global education futures agenda by pavel luksha & dmitry peskov
DESCRIPTION
The Global Education Futures Agenda is the result of four years of work that involved thousands of educational experts in Russia and worldwide. This presentation provides some of the key schemes of the Foresight Report published in early 2014, one of the most comprehensive reports on the future of education up to date,TRANSCRIPT
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Global Education Futures Agenda
Russian Education Foresight Initiative
Pavel Luksha & Dmitry Peskov
RF Group 2010-2013
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Our work on charting the future of education
2010: first Russian education foresight at Educamp 2010 2011: first Russian ‘map of the future of education’ 2012: first Russian foresight on higher education perspectives 2012-13: first Russian skills foresight across 19 industries providing new requirements for school & university curriculum based on demand of industries [Report + Navigator through jobs of the future + interactive career orientation tool + career-orientation games for high school students] 2013: first version of the Report on Global Education Futures Agenda • map of the future of education [in Russian & English] • iPad & online application [in Russian, English TBD] • 150-pages comprehensive report [in Russian & English & Chinese]
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Education Futures 2035 Map: 200+ trends, technologies & educational formats that will inform global education agenda
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Focus of the Report
Formation of the basic
system (early industrial
logic). Basic schooling,
parochial schools.
Technical College.
Higher education for the
elite.
Creation of integrated national
systems (the logic of developed
industrialism). Mass schooling.
Special and technical schools.
Mass higher education, “Big
universities”. Knowledge-focused
education. Qualifications approach.
Formation of educational sphere
(early post-industrial logic). New
teaching approaches. Focus on
skills & competencies. Project-
and activity-based education.
Meta-competency education.
Early industrialized Industrialized Late-/post-industrialized
Less developed nations, ca. 40% of the world’s population (Africa, Latin America, Central Asia)
Emerging nations, ca. 45% of the world’s population (China, India, the Arab World, SEA)
Developed nations, ca. 15% of the world’s population (OECD countries)
As a rule, global education reports originate in ‘equalization of opportunities’ or ‘helping the laggards’ standpoint
Our focus: the cutting edge of educational practices and the new global architecture of education
This group is characterized by: • being at, or near,
technological frontier, incl. ICT
• ‘first world’ problems
• “encumbrances” (developed social institutions of the industrial past become liabilities or burden)
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Major challenges forcing the search for new models of education
Digital technologies
Changing models of knowledge creation, preservation and transmission. Changes in achievement recording and evaluation / assessment procedures. Changes in the process of managing personal development trajectory. Changes in the management of educational institutions, etc.
Education tech start-ups
The new & rapidly growing market of solutions with potential to complement or even replace traditional formats of industrial education
Hyper-competition & emergence of new industries
Demand for educational and research pragmatics Requirements for the new content and new educational formats: (a) maximum flexibility & development of meta-professional competences, and (b) superfast education and narrow-focused competence development
Education as an asset
The development of a variety of investment models in education (including financial investment models). Demand for quality control and transparency of education outcomes.
Challenges of consumer society
Trend: growing share of students with a reduced motivation for education (when basic needs are satisfied). Counter-trend: growing proportion of ‘independent learners’ demanding ‘learning their own way’.
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Defining Education
We see education as an institutionalized process of individual development support from birth to death. Formalized educational institutions are responsible for only a fraction of this process.
Formal education during the first trimester of life
(school & university)
Socialization (in family and in society)
-1… human life cycle …100+
Early develop-
ment (family, kinder-garten)
Development of personal traits and self-development
Further development of professional competency
Acquiring new knowledge as a hobby or a change of career track
Education as a tool that helps solve family problems and overcome crises (incl. parent education)
Team education as a development tool for corporations, NGOs, state institutions, communities etc.
Elderly adaptation
Pra
gmat
ic
Pers
on
alis
ed
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Stakeholders involved in discussions of the future of education
Different stakeholder positions mean different visions of future education
Education for
complete life
cycle
INDIVIDUAL
FAMILY
COMMUNITIES
(FORMAL AND INFORMAL)
STATE
BUSINESS
(as an employer
and as a seller)
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Transformation pressures on education systems from the various stakeholders
New content and organizational
forms of education
Extra-system innovators (ed tech startups etc.)
New global standards and global competition pressures
Intra-system innovators (innovative
teachers etc.)
