Future Trends Presentation at Course Redesign Institute

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Transcript of Future Trends Presentation at Course Redesign Institute

Where To From Here?Analyzing 10 years of Data from the Horizon Report

4. Climbing the Slope• Emergency/Mass Notification Services• Open-Source Learning Repositories• Enterprise Architecture• IT Infrastructure Utility• Intellectual Property Rights and Royalties

Management Software• Lecture Capture and Retrieval Tools• Unified Communications and Collaboration• Tablets• Game Consoles as Media Hubs

1. On the Rise• Mashware• Quantum Computing• Education Tablet• Campus App Store• Affective Computing• Open-Source SIS• Student Retention CRM• Citizen Developers

2. At the Peak• Learning Stack• Adaptive E-Textbooks• Big Data• Gamification• MOOC• Social Software Standards• Adaptive Learning

3. Sliding Into the Trough• Digital Preservation of Research Data• BYOD Strategy• Mobile-Learning Low-Range/Midrange Handsets• Open-Source Financials• Web-Based Office Productivity Suites• Social Learning Platform for Education• Cloud HPC/CaaS• Mobile-Learning Smartphones• Open-Source Middleware Suites• E-Textbook• Cloud Email for Staff and Faculty• Virtual Environments/Virtual Worlds

5. Entering the Plateau• E-Book Readers• Self-Publishing• Mashups

Gartner Hype Cycle

Horizon Report

Unveiled FebruaryAnnual Meeting of Educause LearningInitiative

Emerging Technologies

  20141 year or less Flipped Classroom

Learning Analytics2-3 years 3D Printing

Games and Gamification4-5 years Quantified Self

Virtual Assistants

Were going to go back a little deeper…….

