15. 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
16. 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
17. Social media
Cloud computing
Mobile ecosystem
AR
Wearables
Ebooks
Gaming
3d printing
Generational
divides
Outsourcing
vs onshoring
18. MOOC
boomtime
Faculty (and
union) resistance
Maker
movement
badges
Demographics:
race and youth
Adjunctification
Total enrollment
decline
Grad program
bubbles
28. 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.”
29.
30.
31. First, the light stuff
Museum tours
GPS navigators (Garmin)
Location services (Yelp)
37. Gartner: end of the
mouse
Touch screen (iOS)
Handhelds (Wii)
Nothing (Kinect)
38.
39. 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
54. 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
72. 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
73.
74. 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)
75. 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
76. 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
77.
78. 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)
79. 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
80. 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
87. Classroom and courses
Curriculum content
Delivery mechanism
Creating games
Peacemaker,
Impact Games
Revolution (via
Jason Mittell)
88. •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)
91. Higher education landscape:
Accreditation: drives project-based,
studio-style pedagogy
Libraries: gaming production,
archiving
Professional development: distance,
DiY
Faculty multimedia production is the
norm
92. Elsewhere in the world:
War on IP rages
Nostalgia waves for old
media
Competing storytelling
schools
93. 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
94. 1. Phantom Learning
2. Open world
3. The Lost Decade
4. The Serpent Digests a
Very Large Mammal
5. Renaissance
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.