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Communities
of practice
Research
Joint projects
Outreach
Network
platform: events
f2f/online
Partnerships
Translation
 Extraordinary political or economic event
 Technology breakthrough (ex: AI, unrest)
Multiple
sources
Should be
longitudinal
Social
networks
Iterated
resource
feeds
Scanner
contributes
content
Next 20 years?
Screening
Interacting
Sharing
Flowing
Accessing
Generating
-Kevin Kelly
Pattern recognition:
Deductions from
scanning
 More Asian liberal
arts campuses
 State university
gaming company
 Social media growth
continues
 "Generation Screwed"
vs seniors online
 Microsoft tablet
 Google US-sources
hardware
 More Asian than
Hispanic immigrants
 Certification rising
 New OLI use cases
 Kickstarter continues
to grow
 One R1 tries to cut
libraries down
 Academic unions crit
distance learning
July 2012 scan sample
 British MOOC
enterprise
 The United States
birthrate fell to its
lowest level since
1920
 student-library
disconnection
 academic social
media use cases
 cloud computing
price war
 printer sales stagnate
 Android dominates
smartphones
 3d printing in
Staples
 adjunct union
organization
 enrolled
undergraduates
declineJanuary 2013 scan sample
 Social media
 Cloud computing
 Mobile ecosystem
 AR
 Wearables
 Ebooks
 Gaming
 3d printing
Generational
divides
Outsourcing
vs onshoring
 MOOC
boomtime
 Faculty (and
union) resistance
 Maker
movement
 badges
 Demographics:
race and youth
 Adjunctification
 Total enrollment
decline
 Grad program
bubbles
Assemble
experts
Probe for
opinions
Rank and
distill ideas
Reiterate
Time-to-Adoption Horizon:
One Year or Less
Massively Open Online
Courses
Tablet Computing
Time-to-Adoption Horizon:
Two to Three Years
Big Data and Learning
Analytics
Game-Based Learning
Time-to-Adoption
Horizon: Four to Five Years
3D Printing
Wearable Technology
 Propositions in time  Shares to be traded
 Quant. + Qual.
 Affordances of
play
 Continuous
 Distributed
feedback
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
Mark Weiser, 1988ff
 Example: "The Computer for
the Twenty-First Century"
(1991)
“The most profound technologies are
those that disappear. They weave
themselves into the fabric of
everyday life until they are
indistinguishable from it.”
First, the light stuff
 Museum tours
 GPS navigators (Garmin)
 Location services (Yelp)
Search
the
world
Multimedia lives here
AR art
Gartner: end of the
mouse
Touch screen (iOS)
Handhelds (Wii)
Nothing (Kinect)
Median age of gamers shoots past
35
Industry size comparable to music
Impacts on hardware, software,
interfaces, other industries
Large and growing diversity of
platforms, topics, genres, niches,
players
Anecdata: number
of Facebook
CityVille players:
(as of July 2012, http://www.appdata.com/?AFB_redir=1 )
23,900,000
Games
serious,
public, and
political
• Oiligarchy, Molle Industries
• Jetset, Persuasive Games
• The Great Shakeout, California
• DimensionM, Tabula Digita
Imperial
gamification
(political
and
mundane)
Use games to impact
society
1. Phantom Learning
2. Open world
3. The Lost Decade
4. The Serpent Digests a
Very Large Mammal
5. Renaissance
Post-tsunami
Schools are rare
and distant
Information is
plentiful and
nearby
http://research.studentclearinghouse.org/files/TermEnrollmentReport-Spring2013.pdf
Information on demand
Instructors, peers “ “
Grading outsourced
Multimedia: social,
personalized
Institutions
Function: content
supplements
Faculty: adjunct rōnin
Accreditation: online,
multiple, display-based
Institutions
Library: media
production camp
Professional
development: via social
media
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
No good categorical name:
…which sometimes
indicates the future
Open
content,
open access,
open source
• Very Web-centric
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 LMS
Crowdsourcing faculty work
Information literacy central
Internet has always been
open
Web <> money
Online identity has always
been fictional, playful
Media
battles
Higher education landscape:
Two Cultures redux: STEM vs
New Left
Adjunct faculty 95%
Public institutions’ shrunken
footprints
Scholarly publication 1/3rd 2000
level
Higher education landscape:
Accreditation: the source
of closures
Libraries: rare and/or
smaller
Professional development:
distance, DiY
 Great Recession began in 1st grade
 One or more family members unemployed
 “ “ “ “ “ underemployed
 Public education has always been stretched
to breaking point/poor
 Public-private gap even wider
 Online learning can beat their schools
 “Library” denotes digital collection
 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)
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
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
 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)
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
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
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
Elsewhere in the world:
War on IP rages
Nostalgia waves for old
media
Competing storytelling
schools
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. Phantom Learning
2. Open world
3. The Lost Decade
4. The Serpent Digests a
Very Large Mammal
5. Renaissance
Renaissance: youth already
there
“ : technology beyond
borders
Serpent: faculty resistance
Serpent : corporate
power, manipulation of
laws too strong
Ren: small number of
people leading
Social division, stratification -
>technological divide (social
blocking, self-blocking)
Tech leapfrogging
Tech for fun, not material life
Persistence of teachers
Multitasking
New creativity might not lead
to jobs, esp given economy
based on old paradigms
New creativity might not lead
to jobs, esp given economy
based on old paradigms
Open content: a cademic
content not sought after
NITLE
http://nitle.org
NITLE prediction markets game
http://markets.nitle.org/
Bryan on Twitter
http://twitter.com/BryanAlexander

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Plymouth State University 2013

Notes de l'éditeur

  1. The National Institute for Technology in Liberal Education (NITLE) works with a diverse community of liberal arts colleges and universities. This national network is focused on developing a deep understanding of the undergraduate student experience, the impact of the broader technological environment on teaching and learning, and the future of liberal education.