4 Realities: What does future Access to Education Look Like?
Monthly environmental scan report
Trends identified, tested, projected
Stories about futures
Event and response
Creativity
Roles and times
Emergent practices and patterns
Integrate previous methods
Select drivers – environmental scan
Identify trends – Delphi reports
Test trends - extrapolation
Test propositions – prediction markets
1. Fall of the silos
2. Health care nation
3. Peak higher education
4. Renaissance
Content
Teaching
Access
Source
Global conversations increase, filter bubble pops
More access, more information
Lots of creativity
Information prices drop
Faculty creativity, flexibility grow
IT “ “ “
Academic content unleashed on the world
Industries collapse
Authorship mysterious
Some low quality tech (videoconf.)
Some higher costs
More malware + less privacy
Tech challenges
Outsourcing and offshoring
PLE beats VLE
Crowdsourcing faculty work
Information literacy central
Internet has always been open
Web <> money
Online identity has always been fictional, playful
Medical sector grows into leading US industry
45% of GDP
Ageing population
Byzantine finances
Treatment improvements
Greater presence in society
Baumol’s disease
More programs, more people, more tech
Increased feminization of student body
Space sharing w/clinics + hospitals
Some took premed-themed classes in high school
Medical heroes loom as large as sports figures
Many already familiar with eldercare practices
Academia experiences a serious correction
http://research.studentclearinghouse.org/files/TermEnrollmentReport-Spring2013.pdf
Demographic decline
Accelerated prices + sunk costs
Low public funding
Alternatives rising
Fewer, less crowded campuses
Very international student body
Low-cost programs ($10K BA)
Vocational tech classes are widespread in K-12
Apprenticeships are accepted in career paths
Colleges have always been transnational
Gaming
world
Classroom and courses
Curriculum content
Delivery mechanism
Creating games
Peacemaker, Impact Games
Revolution (via Jason Mittell)
•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)
Changes in hardware, software
Part of undergraduate life
Learning content, both informal and formal
Career paths
Higher education landscape:
Accreditation: drives project-based, studio-style pedagogy
Libraries: gaming production, archiving
Professional development: distance, DiY
Faculty multimedia production is the norm
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
1. Fall of the silos
2. Health care nation
3. Peak higher education
4. Renaissance
The blog
http://bryanalexander.org
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http://twitter.com/BryanAlexander
The email