SlideShare ist ein Scribd-Unternehmen logo
1 von 91
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         Pattern recognition:
Generating        Deductions from
                   scanning
    -Kevin Kelly
 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
 Continuous     Quant. + Qual.
 Distributed    Affordances of
 feedback         play
Stories about futures      Roles and times
 Event and response       Emergent practices and
 Creativity                patterns
Integrate previous methods:
 Select drivers – environmental
  scan
 Identify trends – Delphi reports
 Test trends - extrapolation
 Test propositions – prediction
  markets
 More Asian liberal      More Asian than
  arts campuses            Hispanic immigrants
 State university        Certification rising
  gaming company          New OLI use cases
 Social media growth     Kickstarter continues
  continues                to grow
 "Generation Screwed"    One R1 tries to cut
  vs seniors online        libraries down
 Microsoft tablet        Academic unions crit
 Google US-sources        distance learning
  hardware
                                   July 2012 scan sample
 Senior job
                     Google Glass video
  retention           shooting
 Government-
                     3d printing lab
  supported maker     equipment
  classes
                     US R+D low
 MOOCs: more;
                     MBA bubble?
  mutations
                     Adjunct
 Google Course-
  builder             discrimination by
                      time
 New badges
  initiative             September 2012 scan sample
 British MOOC             cloud computing
   enterprise                price war
                            printer sales stagnate
  The United States
   birthrate fell to its    Android dominates
                             smartphones
   lowest level since
                            3d printing in
   1920
                             Staples
  student-library
                            adjunct union
   disconnection             organization
  academic social          enrolled
   media use cases           undergraduates
January 2013 scan sample     decline
 Demographic               Open edu expands
   crunch and few            Digital   humanities
   spikes                     grows
  More MOOCs                Athletics spending
                              does well
  Online
                             Shale oil -> edu
   coursetaking
                              spending
   rises
                             Facebook search
  F2f enrollment             launches
   stalls
February 2013 scan sample
1.   Economics and college finances
2.   Communities and populations
3.   Teaching and learning and tech
4.   Technology ecosystem
5.   The future of liberal education
6.   MOOCs
7.   Scholarship
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, othe
  r industries
 Large and growing diversity of
  platforms, topics, genres, niches, pl
Anecdata: number
 of Facebook
 CityVille players:

    23,900,000
     (as of July 2012, http://www.appdata.com/?AFB_redir=1 )
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
Information on demand
Instructors, peers “ “
Grading outsourced
Multimedia:
 social, personalized
Institutions
Function: content
 supplements
Faculty: adjunct rōnin
Accreditation:
 online, multiple, display-
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, ope
         n
         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 by5th  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
NITLE
         http://nitle.org

 NITLE prediction markets game
    http://markets.nitle.org/

         Bryan on Twitter
http://twitter.com/BryanAlexander

Weitere ähnliche Inhalte

Was ist angesagt?

Investigating the 21st century k 16 social media use power point final version
Investigating the 21st century k 16 social media use power point final versionInvestigating the 21st century k 16 social media use power point final version
Investigating the 21st century k 16 social media use power point final versionHeiða Reed
 
Mobile Devices in Education
Mobile Devices in EducationMobile Devices in Education
Mobile Devices in EducationMonica Martinez
 
CLA African American Interest Group presentation - November 2012
CLA African American Interest Group presentation - November 2012CLA African American Interest Group presentation - November 2012
CLA African American Interest Group presentation - November 2012patoney
 
Phd Consumer Insight Plans Book
Phd Consumer Insight Plans BookPhd Consumer Insight Plans Book
Phd Consumer Insight Plans BookChristabel B.
 