New requests from local consumers (families, business, non-profit organizations, state)
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Presupposition: Where the changes come from
Infrastructure of communication:
ICT
Infrastructure of body: medicine &
fitness
Infrastructure of production & consumption:
finance
New solutions in education
Transformation of traditional institutions
Aspects of education: • Knowledge acquisition &
creation of new knowledge • Socialization, skills
development, personal growth • Recording / evaluation of
progress & achievements
Major trends: • Development of new technologies • Changes in political & economic environment • Social & cultural transformations
Key ‘infrastructures’ of society
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Background: some technologies influencing the transformation of education
Automation of Intellectual Routines
2013 2016 2025 2035
Semantic translation engines (2019)
‘Strong’ artificial intelligence (also used
in virtual worlds) (2027)
Cognitive Revolution
Mass-market neurointerfaces
HTTP 2.0: Thought transfer protocol
(2025)
Digitization & Mobility
Domination of Internet of things
Widespread blended AR/VR reality in large
cities
Full scale virtual worlds for
work & play
‘New authencity’ (2015-2025)
‘Brain fitness’ technologies
New psycho-pharm (2020-)
BigData analysis of everyday behavioral
patterns
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Background: major economic/ political/ social/ cultural issues
2013 2016 2025 2035
Shift in models of business organization and industry management (open innovation, hybrid organizations & network economies, DIY industries)
New financial architecture & reputation economy
Rebuilding industries through new waves of technology innovation (IoT, new materials &
3d-print, biotech, new energy etc.)
Shift in patterns of family organization & childhood
Shift in employment patterns and lifestyles (displaced workers, new eldery, gaming generations, authenticity seekers)
Scenario factors: - The future of globalization - The future of states - The role of Asia
Global greening of cities & industries
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Globalization of education: Enter the МOOCs
- Global competition for markets and resulting global talent hunt - Internet as a factor on ‘cultural homogenization’ - spreading of international standards in education (Bachelor/Master, PhD, tenure-track contracts)
Background MOOCs- based education: the rise of transnational / trans-boundary models of qualifications and competencies
Global ‘great talent vacuum-cleaner’ and ‘TNC citizenship’
Strengthening of ‘Educational Imperialism’ (an outcome of ‘Billion-Student University’ models)
Some states responding with ‘educational sovereignty’ (dead end?)
2013 2016 2022 2030
Scenario factor: globalization or regionalization?
Global education architecture: W(E)TO or Talent Kyoto protocol?
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Personalization: from business drive to self-managed education
2013 2016 2022 2030
Business as employer: achievement / skill recognition: • Online diplomas and portfolios for everyone • Widespread online competence certificates &
achievement badges • Life-long ‘competency diplomas’
Business as investor: ‘talent hunt’ & Hollywood / NHL model • From Upstart to “man-llionaires” and new pension funds • Insurance plans in education for learners
& talent investors
Demand to self-manage educational content for max personal capitalization • Libraries of educational content and trajectories. ‘Your Hero Path’ to replace
standard degrees as the main ‘educational commodity’ • Trajectories tailored by mentor networks • 24/7 artificial tutors (growing from ‘trajectory libraries’).
