I found this article so useful. I wish I had read it a year and a bit ago at the beginning of my MAODE journey. I had lightbulb moments as I was able to clearly distinguish between a trend and a development, a technology and a device.
The paper, taken as a whole, paints a bright future in which technology is used to specifically create learning programs and resources for individual people with unique needs. The opportunities for these people to learn in a place and at a time which is convenient to them are wonderful but better still they will be able learn via rich, contextual resources and environments whilst collaborating with experts, fellow students, learners from complementary and opposite disciplines. Their progress will not only be closely tracked to quickly identify any potential problems or missing elements before they become insurmountable issues, but it will be able to anticipate future issues and needs using the mounted swathes of data previously analysed.
Of course - it is unlikely that every point in this paper will turn out to be accurate but it's definitely helpful to see what might happen, what is currently being thought likely.
Anyway - here's my summary!
Six Key Trends
1. Advancing Cultures of Innovation: Flexible, responsive, agile. Emphasis on entrepreneurship. Making universities seed beds of innovative economic activity. LONG TERM
2. Rethinking How Institutions Work: Working towards a better match between graduate academic skills and desirable workplace skills, alternate methods of delivery of education to growing, and more specific, body of students. “Education as a Service” (EaaS) – students ‘pick and mix’ what they learn according to their needs. LONG TERM
3. Redesigning Learning Spaces: more access to high tech devices and internet connectivity. Change from libraries full of physical journals to access for more people to more online journals. MID TERM
4. Shift to Deeper Learning Approaches: Learning To Learn; project based learning, problem based learning, challenge based learning. Primary goal of higher education to prepare learners for employment. MID TERM
5. Growing Focus on Measuring Learning: rethink on how to assess subject mastery. Students are producing exponential amounts of data which can be analysed. Students desire for immediate and continuous feedback. SHORT TERM
6. Increasing Use of Blended Learning Designs: drawing the best from online and face to face learning.
Six Key Challenges
1. Blending Formal and Informal Learning: Moving away from the ‘credit culture’ and acknowledging the value of experience, informal learning and that unqualified does not mean unable. SOLVABLE
2. Improving Digital Literacy: Teaching with tech is different to learning from it? Lack of consensus on what digital literacy requires. SOLVABLE
3. Competing Models of Education: Capitalising on emerging technology is not enough – new models of teaching and learning must be developed to engage students in a new, expanded and unfamiliar system. DIFFICULT
4. Personalizing Learning: demand for personalised (bespoke) learning is there but it is not supported by current technology or practices. DIFFICULT
5. Balancing Our Connected and Unconnected Lives: there is general concern about the balance individuals have of online vs offline portions of their lives. Educators must play their part in addressing that. WICKED – HARD TO DEFINE, LET ALONE SOLVE.
6. Keeping Education Relevant Keeping Education Relevant: Education is not the guarantee of gainful employment it once was. Funneling students into STEM to make them ‘economically useful’ disregards the ethical voice of the humanities. Formal academia still has a higher status than vocational training. WICKED – HARD TO DEFINE, LET ALONE SOLVE.
Six Important Developments
1. Bring Your Own Device (BYOD): Majority of learners own their own devices. Requires robust Wi-Fi. Rather than discouraging Smartphones in teaching environment, devices are being utilized. <1 YEAR
2. Learning Analytics and Adaptive Learning: “Learning analytics has developed in three stages, moving from a focus on hindsight to foresight; the first stage was describing results, the second stage was diagnosing, and the third and current stage is predicting what will happen in the future.” <1 YEAR
3. Augmented and Virtual Reality: AR = incorporating digital information into real work, VR immersive experience where the entire world is digital. Both provide contextual settings for learning. Particularly useful (so far) in medical training. 2-3 YEARS
4. Makerspaces: Informal workshop environments in community settings where people create things in a collaborative setting. Use of 3D printers? 2-3 YEARS
5. Affective Computing: Machines can be programmed to recognize, process and react appropriately to human emotion. Machines can be programmed to simulate human emotion. Machines can recognize bored or disengaged students. 4-5 YEARS
6. Robotics: Increased use of robotics in industry will require more students to learn about, and innovate with, robotics. 4-5 YEARS