21st Century Skills: What do Adult Educators Need to Know?
21st Century Skills: What do Adult Educators Need to Know?21st Century Skills: What do Adult Educators Need to Know?
21st Century Skills: What do Adult Educators Need to Know?Marian Thacher
 
Can social media save kids' lives?
Can social media save kids' lives?Can social media save kids' lives?
Can social media save kids' lives?Securly
 
Bridging the Digital Divide: It's more than teaching computer skills to seniors
Bridging the Digital Divide: It's more than teaching computer skills to seniorsBridging the Digital Divide: It's more than teaching computer skills to seniors
Bridging the Digital Divide: It's more than teaching computer skills to seniorsBobbi Newman
 
Privacy, social networks and EU policy
Privacy, social networks and EU policyPrivacy, social networks and EU policy
Privacy, social networks and EU policyChris Marsden
 
Lifespan Communication In Cmc
Lifespan Communication In CmcLifespan Communication In Cmc
Lifespan Communication In CmcDaywalk3r
 
The Digital Divide for MCO435
The Digital Divide for MCO435The Digital Divide for MCO435
The Digital Divide for MCO435asuforkem
 

Was ist angesagt? (20)

Koluni white-paper[1]
Koluni white-paper[1]Koluni white-paper[1]
Koluni white-paper[1]
 
Investigating the 21st century k 16 social media use power point final version
Investigating the 21st century k 16 social media use power point final versionInvestigating the 21st century k 16 social media use power point final version
Investigating the 21st century k 16 social media use power point final version
 
Mobile Devices in Education
Mobile Devices in EducationMobile Devices in Education
Mobile Devices in Education
 
Virtual Friendship
Virtual FriendshipVirtual Friendship
Virtual Friendship
 
Millennial Learning V2
Millennial Learning V2Millennial Learning V2
Millennial Learning V2
 
CLA African American Interest Group presentation - November 2012
CLA African American Interest Group presentation - November 2012CLA African American Interest Group presentation - November 2012
CLA African American Interest Group presentation - November 2012
 
Phd Consumer Insight Plans Book
Phd Consumer Insight Plans BookPhd Consumer Insight Plans Book
Phd Consumer Insight Plans Book
 
Thurston
ThurstonThurston
Thurston
 
13 Things to Know About Teens and Technology
13 Things to Know About Teens and Technology13 Things to Know About Teens and Technology
13 Things to Know About Teens and Technology
 
SUNY Fredonia talk
SUNY Fredonia talkSUNY Fredonia talk
SUNY Fredonia talk
 
21st Century Skills: What do Adult Educators Need to Know?
21st Century Skills: What do Adult Educators Need to Know?21st Century Skills: What do Adult Educators Need to Know?
21st Century Skills: What do Adult Educators Need to Know?
 
Mobile devices DDBC Winter 2016
Mobile devices DDBC Winter 2016Mobile devices DDBC Winter 2016
Mobile devices DDBC Winter 2016
 
Can social media save kids' lives?
Can social media save kids' lives?Can social media save kids' lives?
Can social media save kids' lives?
 
Bridging the Digital Divide: It's more than teaching computer skills to seniors
Bridging the Digital Divide: It's more than teaching computer skills to seniorsBridging the Digital Divide: It's more than teaching computer skills to seniors
Bridging the Digital Divide: It's more than teaching computer skills to seniors
 
Privacy, social networks and EU policy
Privacy, social networks and EU policyPrivacy, social networks and EU policy
Privacy, social networks and EU policy
 
Metronet
MetronetMetronet
Metronet
 
ASS3SUM2
ASS3SUM2ASS3SUM2
ASS3SUM2
 
Lifespan Communication In Cmc
Lifespan Communication In CmcLifespan Communication In Cmc
Lifespan Communication In Cmc
 
The Rise of Networked Individuals and Their Role in the Life of Entrepreneurs
The Rise of Networked Individuals and Their Role in the Life of EntrepreneursThe Rise of Networked Individuals and Their Role in the Life of Entrepreneurs
The Rise of Networked Individuals and Their Role in the Life of Entrepreneurs
 
The Digital Divide for MCO435
The Digital Divide for MCO435The Digital Divide for MCO435
The Digital Divide for MCO435
 