  2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

1 year or les Learning Objects

Scalable Bector Graphics

Extended Learning

Ubiquitous Wireless

Social Computing

Personal Broadcasting

User-Created Content

Social Networking

Grassroots Video

Collaboation Webs

Mobiles

Cloud Computing

Mobile Computing

Open Content

Electronic Books

Mobiles

Mobile Apps

Tablet Computing

Massively Open Online Courses

Tablet Computing

Flipped Classroom

Learning Analytics

2-3 years Rapid Prototyping

Multimodal Interfaces

Intelligent Searching

Educational Gaming

Phones in Pockets

Educational Gaming

Mobile Phones

Virtual Worlds

Mobile Broadband

Data Mashups

Geo-Everything

Personal Web

Electronic Books

Simple Augmented Reality

Augmented Reality

Game-Based Learning

Game-Based Learning

Learning Analytics

Games and Gamification

Learnign Analytics

3D Printing

Games and Gamification

4-5 years Context-Aware Computing

Knowledge Webs

Social Networks and Knowledge Webs

Context-Aware Computing / Augmented Reality

Augmented Relaity and Enuanced Visualization

Context-Aware Enviornments and Devices

New Scholarship and Emerging Forms of Publication

Massivly Multiplayer Educational Gaming

Collective Intelligence

Social Operating Systems

Semantic -Aware Applications

Smart Objects

Gesture-Based Computing

Visual Data Analysisis

Gesture-Based Computing

Learning Analytics

Gesture-Based Computing

Internet of Things

3D Printing

Wearable Technology

Quantified Self

Virtual Assistants

Predictions Over Last 10 Years

  2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

1 year or les Learning Objects

Scalable Bector Graphics

Extended Learning

Ubiquitous Wireless

Social Computing

Personal Broadcasting

User-Created Content

Social Networking

Grassroots Video

Collaboation Webs

Mobiles

Cloud Computing

Mobile Computing

Open Content

Electronic Books

Mobiles

Mobile Apps

Tablet Computing

Massively Open Online Courses

Tablet Computing

Flipped Classroom

Learning Analytics

2-3 years Rapid Prototyping

Multimodal Interfaces

Intelligent Searching

Educational Gaming

Phones in Pockets

Educational Gaming

Mobile Phones

Virtual Worlds

Mobile Broadband

Data Mashups

Geo-Everything

Personal Web

Electronic Books

Simple Augmented Reality

Augmented Reality

Game-Based Learning

Game-Based Learning

Learning Analytics

Games and Gamification

Learnign Analytics

3D Printing

Games and Gamification

4-5 years Context-Aware Computing

Knowledge Webs

Social Networks and Knowledge Webs

Context-Aware Computing / Augmented Reality

Augmented Relaity and Enuanced Visualization

Context-Aware Enviornments and Devices

New Scholarship and Emerging Forms of Publication

Massivly Multiplayer Educational Gaming

Collective Intelligence

Social Operating Systems

Semantic -Aware Applications

Smart Objects

Gesture-Based Computing

Visual Data Analysisis

Gesture-Based Computing

Learning Analytics

Gesture-Based Computing

Internet of Things

3D Printing

Wearable Technology

Quantified Self

Virtual Assistants

Mobile

Tablet Computing  2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

1 year or les Learning Objects

Scalable Bector Graphics

Extended Learning

Ubiquitous Wireless

Social Computing

Personal Broadcasting

User-Created Content

Social Networking

Grassroots Video

Collaboation Webs

Mobiles

Cloud Computing

Mobile Computing

Open Content

Electronic Books

Mobiles

Mobile Apps

Tablet Computing

Massively Open Online Courses

Tablet Computing

Flipped Classroom

Learning Analytics

2-3 years Rapid Prototyping

Multimodal Interfaces

Intelligent Searching

Educational Gaming

Phones in Pockets

Educational Gaming

Mobile Phones

Virtual Worlds

Mobile Broadband

Data Mashups

Geo-Everything

Personal Web

Electronic Books

Simple Augmented Reality

Augmented Reality

Game-Based Learning

Game-Based Learning

Learning Analytics

Games and Gamification

Learnign Analytics

3D Printing

Games and Gamification

4-5 years Context-Aware Computing

Knowledge Webs

Social Networks and Knowledge Webs

Context-Aware Computing / Augmented Reality

Augmented Relaity and Enuanced Visualization

Context-Aware Enviornments and Devices

New Scholarship and Emerging Forms of Publication

Massivly Multiplayer Educational Gaming

Collective Intelligence

Social Operating Systems

Semantic -Aware Applications

Smart Objects

Gesture-Based Computing

Visual Data Analysisis

Gesture-Based Computing

Learning Analytics

Gesture-Based Computing

Internet of Things

3D Printing

Wearable Technology

Quantified Self

Virtual Assistants

Flipped Classroom  2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

1 year or les Learning Objects

Scalable Bector Graphics

Extended Learning

Ubiquitous Wireless

Social Computing

Personal Broadcasting

User-Created Content

Social Networking

Grassroots Video

Collaboation Webs

Mobiles

Cloud Computing

Mobile Computing

Open Content

Electronic Books

Mobiles

Mobile Apps

Tablet Computing

Massively Open Online Courses

Tablet Computing

Flipped Classroom

Learning Analytics

2-3 years Rapid Prototyping

Multimodal Interfaces

Intelligent Searching

Educational Gaming

Phones in Pockets

Educational Gaming

Mobile Phones

Virtual Worlds

Mobile Broadband

Data Mashups

Geo-Everything

Personal Web

Electronic Books

Simple Augmented Reality

Augmented Reality

Game-Based Learning

Game-Based Learning

Learning Analytics

Games and Gamification

Learnign Analytics

3D Printing

Games and Gamification

4-5 years Context-Aware Computing

Knowledge Webs

Social Networks and Knowledge Webs

Context-Aware Computing / Augmented Reality

Augmented Relaity and Enuanced Visualization

Context-Aware Enviornments and Devices

New Scholarship and Emerging Forms of Publication

Massivly Multiplayer Educational Gaming

Collective Intelligence

Social Operating Systems

Semantic -Aware Applications

Smart Objects

Gesture-Based Computing

Visual Data Analysisis

Gesture-Based Computing

Learning Analytics

Gesture-Based Computing

Internet of Things

3D Printing

Wearable Technology

Quantified Self

Virtual Assistants

Flipped ClassroomLectures can be (re) watched offline

All classes have online component and reap benefits

In-class becomes active, collaborative with help of connected devices

Social media enables informal communication

Student Generated Content  2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

