9. Education contexts: trendsEducation contexts: trends
Education systems
Reform movements (K-12, higher
ed) continue
Rising student debt ($1.3 trillion)
Alternative certification pilots
(competency, badges)
10. Global higher educationGlobal higher education
More international students
heading to the US
International higher ed systems
building up
US campuses expanding
overseas presence
34. Technology trendsTechnology trends
crowdfunding growing
copyright battles continue
open struggle ongoing
durability of Moore’s Law
office versus Web office
35. Did ebooks plateau?Did ebooks plateau?
Nicholas Carr, linked http://bryanalexander.org/2013/08/15/have-ebooks-plateaued/
36. Reading and/versus digitalReading and/versus digital
How much reading is
being done?
How is digital reading
different?
Literacies changing?
38. 3. Teaching and learning and tech3. Teaching and learning and tech
39. Teaching and learning and techTeaching and learning and tech
blended/flipped
classroom
rise of the net.generation
distance learning grows
gaming in education
40. Teaching and learning and techTeaching and learning and tech
educational
entrepreneurship
big data and data analytics
develop
campus digital security
threats growing
41. Uses of social
media
Uses of Web
video
Changes in the
LMS world
Blended
learning
Learning
analytics
Changes in
library role
Digital
humanities (in
classroom)
The rise of the
Maker movement
42.
43. Credit for MOOCs
STEM vs humanities
Sustainability?
xMOOC vs cMOOC
Liberal arts campuses
entering
45. Open content
Possible divide growing
between research and teaching
Changes to the scholarly
publication ecosystem
Rise of the digital humanities (as
scholarly work)
The library role
47. What comes next?What comes next?
Rich
multimedia
environment
Some
gamification
Student as
producer
Disintegrated
computing as a
service
Extensive data
analysis,
surveillance,
creativity
55. How does this impact campuses?How does this impact campuses?
Fewer, less crowded
campuses
Very international student
body
Low-cost programs ($10K
BA)
56. How does this impact campuses?How does this impact campuses?
Increased remedial
programs
College generally seen as
job training
57. How does this impact learning?How does this impact learning?
More alternatives:
Maker movement expands
More DIY learning,
unschooling
58. Vocational tech classes are
widespread in K-12
Apprenticeships are accepted in
career paths
Colleges have always been
transnational
59. II:II: Health care nationHealth care nation
Medical
sector
grows into
leading US
industry
45% of GDP
61. A new economyA new economy
Byzantine finances
Treatment improvements
Greater presence in society
Baumol’s disease
62. How does this impact campuses?How does this impact campuses?
More programs, more people, more
tech
Increased feminization of student
body
Space sharing w/clinics + hospitals
63. Some took premed-themed
classes in high school
Medical heroes loom as large as
sports figures
Many already familiar with
eldercare practices
64. III. Tutor me, SiriIII. Tutor me, Siri
Tutoring
software
Commodit
y and
enterprise
versions
65. How it happenedHow it happened
Continuous developments in
AI, HCI, learning science
Commercial, governmental,
academic projects
Open education to draw upon
66. Higher education landscape:
Two Cultures implementation
divide
Boom in CS, robotics
departments
Scholarship battles
76. Gaming as part of mainstreamGaming as part of mainstream
cultureculture
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
78. Classroom and courses
Curriculum content
Delivery mechanism
Creating games
Peacemaker,
Impact Games
Revolution (via
Jason Mittell)
79. •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)
Game studies as academic fieldGame studies as academic field
82. Some impacts on campusesSome impacts on campuses
Changes in hardware,
software
Part of undergraduate life
Learning content, both
informal and formal
Career paths
84. Higher education landscape:
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
85. War on IP rages
Nostalgia waves for old
media
Competing storytelling
schools
86. 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
87. How does your life change?How does your life change?
1. Peak Higher
Education
2. Health Care Nation
3. Tutor me, Siri
4. Renaissance