Andere mochten auch

Safe Internet Use
Safe Internet UseSafe Internet Use
Safe Internet Useschalman
 
Emerging tech for teaching and learning: heading into fall 2008
Emerging tech for teaching and learning: heading into fall 2008Emerging tech for teaching and learning: heading into fall 2008
Emerging tech for teaching and learning: heading into fall 2008Bryan Alexander
 
Web 2.0 Presentation
Web 2.0 PresentationWeb 2.0 Presentation
Web 2.0 Presentationschalman
 
Web 2.0 and pedagogy overview, Wesleyan 2006
Web 2.0 and pedagogy overview, Wesleyan 2006Web 2.0 and pedagogy overview, Wesleyan 2006
Web 2.0 and pedagogy overview, Wesleyan 2006Bryan Alexander
 
21st Century Education
21st Century Education21st Century Education
21st Century Educationschalman
 
An Introduction to Web 2.0
An Introduction to Web 2.0An Introduction to Web 2.0
An Introduction to Web 2.0schalman
 
Kilbourne taxonomy
Kilbourne taxonomyKilbourne taxonomy
Kilbourne taxonomyschalman
 

Andere mochten auch (9)

Weather or not
Weather or notWeather or not
Weather or not
 
Safe Internet Use
Safe Internet UseSafe Internet Use
Safe Internet Use
 
Emerging tech for teaching and learning: heading into fall 2008
Emerging tech for teaching and learning: heading into fall 2008Emerging tech for teaching and learning: heading into fall 2008
Emerging tech for teaching and learning: heading into fall 2008
 
Web 2.0 Presentation
Web 2.0 PresentationWeb 2.0 Presentation
Web 2.0 Presentation
 
Web 2.0 and pedagogy overview, Wesleyan 2006
Web 2.0 and pedagogy overview, Wesleyan 2006Web 2.0 and pedagogy overview, Wesleyan 2006
Web 2.0 and pedagogy overview, Wesleyan 2006
 
Fpvp
FpvpFpvp
Fpvp
 
21st Century Education
21st Century Education21st Century Education
21st Century Education
 
An Introduction to Web 2.0
An Introduction to Web 2.0An Introduction to Web 2.0
An Introduction to Web 2.0
 
Kilbourne taxonomy
Kilbourne taxonomyKilbourne taxonomy
Kilbourne taxonomy
 

Ähnlich wie Aacu2013futures

Plymouth State University 2013
Plymouth State University 2013Plymouth State University 2013
Plymouth State University 2013Bryan Alexander
 
The Calm Between Two Storms: my NERCOMP 2014 keynote
The Calm Between Two Storms: my NERCOMP 2014 keynoteThe Calm Between Two Storms: my NERCOMP 2014 keynote
The Calm Between Two Storms: my NERCOMP 2014 keynoteBryan Alexander
 
Horizon 2012 presentation
Horizon 2012 presentationHorizon 2012 presentation
Horizon 2012 presentationBryan Alexander
 
PACOMP 2013 presentation
PACOMP 2013 presentationPACOMP 2013 presentation
PACOMP 2013 presentationBryan Alexander
 
Horizon Report 2012: University of New Hampshire discussion
Horizon Report 2012: University of New Hampshire discussionHorizon Report 2012: University of New Hampshire discussion
Horizon Report 2012: University of New Hampshire discussionBryan Alexander
 
Introduction to futuring in higher education: AAC&U 2012
Introduction to futuring in higher education: AAC&U 2012Introduction to futuring in higher education: AAC&U 2012
Introduction to futuring in higher education: AAC&U 2012Bryan Alexander
 
Future trends 2012seminar
Future trends 2012seminarFuture trends 2012seminar
Future trends 2012seminarBryan Alexander
 
Future of open education scenarios
Future of open education scenariosFuture of open education scenarios
Future of open education scenariosBryan Alexander
 
NSDC Summer Conference Session B15 Emerging Technologies and the 21st Centu...
NSDC Summer Conference Session B15   Emerging Technologies and the 21st Centu...NSDC Summer Conference Session B15   Emerging Technologies and the 21st Centu...
NSDC Summer Conference Session B15 Emerging Technologies and the 21st Centu...Andrea Tejedor
 