1 year or les Learning Objects

Scalable Bector Graphics

Extended Learning

Ubiquitous Wireless

Social Computing

Personal Broadcasting

User-Created Content

Social Networking

Grassroots Video

Collaboation Webs

Mobiles

Cloud Computing

Mobile Computing

Open Content

Electronic Books

Mobiles

Mobile Apps

Tablet Computing

Massively Open Online Courses

Tablet Computing

Flipped Classroom

Learning Analytics

2-3 years Rapid Prototyping

Multimodal Interfaces

Intelligent Searching

Educational Gaming

Phones in Pockets

Educational Gaming

Mobile Phones

Virtual Worlds

Mobile Broadband

Data Mashups

Geo-Everything

Personal Web

Electronic Books

Simple Augmented Reality

Augmented Reality

Game-Based Learning

Game-Based Learning

Learning Analytics

Games and Gamification

Learnign Analytics

3D Printing

Games and Gamification

4-5 years Context-Aware Computing

Knowledge Webs

Social Networks and Knowledge Webs

Context-Aware Computing / Augmented Reality

Augmented Relaity and Enuanced Visualization

Context-Aware Enviornments and Devices

New Scholarship and Emerging Forms of Publication

Massivly Multiplayer Educational Gaming

Collective Intelligence

Social Operating Systems

Semantic -Aware Applications

Smart Objects

Gesture-Based Computing

Visual Data Analysisis

Gesture-Based Computing

Learning Analytics

Gesture-Based Computing

Internet of Things

3D Printing

Wearable Technology

Quantified Self

Virtual Assistants

Makerspaces

Before: Physical objects

Now: Multimedia assignments, projects containing audio, video, photo

Learning Analytics  2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

1 year or les Learning Objects

Scalable Bector Graphics

Extended Learning

Ubiquitous Wireless

Social Computing

Personal Broadcasting

User-Created Content

Social Networking

Grassroots Video

Collaboation Webs

Mobiles

Cloud Computing

Mobile Computing

Open Content

Electronic Books

Mobiles

Mobile Apps

Tablet Computing

Massively Open Online Courses

Tablet Computing

Flipped Classroom

Learning Analytics

2-3 years Rapid Prototyping

Multimodal Interfaces

Intelligent Searching

Educational Gaming

Phones in Pockets

Educational Gaming

Mobile Phones

Virtual Worlds

Mobile Broadband

Data Mashups

Geo-Everything

Personal Web

Electronic Books

Simple Augmented Reality

Augmented Reality

Game-Based Learning

Game-Based Learning

Learning Analytics

Games and Gamification

Learnign Analytics

3D Printing

Games and Gamification

4-5 years Context-Aware Computing

Knowledge Webs

Social Networks and Knowledge Webs

Context-Aware Computing / Augmented Reality

Augmented Relaity and Enuanced Visualization

Context-Aware Enviornments and Devices

New Scholarship and Emerging Forms of Publication

Massivly Multiplayer Educational Gaming

Collective Intelligence

Social Operating Systems

Semantic -Aware Applications

Smart Objects

Gesture-Based Computing

Visual Data Analysisis

Gesture-Based Computing

Learning Analytics

Gesture-Based Computing

Internet of Things

3D Printing

Wearable Technology

Quantified Self

Virtual Assistants

Bird’s Eye ViewWhat is being accessed, who is active

Graphic display of 14 days of data

Gamification  2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

1 year or les Learning Objects

Scalable Bector Graphics

Extended Learning

Ubiquitous Wireless

Social Computing

Personal Broadcasting

User-Created Content

Social Networking

Grassroots Video

Collaboation Webs

Mobiles

Cloud Computing

Mobile Computing

Open Content

Electronic Books

Mobiles

Mobile Apps

Tablet Computing

Massively Open Online Courses

Tablet Computing

Flipped Classroom

Learning Analytics

2-3 years Rapid Prototyping

Multimodal Interfaces

Intelligent Searching

Educational Gaming

Phones in Pockets

Educational Gaming

Mobile Phones

Virtual Worlds

Mobile Broadband

Data Mashups

Geo-Everything

Personal Web

Electronic Books

Simple Augmented Reality

Augmented Reality

Game-Based Learning

Game-Based Learning

Learning Analytics

Games and Gamification

Learnign Analytics

3D Printing

Games and Gamification

4-5 years Context-Aware Computing

Knowledge Webs

Social Networks and Knowledge Webs

Context-Aware Computing / Augmented Reality

Augmented Relaity and Enuanced Visualization

Context-Aware Enviornments and Devices

New Scholarship and Emerging Forms of Publication

Massivly Multiplayer Educational Gaming

Collective Intelligence

Social Operating Systems

Semantic -Aware Applications

Smart Objects

Gesture-Based Computing

Visual Data Analysisis

Gesture-Based Computing

Learning Analytics

Gesture-Based Computing

Internet of Things

3D Printing

Wearable Technology

Quantified Self

Virtual Assistants

Games and Gamification