Climax: “Diamond Age Primer”
Demand for authenticity: individualized life-long learning as an integral part of your life cycle (incl. support in personal cirsis & transformation)
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Co-operation: from ‘team hunt’ to CoP-centered learning
- Team education demand from corporate & state players - Startup-education in acceleration - ‘McKinsey as university’ model: producing teams & networks as a by-product of business activities
2013 2016 2022 2030
Demand for teams from communities of practice (CoP) Distributed / online CoPs become a new educational milieu (also: integrate with MOOCs)
Educational opportunities fair: participate in projects or games for cash, reputation, experience & social impact
Family demand for re-integration through ‘team education’
New universities as students’ holdings (revival of the medieval university model within growing CoPs)
Background & current trends
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Gamification: from education games to the totality of gaming
2013 2016 2022 2030
- MMORPG is a mass phenomenon but little recognized & used in education - the game culture becomes a norm across generations
Background
Recognition of gaming: - Routine use of games for project-based learning / progress & final testing - MMORPG achievements in CVs
Gradual gamification of life: real life achievements recognized through game mechanics in fitness, travel & beyond
‘Childhood-long games’: super-long transmedia games that adjust content & difficulty with age
Behavior correction simulators (biofeedback, AR). Virtual jail: overcoming social alienation of delinquents using virtual simulators
Working & living in blended virtual + real worlds becomes the life standard in OECD Game interfaces become the standard workspace environment ‘Homo Ludens’ a social norm
City as a huge simulator: from ‘child-friendly cities’ to ‘city games for all ages’
Driver: technologies leading towards post-scarcity economy
‘Psychodrama worlds’ gaming in psychotherapy
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Science: from BigData to live knowledge models
- Exponential growth and ‘decay’ of knowledge - Discipline gaps: the ‘Tower of Babel’ effect - Growing demand for ‘knowledge-in-practice’
Background
Science epistemology reconsidered with ICT: BigData in science (Grey’s 4th paradigm)
Digital practices in R&D: - stitching ‘R’ with ‘D’ (reusable digital models in computation disciplines & virtual labs) - connectivity factor (crowdsourcing of R&D, co-use of Big Science objects & remote labs)
‘Prosthetics’ of knowledge: rebuilding fundamental research with semantic technologies; researcher community communication in digital milieu (arXiv & Wiki as prototypes)
2013 2016 2022 2030
‘New Aristotle’: artificial intelligence to structure research teams and co-author research results
AI-based ‘live knowledge’ models for communities of practice become a new standard of knowledge organization (ending ‘Gutenberg Era’)
Reorganization of standards in citation indexing, achievement recording and IPR management (new KM ontology) for digital & connected research environments
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NeuroWeb: disrupting technologies for ‘new education’
2013 2016 2022 2030
Neuro- solutions go towards mass-market: - medical applications (prostheses & rehabilitation) - fitness & sports (biometry, biofeedback, psychopharm) - industrial & military applications for remote equipment control - use in gaming & entertainment - neuromarketing
Background
Training productive states of mind & body through biofeedback & gaming Schools of attention (incl. overcoming ADHD syndrome with neuro-training)
Addressing age-related issues through education (‘flexible mind’ training with ‘brain fitness’ & neuro-solutions)
Live teaching & MOOCs adjusting for real student engagement & learning attained (measured through biometry & neurointerfaces)
The rise of NeuroWeb (new web built with mass-market brain-brain interfaces & ‘Human Throught Transfer Protocol’): new ways of communication, training, creative work and management New pedagogy (variety of new educational tools & products) for NeuroWeb-connected groups
Tools for managing productive altered states of consciousness (ASCs) for operator & creative work
Ultra-fast learning methods & development of exocortex (sync between mind & artificial agents / avatars)
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New Education Landscape
in 3-5 yrs in 7-10 yrs in 15-20 yrs
• МООСs integrated by educational trajectories
• Academic grades give way to achievement recognition & competency passports
• New models of direct talent investment and other financial / insurance tools in education (for learners & investors)
• The first ‘Billion-Student University’
• Mentor networks and artificial tutors
• Mass market solutions for full-scale education without ever entering school or university
• Major role of gaming environments and augmented reality
• Objectivation of education process via biometry / neurointerfaces
• Game and teamwork are predominate forms of education and social interactions
• Artificial intelligence as a mentor (“Diamond Age Primer”) and a partner in research
• ‘Live knowledge’ models and the death of Gutenberg Galaxy
• Education in NeuroWeb- linked groups and new pedagogy
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Obsolesce of Formats
by 2017 by 2025 by 2035
• ‘Human phonograph’ industrial teaching based on standard textbooks & tests (replaced by ICT based solutions)
• Standardized tests (complemented & replaced by tests more focused on unique & creative abilities)
• Semester grades (replaced by continuous result recording)
• Graduation diplomas (replaced by life-long competency diploma)
• Academic journals (replaced by researcher communication networks), citation indexing standards & IPR management system (replaced by comprehensive digital KM ontologies)
• Single-author textbooks • ASCs as a social deviation
• Comprehensive schools • Research universities • Texts (books & articles)
as a predominant medium of knowledge-based communication
Following existing educational formats will be largely recognized in developed countries as ineffective or obsolete given the availability of feasible alternatives
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Education in human life cycle: from sprinting to marathons
Life time
Intensity
0… 25 50 75
Life time
Intensity
0… 25 50 75 100+
Education 2013 Education 2030
childhood education culminating in ‘rite of passage’ into adult life
lifelong education through all stages of adult life, with second ‘intensity peak’ during the transition into eldery life
education of the ‘first-third’ of life (school & university) followed by professional education interventions
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Learner’s path in 2030 education (demand side)
Goal-setting
Personal development trajectory
Worldview, languages, intellectual development (IQ)
Supporting tech
solutions Online
courses, knowledge
libraries
Simulators and
MMORPG
Biometry / biofeedback
wearbles and neurointerfaces
Managing body-and-mind states, healthy behavior (PQ / EQ)
Social and managerial skills (SQ / EQ)
Team games / group projects that correspond to the level and goals of individual development (or development in the family)
Achievement recording during education process
Personal competency ‘passport’
Integrated portfolio of creative achievement
(incl. game achievements)
Evaluation and feedback from mentors, peers,
users of project results, members of
communities of practice
Project/game tasks and participants markets
Self-defined (and continuously adjusted) personal development goals
Goals defined by or with mentors as guides though
educational process
Goals defined by the role model (‘My
Hero’s Path’)
Indicators of the quality of educational process (engagement, ‘flow’)
‘Enforced’ goals (e.g. by parents or
employers)
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Learner’s tech environment in 2030 education (supply side)
“Cloud” of competence models and standards
& Developer’s tools (ed
products & integration into non-ed products)
Bio-monitoring (wearables etc.)