Wikinomics and the Future of Education
Wikinomics and the Future of EducationWikinomics and the Future of Education
Wikinomics and the Future of EducationAnthony Williams
 
Horizon_INACAP
Horizon_INACAPHorizon_INACAP
Horizon_INACAPbrettssu
 
Libraries in the teeth of change
Libraries in the teeth of changeLibraries in the teeth of change
Libraries in the teeth of changeBryan Alexander
 
Universities in 2020: A Technology Perspective by Lee Rainie
Universities in 2020: A Technology Perspective by Lee RainieUniversities in 2020: A Technology Perspective by Lee Rainie
Universities in 2020: A Technology Perspective by Lee RainieGardner Campbell
 
Cloud Creators and Curators Wanted
Cloud Creators and Curators WantedCloud Creators and Curators Wanted
Cloud Creators and Curators Wantedopened
 
Tn T Horizons April 28 2008
Tn T Horizons April 28 2008Tn T Horizons April 28 2008
Tn T Horizons April 28 2008brettssu
 
Lee-ACA emerging tech show
Lee-ACA emerging tech showLee-ACA emerging tech show
Lee-ACA emerging tech showBryan Alexander
 

Ähnlich wie Aacu2013futures (20)

Plymouth State University 2013
Plymouth State University 2013Plymouth State University 2013
Plymouth State University 2013
 
The Calm Between Two Storms: my NERCOMP 2014 keynote
The Calm Between Two Storms: my NERCOMP 2014 keynoteThe Calm Between Two Storms: my NERCOMP 2014 keynote
The Calm Between Two Storms: my NERCOMP 2014 keynote
 
Horizon 2012 presentation
Horizon 2012 presentationHorizon 2012 presentation
Horizon 2012 presentation
 
PACOMP 2013 presentation
PACOMP 2013 presentationPACOMP 2013 presentation
PACOMP 2013 presentation
 
Horizon Report 2012: University of New Hampshire discussion
Horizon Report 2012: University of New Hampshire discussionHorizon Report 2012: University of New Hampshire discussion
Horizon Report 2012: University of New Hampshire discussion
 
Introduction to futuring in higher education: AAC&U 2012
Introduction to futuring in higher education: AAC&U 2012Introduction to futuring in higher education: AAC&U 2012
Introduction to futuring in higher education: AAC&U 2012
 
Future trends 2012seminar
Future trends 2012seminarFuture trends 2012seminar
Future trends 2012seminar
 
Future of open education scenarios
Future of open education scenariosFuture of open education scenarios
Future of open education scenarios
 
What's in Your Horizon? (2007)
What's in Your Horizon? (2007)What's in Your Horizon? (2007)
What's in Your Horizon? (2007)
 
NSDC Summer Conference Session B15 Emerging Technologies and the 21st Centu...
NSDC Summer Conference Session B15   Emerging Technologies and the 21st Centu...NSDC Summer Conference Session B15   Emerging Technologies and the 21st Centu...
NSDC Summer Conference Session B15 Emerging Technologies and the 21st Centu...
 
Wikinomics and the Future of Education
Wikinomics and the Future of EducationWikinomics and the Future of Education
Wikinomics and the Future of Education
 
Horizon_INACAP
Horizon_INACAPHorizon_INACAP
Horizon_INACAP
 
Libraries in the teeth of change
Libraries in the teeth of changeLibraries in the teeth of change
Libraries in the teeth of change
 
The Mllennials
The MllennialsThe Mllennials
The Mllennials
 
Universities in 2020: A Technology Perspective by Lee Rainie
Universities in 2020: A Technology Perspective by Lee RainieUniversities in 2020: A Technology Perspective by Lee Rainie
Universities in 2020: A Technology Perspective by Lee Rainie
 
EDU575
EDU575EDU575
EDU575
 
Cloud Creators and Curators Wanted
Cloud Creators and Curators WantedCloud Creators and Curators Wanted
Cloud Creators and Curators Wanted
 