Augmented Reality  2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

1 year or les Learning Objects

Scalable Bector Graphics

Extended Learning

Ubiquitous Wireless

Social Computing

Personal Broadcasting

User-Created Content

Social Networking

Grassroots Video

Collaboation Webs

Mobiles

Cloud Computing

Mobile Computing

Open Content

Electronic Books

Mobiles

Mobile Apps

Tablet Computing

Massively Open Online Courses

Tablet Computing

Flipped Classroom

Learning Analytics

2-3 years Rapid Prototyping

Multimodal Interfaces

Intelligent Searching

Educational Gaming

Phones in Pockets

Educational Gaming

Mobile Phones

Virtual Worlds

Mobile Broadband

Data Mashups

Geo-Everything

Personal Web

Electronic Books

Simple Augmented Reality

Augmented Reality

Game-Based Learning

Game-Based Learning

Learning Analytics

Games and Gamification

Learnign Analytics

3D Printing

Games and Gamification

4-5 years Context-Aware Computing

Knowledge Webs

Social Networks and Knowledge Webs

Context-Aware Computing / Augmented Reality

Augmented Relaity and Enuanced Visualization

Context-Aware Enviornments and Devices

New Scholarship and Emerging Forms of Publication

Massivly Multiplayer Educational Gaming

Collective Intelligence

Social Operating Systems

Semantic -Aware Applications

Smart Objects

Gesture-Based Computing

Visual Data Analysisis

Gesture-Based Computing

Learning Analytics

Gesture-Based Computing

Internet of Things

3D Printing

Wearable Technology

Quantified Self

Virtual Assistants

Augmented Reality

3D Printing  2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

1 year or les Learning Objects

Scalable Bector Graphics

Extended Learning

Ubiquitous Wireless

Social Computing

Personal Broadcasting

User-Created Content

Social Networking

Grassroots Video

Collaboation Webs

Mobiles

Cloud Computing

Mobile Computing

Open Content

Electronic Books

Mobiles

Mobile Apps

Tablet Computing

Massively Open Online Courses

Tablet Computing

Flipped Classroom

Learning Analytics

2-3 years Rapid Prototyping

Multimodal Interfaces

Intelligent Searching

Educational Gaming

Phones in Pockets

Educational Gaming

Mobile Phones

Virtual Worlds

Mobile Broadband

Data Mashups

Geo-Everything

Personal Web

Electronic Books

Simple Augmented Reality

Augmented Reality

Game-Based Learning

Game-Based Learning

Learning Analytics

Games and Gamification

Learnign Analytics

3D Printing

Games and Gamification

4-5 years Context-Aware Computing

Knowledge Webs

Social Networks and Knowledge Webs

Context-Aware Computing / Augmented Reality

Augmented Relaity and Enuanced Visualization

Context-Aware Enviornments and Devices

New Scholarship and Emerging Forms of Publication

Massivly Multiplayer Educational Gaming

Collective Intelligence

Social Operating Systems

Semantic -Aware Applications

Smart Objects

Gesture-Based Computing

Visual Data Analysisis

Gesture-Based Computing

Learning Analytics

Gesture-Based Computing

Internet of Things

3D Printing

Wearable Technology

Quantified Self

Virtual Assistants

3D Printing

Wearable Technology / Quantified Self  2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

1 year or les Learning Objects

Scalable Bector Graphics

Extended Learning

Ubiquitous Wireless

Social Computing

Personal Broadcasting

User-Created Content

Social Networking

Grassroots Video

Collaboation Webs

Mobiles

Cloud Computing

Mobile Computing

Open Content

Electronic Books

Mobiles

Mobile Apps

Tablet Computing

Massively Open Online Courses

Tablet Computing

Flipped Classroom

Learning Analytics

2-3 years Rapid Prototyping

Multimodal Interfaces

Intelligent Searching

Educational Gaming

Phones in Pockets

Educational Gaming

Mobile Phones

Virtual Worlds

Mobile Broadband

Data Mashups

Geo-Everything

Personal Web

Electronic Books

Simple Augmented Reality

Augmented Reality

Game-Based Learning

Game-Based Learning

Learning Analytics

Games and Gamification

Learnign Analytics

3D Printing

Games and Gamification

4-5 years Context-Aware Computing

Knowledge Webs

Social Networks and Knowledge Webs

Context-Aware Computing / Augmented Reality

Augmented Relaity and Enuanced Visualization

Context-Aware Enviornments and Devices

New Scholarship and Emerging Forms of Publication

Massivly Multiplayer Educational Gaming

Collective Intelligence

Social Operating Systems

Semantic -Aware Applications

Smart Objects

Gesture-Based Computing

Visual Data Analysisis

Gesture-Based Computing

Learning Analytics

Gesture-Based Computing

Internet of Things

3D Printing

Wearable Technology

Quantified Self

Virtual Assistants

Wearable Technology

Pic every 30 sec

Dog never gets lostHappy? Stressed? Provide yoga workout, dim lights, soothing music