Educational trajectory management interface
EDSTORE
Libraries of MOOCs and simulators (with rankings)
Ed-BigData: data processing systems
Assessment and certification systems
(incl. games and social networks)
Online competency passport &
integrated portfolio
Gateways to game worlds, social networks and
collaborative environments
Opportunity markets (vacant positions/projects/games to gain
experience and/or reputation)
New financial tools (reputational capital, investment solutions)
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Financial & insurance instruments for New Education
Instrument type
Key logic Trends supported
1 Direct talent investment
- return on investment - transparency, accountability, manageability
- personalization of education - data mining of profitable education&career trajectories
2 Insurance model
- being competent is like being healthy (hence: ed insurance plan) - investment protection
- support to direct talent investment model - personalization of education - education in communities / teams
3 Ed co-op - co-financing the development of community / team competences
- education in communities / teams
4 Educational bookmaking
- ‘’players’ bet on their ability to learn a subject or master a skill
- gamefication of education - personalization (competing with ‘peers’)
5 Exchange & accumulation of reputation capital
- reputation in community is exchanged and increased through learning & teaching
- education in communities / teams - gamefication of education
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Technoparadigm in Education – Teacher’s Friend or Foe?
Obsolescent occupations Emerging occupations
• ‘human phonograph’ teachers & professors
• certain administrative positions(e.g. educational process planners)
• authors of ‘pre-digital’ textbooks
Occupations dealing with development and implementation of solutions for: • ‘blended’ learning that combines online / offline
learning modules • learning through real-life projects • learning embedded in games • learning using wearables • managing education and career trajectories • evaluation and assessment
Significant growth in the number of workplaces with a major shift in key competences demanded
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Big Markets for New Education
Educational systems become educational spheres. This creates a number of new large markets where new companies size of Google or Facebook will thrive.
• Competence, achievement & reputation tracking
• Ed search engine and/or EdStore
• Ed-BigData solutions • Ed developer tools • Ed trajectory
management & artificial tutors
• Mentor networks • Opportunity and
talent exchange markets
Backbone solutions
• Simulators for prolonged team training
• Simulators for alienated & delinquents
• Games with augmented reality in corporate & urban environment
• Simulators of risky & hazardous situations
• ‘Playing with values’ • ‘Psychodrama worlds’
Virtual worlds for playing and learning
• State-of-mind training tools (incl. wearables) & attention management schools
• Measurement of engagement & learning attained
• Sensoriums
Neuro- solutions
+ solutions to ‘patch up’ industrial model of education
New ed finance
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Big Markets for New Education: Wave of Startups & Spin-offs
• The ‘double hump’ effect is typical for many innovative sectors and could also be expected in ed tech market. Businesses that remain afloat after the initial bubble collapses will set new standards
• Risk of overheating and collapse is compensated by the possibility of emergence of game-changing innovations. At this point it is not possible to forecast which startups have better become the backbone of the new educational sphere – thus experimenting is crucial
‘Crutches’ and ‘patches’
for the current system
using existing ICT
infrastructure.
Growing bubble in ed
tech market segment.