Tn T Horizons April 28 2008
Tn T Horizons April 28 2008Tn T Horizons April 28 2008
Tn T Horizons April 28 2008
 
Lee-ACA emerging tech show
Lee-ACA emerging tech showLee-ACA emerging tech show
Lee-ACA emerging tech show
 
NFAIS 2008 Talk
NFAIS 2008 TalkNFAIS 2008 Talk
NFAIS 2008 Talk
 

Mehr von Bryan Alexander

AI as agent of chaos in higher education
AI as agent of chaos in higher educationAI as agent of chaos in higher education
AI as agent of chaos in higher educationBryan Alexander
 
SCUP 2023 Cleveland presentation.pptx
SCUP 2023 Cleveland presentation.pptxSCUP 2023 Cleveland presentation.pptx
SCUP 2023 Cleveland presentation.pptxBryan Alexander
 
Futures for the Web - Reclaim 2023.pptx
Futures for the Web - Reclaim 2023.pptxFutures for the Web - Reclaim 2023.pptx
Futures for the Web - Reclaim 2023.pptxBryan Alexander
 
Printing press introduction.pptx
Printing press introduction.pptxPrinting press introduction.pptx
Printing press introduction.pptxBryan Alexander
 
ShapingEDU climate ed tech session
ShapingEDU climate ed tech sessionShapingEDU climate ed tech session
ShapingEDU climate ed tech sessionBryan Alexander
 
Futures of gaming from 2022
Futures of gaming from 2022Futures of gaming from 2022
Futures of gaming from 2022Bryan Alexander
 
digital storytelling for edu
digital storytelling for edu digital storytelling for edu
digital storytelling for edu Bryan Alexander
 
Climate change and higher education: a look ahead from 2020
Climate change and higher education: a look ahead from 2020Climate change and higher education: a look ahead from 2020
Climate change and higher education: a look ahead from 2020Bryan Alexander
 
Role playing games intro
Role playing games introRole playing games intro
Role playing games introBryan Alexander
 
Social justice in gaming
Social justice in gamingSocial justice in gaming
Social justice in gamingBryan Alexander
 
Introduction to project FOEcast
Introduction to project FOEcastIntroduction to project FOEcast
Introduction to project FOEcastBryan Alexander
 
Future trends for education and technology: 2018
Future trends for education and technology: 2018Future trends for education and technology: 2018
Future trends for education and technology: 2018Bryan Alexander
 
Digital storytelling for higher education
Digital storytelling for higher educationDigital storytelling for higher education
Digital storytelling for higher educationBryan Alexander
 
Automation and creativity: NMC 2017
Automation and creativity: NMC 2017Automation and creativity: NMC 2017
Automation and creativity: NMC 2017Bryan Alexander
 
What fake news is doing to digital literacy
What fake news is doing to digital literacyWhat fake news is doing to digital literacy
What fake news is doing to digital literacyBryan Alexander
 

Mehr von Bryan Alexander (20)

AI as agent of chaos in higher education
AI as agent of chaos in higher educationAI as agent of chaos in higher education
AI as agent of chaos in higher education
 
SCUP 2023 Cleveland presentation.pptx
SCUP 2023 Cleveland presentation.pptxSCUP 2023 Cleveland presentation.pptx
SCUP 2023 Cleveland presentation.pptx
 
Futures for the Web - Reclaim 2023.pptx
Futures for the Web - Reclaim 2023.pptxFutures for the Web - Reclaim 2023.pptx
Futures for the Web - Reclaim 2023.pptx
 
Printing press introduction.pptx
Printing press introduction.pptxPrinting press introduction.pptx
Printing press introduction.pptx
 
ShapingEDU climate ed tech session
ShapingEDU climate ed tech sessionShapingEDU climate ed tech session
ShapingEDU climate ed tech session
 
Futures of gaming from 2022
Futures of gaming from 2022Futures of gaming from 2022
Futures of gaming from 2022
 
digital storytelling for edu
digital storytelling for edu digital storytelling for edu
digital storytelling for edu
 
