaching?Personal learning environments Increasing emphasis on what is called informal learning Networked Communities versus groupsCollaboration to produce a common goal or outcomeUnstructured learning and discussion Leaderless groups Age of competencies Learning opportunities embedded in other activities   Individually tailored learning management systems
Open Campus Horizon12 months

Horizon rptpresentationdraft (3)

  • 1.
    Distance EducationThe ForeseeableFutureExcerpts taken from:Horizon Report 2011
  • 2.
    What is theHorizon Report 2011?A comprehensive research venture examines emerging technologies for their impact on teaching, learning and creative inquiry. Each edition introduces six emerging technologies or practices likely to enter mainstream adoption within the next one to five years.
  • 3.
    Key TrendsAbundance ofresources and relationships made easily accessible via the Internet and mobile devices (What impact does this have on the role of teaching and learning and instruction?)Flexibility in the workplace and lifestylePeople expect to work, learn, and study whenever and wherever they want - instant access (increase in wireless)World of work increasingly collaborativerethinking how we structure student and organizational projects – (mobile workers)Technologies increasingly “cloud based” (data and services moved to the cloud)
  • 4.
    Key Challenges andConstraintsPervasive sense individual organizational constraints are likely the most important factor in any decision to adopt or not adopt any given new technologyArbitrary rules Federal lawsOrganizational culture (Saba, 2005) *Digital media literacy (most common to higher education and highest ranked)a critical skill in every discipline and profession (skills not yet well defined)
  • 5.
    Key Challenges andConstraints, cont.Appropriate metrics behind scholarly forms of authoring, publishing and authoring (difficult to evaluate blogs, e-books, multimedia pieces)Unprecedented competition from proprietary colleges (How do you provide high-quality services while controlling costs?)Keeping pace with the rapid proliferation of information, software tools, devicesOverwhelmingGreater need for finding, interpreting, organizing and retrieving data
  • 6.
    What’s coming onthe horizon?Technologies to Watch12 months Electronic books Electronic books beyond the Kindle now are multifunctional Support for social interaction Integration of multimedia and collaborative elementshttp://vimeo.com/15142335
  • 7.
    What’s coming onthe Horizon? Technologies to Watch12 months MobilesIncreasing in popularity as a primary means of accessing Internet resources. Twitter, Poll Anywhere
  • 8.
    Two-Three Years AdoptionAugmentedRealityLayering of information over 3D spaceConcept of “blending information” QR codes- blends visual (markers-camera) and information Augmented reality field workhttp://gameslab.radford.edu/ROAR/ http://www.youtube.com/watch?v=ZKw_Mp5YkaE
  • 9.
  • 10.
    Two-Three Years Adoption,cont.Game-based LearningSupports 21st century skills required for students: collaboration, problem-solving and communicationAllow for experimentation, new discoveries and even failure http://www.molleindustria.org/freeculturegame-engEducational games grouped into 3 categories:Not digitalAre digital, but not collaborativeCollaborative digital games
  • 11.
    Two-Three Years Adoption,cont.Gesture-based ComputingFull impact remains several years awayNew generation of students accustomed to touching, tapping, wiping, jumping, and moving as a means to engage with information (Wii, iPad, iPhone) Learning Analytics
  • 12.
    Improve understandings ofteaching and learning
  • 13.
    Tailor instruction toindividual students more effectivelyLearning Analytics Resources
  • 14.
    What will wesee in the future of learning and teaching?Personal learning environments Increasing emphasis on what is called informal learning Networked Communities versus groupsCollaboration to produce a common goal or outcomeUnstructured learning and discussion Leaderless groups Age of competencies Learning opportunities embedded in other activities Individually tailored learning management systems
  • 15.