Plunging of ed tech market players
focused on solutions
complementary to existing
education. Growth of solutions
offering new standards. Wars of
standards and formats. Next gen
ICT infrastructure used (incl. AIs,
AR, biomonitors & neurointerfaces
etc.)
New education solutions become
the basic infrastructure in the
developed world
2010-2017 2017-2025 2025 - 2035
Crisis in education recognized
ICT called to address the issues
Ed tech a new fashion
New generation of leaders in education rises
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What’s happening to ‘industrial’ education model?
Changes in education systems strongly resemble the ones that take place in the energy sector with the proliferation of smart grids: • ‘Industrial model’ (mass / standardized) education
system will provide the ‘base load’ educational service for another 15-20 years, until efficient & sustainable alternatives are developed, able to provide same or higher quality services with lower cost
• However, industrial age education system will rapidly lose its monopoly as more and more alternative providers emerge (kids born in 2013/14 will be able to get high quality / reasonable cost education without ever entering school of university)
• Return on investment in ‘industrial model’ schools & universities will become substantial lower (due to effects of new education) and the industrial age education systems in most countries will keep deteriorating, increasing inequality within & between education systems (with some leaders breaking far ahead)
time
Cost of service
‘Industrial’ education New Education
The speed of emergence of the New Education will depend on whether new solutions will be able to provide same or better services for lower cost in areas invested by the state (socialization and social adaptation, national security etc.)
~2020-25
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Some hints for regulators (in countries aspiring to participate in the creation of New Education)
‘Industrial model’ education
• Maintain quality of human capital
• Focus investment on leaders (with potential to grow into world’s education elite) and create possibility of spillovers
• Change VET focus to address ‘the new unemployed’ problem
New Education
• Min intervention & standardization to retain the ‘open field’
• Support startups in education (e.g. create PPP funds)
• Support export of education services
• Establish a regulator responsible for the development and support of cutting edge technologies in education
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Hints for regulators (comprehensive chart)
‘Industrial model’ education policies
• Sufficient funding to maintain the existing quality level • Focused investments
• Creation of leading institutions, • Setting up ‘megaprojects’ to facilitate a breakthrough, • Transforming universities into educational centers for regional
growth and development • Rebuilding economy to accommodate waves of new technologies (also
solving the problem of the ‘new unemployed’) • Supporting dialog between education and industry regarding
future skills needs • Removing barriers that impede adaptation to industry
requirements • Creation of programs to support self-employment
• Organization of partnerships between МООС-platforms and national education systems
New education policies
• Creation of Ed Tech incubators for educators, programmers, and entrepreneurs (in the form of incubators, startup accelerators etc.)
• Financial and fiscal support for startups in education, incl.: • Preferential tax regimes • Establishment of specialized Ed Tech venture capital
funds in PPP format • Development of standards for physiological and mental
safety of educational products (involving communities of educators, healthcare specialists, psychologists, and parents) – with gradual shift towards self-regulated standards of New Education
General policies
Transboundary / international policies
• Equal rights for all educational providers to access key resources: students, development budgets, grants, subsidies etc. • Possibility of tracking and recording individual’s achievements throughout his/her life and support of individual educational trajectories.
(This will allow to choose between ‘industrial model’ and ‘new education’ providers.) • Special initiatives that help ‘stitching’ old and new education practices • Support of educational services export (incl. hi-tech solutions) • Support of research and experimentation in educational sphere (target grants to support development of educational technologies, creating
new possibilities for experimentation inside the system )
• Promotion of inexpensive education technologies in developing countries (e.g. OLPC model) • Identification and global replication of educational practiced from developing countries (e.g. ‘learning from extremes’ model) • Establishment of global certification systems and global simulators for skill testing • Uniform rules of international talent market functioning: W(E)TO or Talent ‘Kyoto Protocol’
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‘Force fields’ in New Education
Players ‘PRO’ (revolutionaries and reformers)
Players ‘CONTRA’ (conservatives)
Ambivalent players (potential to influence)
ICT industry
Frontline universities (going with the trend)
NGO education initiatives
‘Responsible’ parents
Independent & young researchers
Regulators (education as a foreign policy instrument )
Big business (entertainment, healthcare, kids-oriented industries)
Regulators (domestic policy)
(Some) organized religions
Ivory Tower Faculty & Management
Conservative parents
‘New unemployed’ (due to tech change)
Employers
Leaders of emerging world (China, India)