Climate change and higher education: a look ahead from 2020
Climate change and higher education: a look ahead from 2020Climate change and higher education: a look ahead from 2020
Climate change and higher education: a look ahead from 2020
 
Role playing games intro
Role playing games introRole playing games intro
Role playing games intro
 
Computer games intro
Computer games introComputer games intro
Computer games intro
 
Introduction to gaming
Introduction to gamingIntroduction to gaming
Introduction to gaming
 
Social justice in gaming
Social justice in gamingSocial justice in gaming
Social justice in gaming
 
Tabletop games
Tabletop gamesTabletop games
Tabletop games
 
DTL 2019 keynote
DTL 2019 keynoteDTL 2019 keynote
DTL 2019 keynote
 
Introduction to project FOEcast
Introduction to project FOEcastIntroduction to project FOEcast
Introduction to project FOEcast
 
Future trends for education and technology: 2018
Future trends for education and technology: 2018Future trends for education and technology: 2018
Future trends for education and technology: 2018
 
VR/AR/MR in education
VR/AR/MR in educationVR/AR/MR in education
VR/AR/MR in education
 
Digital storytelling for higher education
Digital storytelling for higher educationDigital storytelling for higher education
Digital storytelling for higher education
 
Automation and creativity: NMC 2017
Automation and creativity: NMC 2017Automation and creativity: NMC 2017
Automation and creativity: NMC 2017
 
What fake news is doing to digital literacy
What fake news is doing to digital literacyWhat fake news is doing to digital literacy
What fake news is doing to digital literacy
 

