Future technologies for e-Learning What are the disruptive technologies?

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Future technologies for e-Learning What are the disruptive technologies? Judith Molka-Danielsen [email protected] April 2014 e

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e. Future technologies for e-Learning What are the disruptive technologies?. Judith Molka-Danielsen [email protected] April 2014. Disruptive technology. Clayton Christensen presents the concept of ” disruptive innovation ” http://www.claytonchristensen.com/key-concepts / - PowerPoint PPT Presentation

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Page 1: Future  technologies for  e-Learning What are the  disruptive technologies?

Future technologies for e-Learning

What are the disruptive technologies?

Judith [email protected]

April 2014

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Page 2: Future  technologies for  e-Learning What are the  disruptive technologies?

Disruptive technology• Clayton Christensen presents the concept of ”disruptive innovation”

http://www.claytonchristensen.com/key-concepts/

• 6 steps in the development of disruptive technology1. New disruptive technology were first developed in established

companies2. Marketing requested feedback from customers (show weak forecasts)3. Established company focuses on the development of the existing

(”sustained”) technology4. New companies are formed based on the new ”disruptive” technology5. The new technology develops – larger capacities, better capabilities6. The established attempt to defend their markets (but the new comers

have a foothold in the new market).

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1. Recent Approaches to E-Learning & Technologies in Use

• Massive open online course (MOOC)• Social Media with E-Learning Platforms• Virtual Reality technologies

• Are these technologies extensions of ”sustained” approaches? – Do the new technologies fix old ways of teaching?– Dimensions (maybe) are: Old provider Universities for

”formal education” vs. the new entrants Private educators for ”specialized learning” or ”self-learning”.

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MOOC• http://himoldex.no/• Open Course Platform

YouTube Videos Course materials on Fronter

(guest account)

(+) ”Fotballproffer tester ny studieløsning.” (DN, 2013)

(-) Lacks social interaction(-) Learn by doing, not by

passive watchingVisual limitations of the recording – need screen size of tablets or larger! Or slides separate.

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Social Media with E-Learning PlatformsBabson Survey Research Group – 2012 (in EDUCAUSE Review, Sep/Oct 2013)

Reported uses of social media from a study of 3875 faculty members in higher education:– 33.8% for teaching (using videos, blogs or wikis)– 44.7% for professional use (professional profiles and CVs)– 64.4 % for personal use

Barriers to Adoption (in order of importance)1. Integrity of student submissions2. Concerns about privacy 3. Separate course and personal accounts 4. Grading and assessment5. Inability to measure effectiveness6. Lack of integration with LMS 7. Takes too much time to learn or use 8. Lack of support at my institution

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Virtual Reality (technologies): why use them for learning?

In 3D virtual worlds students can: • re-conceptualization of self is

possible allowing for self-determination and active learning.

• Tasks can be designed in such a way that they realistically simulate real life.

• Games are often used as incentive based approaches to learning.

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Recognized Uses of VR in Learning

• Role play• Historical

representations• Information sharing• Theme awareness• 3D visualizations• Simulations

(weather)• Virtual office space,

campuses, stores..

• Museums, libraries, art galleries

• Scripted tools, objects, animations

• Performances, theatre, social events, parties

• Political campaigns• Workplace

collaboration and meetings

<< VR support social interactions>>

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Students receiving theoretical background of how to conduct a debate

Students giving a final debate presentation

E.g. ”Debating Course” in desktop Second Life

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Extending desktop VR capabilities – E.g Replay in vAcademia

Real time class

R0

R1

R1

R2

Recording

Replay

Recording

http://vacademia.com/ (Molka-Danielsen, et al., 2013)

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Cave Automatic Virtual Environment (CAVE)Immersive room (few have access to this environment)Learning • social behavior• ethical dilemmas

In CAVE at University College London

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2. Disruptive Technologies (for e-learning)?

Augmented Reality

Virtual RealityMobile

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Mobile Learning (Apps)•Self Learning (apps)

(1) encourage progress, notes in your email,

(2) integrate w/social media. (You can compete with your friends on Facebook.)

• Problem: They lack a level of immediate social interaction, so you lose interest after a while.•Other e.g. – self monitoring ”Fitbit” (can also put data on FB) http://www.fitbit.com/uk

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Augmented Reality (AR)• AR is ”an array of apps, web tools, and

games designed to enhance learning through interactive experiences”. ARDL (AR-Development) is a concept that makes virtual, 3D objects appear in the real world, attached to real objects. Users look through a VR Viewing Device to see virtual objects like planets, volcanoes, the human heart or dinosaurs.

(http://www.edudemic.com/augmented-reality-in-education/ )• Star Walk – app uses your location data

provided by the GPS and compass built into your device. Cross reference location data with inbuilt map of the sky and overlays the stars, planets, galaxies, constellations and satellites names on your screen.

InSightNOR app

Great potential for social learning – class trips!

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• Goal: Always on- always augmented – battery life the present design issue. • Google Glass is one platform works with Google voice and a variety of social media tools

(e.g. Twitter, Facebook). Numerous privacy concerns! • “Forrester Research recently reported that over 20 million U.S. consumers are willing to

wear augmented reality devices. Earlier this year, IHS forecasted that the adoption of AR in smart-glass devices will drive volumes of 10 million units through to 2016.” (Wired, 17.10.13)

• Blair MacIntyre, the director of the Augmented Environments Lab at Georgia Tech, “suggested that with the small screen placed to the side, it would be very hard to see and interact with the actual content on display.” He say that “in one simple fake video, Google has created a level of overhype and over expectation that their hardware cannot possibly live up to.”(cnet, 2012)

(AR) & Mobile – smart eyewear

http://www.youtube.com/watch?v=IaU6DWb0yzs

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Omni – motion in VR

Applications (Omni)

•Emergency Managment Training &Simulation•Architectual walk through•Virtual tourism•Education though immersion in historical replications of sites and events

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What technologies do you think are disruptive for E-Learning?

• Your ideas?