the calm between two storms: my nercomp 2014 keynote

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The Calm between Two Storms Glimpsin g the Future of Educatio n and Technolo gy - NERCOMP 2014

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My keynote address to the 2014 NERCOMP conference. The first half surveyed trends in technology and education, while the second presented several scenarios.

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Page 1: The Calm Between Two Storms: my NERCOMP 2014 keynote

The Calm between Two Storms

Glimpsing the

Future of Education

and Technolog

y-

NERCOMP

2014

Page 2: The Calm Between Two Storms: my NERCOMP 2014 keynote

Plan:

1. Current and developing trends

2. Several possible futures

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Spoiler alert!

Collaboration Social media Futures thinking Being open Attention to generations

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Between two waves?After the Web’s first generation: Campus Web

presence The LMS The ERP Library-IT

ententes Desktops to

BYOD

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Grappling with the future

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Grappling with the future

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Monthly environmental scan report

Trends identified, tested, projected

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FTTE reports, January-December 2013

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Education trends

More international students heading to the US

Non-US higher ed systems building up

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Education trends

Northeast, midwest youth population vs debt

Alternative certification (competency, badges)

US job changes (manufact->service, 1->many, declining participation, automation)

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Enrollment decline?

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Education trends

Adjunctification rising

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Athletics are doing just fine

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Weaker .edu trendlines

shared academic services executive compensation

rising amid controversy challenges to internships possible intergenerational

tensions library budgets

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Technology trends

digital video

cloud wars

augmented reality

automation and artificial intelligence

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Technology trends

social media triumphing

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Technology trends

crowdfunding growing copyright battles continue durability of Moore’s Law office versus Web office

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Technology ecosystem

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Beyond the PC

"When we were an agrarian nation, all cars were trucks because that's what you needed on the farms." Cars became more popular as cities rose, and things like power steering and automatic transmission became popular…

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"PCs are going to be like trucks," Jobs said. "They are still going to be around." However, he said, only "one out of x people will need them."

http://news.cnet.com/8301-13860_3-20006526-56.html ; image via Wikipedia

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Design for mobile *first *

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PCs getting crowded out

Mouse and keyboard declining

3d printing mainstreaming

3d tv dying

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Weaker tech trendlines

the limits of the Web

onshoring hardware production

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Are ebooks about to plateau?

Nicholas Carr, linked http://bryanalexander.org/2013/08/15/have-ebooks-plateaued/

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Teaching and learning and tech

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Teaching and learning and tech

blended/flipped classroom

rise of the net.generation

gaming in education

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Teaching and learning and tech

educational entrepreneurship

big data and data analytics develop

campus digital security threats growing

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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

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MOOCs

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Credit for MOOCs STEM vs humanities Sustainability? xMOOC vs cMOOC Liberal arts campuses entering

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Changes in scholarship

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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

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A higher education bubble?

Continued cost/value crisis Student and parent anxieties

about debt and employment Grad school crises Bipartisan political pressure

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Perhaps not

College premium persists

Debt closer to car ownership

Endowments returning, maybe (11%+ in 2013)

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Delphi

Assemble experts

Probe for opinions

Rank and distill ideas

Reiterate

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Horizon trends, 2014

Selected trends: Ubiquitous social media

Integration of online + offline teaching

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Horizon trends, 2014

Time-to-Adoption Horizon: One Year or Less Flipped Classroom Learning Analytics

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Horizon trends, 2014

Time-to-Adoption Horizon: Two to Three Years 3D Printing Games and Gamification

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Horizon trends, 2014

Time-to-Adoption Horizon: Four to Five Years Quantified Self Virtual Assistants

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Scenarios Stories about futures Event and response Creativity

Roles and times Emergent practices

and patterns

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Scenarios to consider

1. Fall of the Silos2. Phantom University3. The Renaissance4. The Old Guard’s

Revenge

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1. Fall of the Silos

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Open…

ContentTeaching

AccessSource

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Good things Global conversations increase, filter bubble pops

More access, more information

Lots of creativity

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Good things on campus Information prices drop Faculty creativity, flexibility grow

IT “ “ “ Academic content unleashed on the world

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Not so good things

Industries collapse Authorship mysterious Some low quality tech (videoconf.)

Some higher costs More malware + less privacy

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How does this impact campuses?

Tech challenges Outsourcing and offshoring

PLE beats LMS Crowdsourcing faculty work

Information literacy central

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Internet has always been open

Web <> money Online identity has always been fictional, playful

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II: Phantom university

Post-tsunami Schools are rare and distant

Information is plentiful and nearby

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The bubble burst

http://research.studentclearinghouse.org/files/TermEnrollmentReport-Spring2013.pdf

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Learning

Information on demand

Instructors, peers “ “ Grading outsourced Multimedia: social, personalized

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Institutions Function: content supplements

Faculty: adjunct rōnin

Accreditation: online, multiple, display-based

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Institutions Library: media production camp

Professional development: via social media

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MOOCs?

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MOOCs?

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No, MOOCsNo good categorical name:

…which sometimes indicates the future

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Students spent more time in K-12 with online classes than face-to-face ones

K-12 as social center, working parent support spaces

Libraries are software Buildings without AR look

naked

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III. Renaissance

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Gaming world

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Classroom and courses Curriculum content Delivery mechanism Creating games

Peacemaker, Impact Games

Revolution (via Jason Mittell)

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• 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 field

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How is gaming used now?

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Some impacts on campuses

Changes in hardware, software

Part of undergraduate life Learning content, both informal and formal

Career paths

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Higher education landscape: Accreditation: drives project-

based, studio-style pedagogy Libraries: gaming production,

archiving Professional development:

distance, DiY Faculty multimedia production

is the norm

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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

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IV. The Old Guard’s Revenge

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How it happened

Economic growth returns to US (energy, medical, nanotech vs world)

17-22-year-old niche revitalized (K-12 failure)

Full-time faculty stabilize (AAUP-ALA strike)

Digital tech firewalled from class (i.e., tv + film)

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Higher education landscape: Supplemental rather than

transformative tech Logistical instead of

pedagogical tech Academics include tech in

old structures (classes, publication)

Reconfigured to protect IP

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18-year-olds were .ppt proficient by 5th grade

Schools <> digital life They find their parents’ recollections of life before the web are oddly charming

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Scenarios to consider

1. Fall of the Silos2. Phantom University3. The Renaissance4. The Old Guard’s

Revenge

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Back to the future

Collaboration Social media Futures thinking Being open Attention to generations