Aacu2013futures

  • 1.
  • 2.
  • 4.  Network platform: events f2f/online  Partnerships  Translation
  • 5.
  • 6.
  • 7.
  • 8.  Extraordinary political or economic event  Technology breakthrough (ex: AI, unrest)
  • 9.
  • 10.  Multiple sources  Should be longitudinal
  • 11.  Social networks  Iterated resource feeds  Scanner contributes content
  • 12. Next 20 years? Screening Interacting Sharing Flowing Accessing Pattern recognition: Generating Deductions from scanning -Kevin Kelly
  • 13.  Assemble experts  Probe for opinions  Rank and distill ideas  Reiterate
  • 14. Time-to-Adoption Horizon: One Year or Less Massively Open Online Courses Tablet Computing
  • 15. Time-to-Adoption Horizon: Two to Three Years Big Data and Learning Analytics Game-Based Learning
  • 16. Time-to-Adoption Horizon: Four to Five Years 3D Printing Wearable Technology
  • 17. Propositions in time  Shares to be traded
  • 18.
  • 19.  Continuous  Quant. + Qual.  Distributed  Affordances of feedback play
  • 20. Stories about futures  Roles and times  Event and response  Emergent practices and  Creativity patterns
  • 21. Integrate previous methods:  Select drivers – environmental scan  Identify trends – Delphi reports  Test trends - extrapolation  Test propositions – prediction markets
  • 22.
  • 23.
  • 24.  More Asian liberal  More Asian than arts campuses Hispanic immigrants  State university  Certification rising gaming company  New OLI use cases  Social media growth  Kickstarter continues continues to grow  "Generation Screwed"  One R1 tries to cut vs seniors online libraries down  Microsoft tablet  Academic unions crit  Google US-sources distance learning hardware July 2012 scan sample
  • 25.  Senior job  Google Glass video retention shooting  Government-  3d printing lab supported maker equipment classes  US R+D low  MOOCs: more;  MBA bubble? mutations  Adjunct  Google Course- builder discrimination by time  New badges initiative September 2012 scan sample
  • 26.  British MOOC  cloud computing enterprise price war  printer sales stagnate  The United States birthrate fell to its  Android dominates smartphones lowest level since  3d printing in 1920 Staples  student-library  adjunct union disconnection organization  academic social  enrolled media use cases undergraduates January 2013 scan sample decline
  • 27.  Demographic  Open edu expands crunch and few  Digital humanities spikes grows  More MOOCs  Athletics spending does well  Online  Shale oil -> edu coursetaking spending rises  Facebook search  F2f enrollment launches stalls February 2013 scan sample
  • 28. 1. Economics and college finances 2. Communities and populations 3. Teaching and learning and tech 4. Technology ecosystem 5. The future of liberal education 6. MOOCs 7. Scholarship
  • 29. 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.”
  • 30.
  • 31.
  • 32. First, the light stuff  Museum tours  GPS navigators (Garmin)  Location services (Yelp)
  • 33.
  • 34.
  • 35. Search the world
  • 38. Gartner: end of the mouse Touch screen (iOS) Handhelds (Wii) Nothing (Kinect)
  • 39.
  • 40.  Median age of gamers shoots past 35  Industry size comparable to music  Impacts on hardware, software, interfaces, othe r industries  Large and growing diversity of platforms, topics, genres, niches, pl
  • 41. Anecdata: number of Facebook CityVille players: 23,900,000 (as of July 2012, http://www.appdata.com/?AFB_redir=1 )
  • 42. Games serious, public, and political • Oiligarchy, Molle Industries • Jetset, Persuasive Games • The Great Shakeout, California • DimensionM, Tabula Digita
  • 43.
  • 44.
  • 45.
  • 48. Use games to impact society
  • 49. 1. Phantom Learning 2. Open world 3. The Lost Decade 4. The Serpent Digests a Very Large Mammal 5. Renaissance
  • 50. Post-tsunami Schools are rare and distant Information is plentiful and nearby
  • 51. Information on demand Instructors, peers “ “ Grading outsourced Multimedia: social, personalized
  • 52. Institutions Function: content supplements Faculty: adjunct rōnin Accreditation: online, multiple, display-
  • 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
  • 55.
  • 56. No good categorical name: …which sometimes indicates the future
  • 57. Open content, ope n access, open source • Very Web-centric
  • 58. Global conversations increase, filter bubble pops More access, more information Lots of creativity
  • 59. Information prices drop Faculty creativity, flexibility grow IT “ “ “ Academic content unleashed on the world
  • 60. Industries collapse Authorship mysterious Some low quality tech (videoconf.) Some higher costs More malware + less privacy
  • 61. Tech challenges Outsourcing and offshoring PLE beats LMS Crowdsourcing faculty work Information literacy central
  • 62. Internet has always been open Web <> money Online identity has always been fictional, playful
  • 63.
  • 64.
  • 65.
  • 66.
  • 67.
  • 69.
  • 70. Higher education landscape: Two Cultures redux: STEM vs New Left Adjunct faculty 95% Public institutions’ shrunken footprints Scholarly publication 1/3rd 2000 level
  • 71. Higher education landscape: Accreditation: the source of closures Libraries: rare and/or smaller Professional development: distance, DiY
  • 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 by5th grade Schools <> digital life They find their parents’ recollections of life before the web are oddly charming
  • 77.
  • 78.
  • 79.
  • 80.
  • 81.
  • 83. Classroom and courses  Curriculum content  Delivery mechanism  Creating games Peacemaker, Impact Games Revolution (via Jason Mittell)
  • 84. •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)
  • 85.
  • 86. Changes in hardware, software Part of undergraduate life Learning content, both informal and formal Career paths
  • 87. Higher education landscape:  Accreditation: drives project-based, studio-style pedagogy  Libraries: gaming production, archiving  Professional development: distance, DiY  Faculty multimedia production is the norm
  • 88. Elsewhere in the world: War on IP rages Nostalgia waves for old media Competing storytelling schools
  • 89.  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
  • 90. 1. Phantom Learning 2. Open world 3. The Lost Decade 4. The Serpent Digests a Very Large Mammal 5. Renaissance
  • 91. NITLE http://nitle.org NITLE prediction markets game http://markets.nitle.org/ Bryan on Twitter http://twitter.com/BryanAlexander

Hinweis der Redaktion

  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.