Photo, video, augmented reality

Quantified Self

Internet of Things  2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

1 year or les Learning Objects

Scalable Bector Graphics

Extended Learning

Ubiquitous Wireless

Social Computing

Personal Broadcasting

User-Created Content

Social Networking

Grassroots Video

Collaboation Webs

Mobiles

Cloud Computing

Mobile Computing

Open Content

Electronic Books

Mobiles

Mobile Apps

Tablet Computing

Massively Open Online Courses

Tablet Computing

Flipped Classroom

Learning Analytics

2-3 years Rapid Prototyping

Multimodal Interfaces

Intelligent Searching

Educational Gaming

Phones in Pockets

Educational Gaming

Mobile Phones

Virtual Worlds

Mobile Broadband

Data Mashups

Geo-Everything

Personal Web

Electronic Books

Simple Augmented Reality

Augmented Reality

Game-Based Learning

Game-Based Learning

Learning Analytics

Games and Gamification

Learnign Analytics

3D Printing

Games and Gamification

4-5 years Context-Aware Computing

Knowledge Webs

Social Networks and Knowledge Webs

Context-Aware Computing / Augmented Reality

Augmented Relaity and Enuanced Visualization

Context-Aware Enviornments and Devices

New Scholarship and Emerging Forms of Publication

Massivly Multiplayer Educational Gaming

Collective Intelligence

Social Operating Systems

Semantic -Aware Applications

Smart Objects

Gesture-Based Computing

Visual Data Analysisis

Gesture-Based Computing

Learning Analytics

Gesture-Based Computing

Internet of Things

3D Printing

Wearable Technology

Quantified Self

Virtual Assistants

Internet of Things

Phillips Hue

Virtual Assistants  2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014

1 year or les Learning Objects

Scalable Bector Graphics

Extended Learning

Ubiquitous Wireless

Social Computing

Personal Broadcasting

User-Created Content

Social Networking

Grassroots Video

Collaboation Webs

Mobiles

Cloud Computing

Mobile Computing

Open Content

Electronic Books

Mobiles

Mobile Apps

Tablet Computing

Massively Open Online Courses

Tablet Computing

Flipped Classroom

Learning Analytics

2-3 years Rapid Prototyping

Multimodal Interfaces

Intelligent Searching

Educational Gaming

Phones in Pockets

Educational Gaming

Mobile Phones

Virtual Worlds

Mobile Broadband

Data Mashups

Geo-Everything

Personal Web

Electronic Books

Simple Augmented Reality

Augmented Reality

Game-Based Learning

Game-Based Learning

Learning Analytics

Games and Gamification

Learnign Analytics

3D Printing

Games and Gamification

4-5 years Context-Aware Computing

Knowledge Webs

Social Networks and Knowledge Webs

Context-Aware Computing / Augmented Reality

Augmented Relaity and Enuanced Visualization

Context-Aware Enviornments and Devices

New Scholarship and Emerging Forms of Publication

Massivly Multiplayer Educational Gaming

Collective Intelligence

Social Operating Systems

Semantic -Aware Applications

Smart Objects

Gesture-Based Computing

Visual Data Analysisis

Gesture-Based Computing

Learning Analytics

Gesture-Based Computing

Internet of Things

3D Printing

Wearable Technology

Quantified Self

Virtual Assistants

Virtual Assistants

“Zoe” can be happy, sad, angry, tender, neutral

“Florence” helps doctors access patient records, order x-rays, dictate notes

Affective Computing

http://prof.irfanessa.com/category/research/face-and-gesture/

Conclusions• We don’t know what the educational

implications of many of these will be

• We do know that many of these will arrive soon

• “What’s in it for teaching and learning?”

• Experimenter mentality – keep what works, toss what doesn’t

Technology needs to help students…

Stay organized

Learn in multiple modes

Engage with the content

Obtain feedback

Connect with the instructor

Connect with prior knowledge

Practice, practice, practice

Develop mastry

Motivate them to do the work!Connect material to real-life experiences

Access materials more easily

Interact with peers

It’s not the technology, it’s how it’s used

END