How top liberal arts colleges prepare students for successful lives of leadership and service — from educationdive.com by John I. Williams, Jr.

Excerpt (emphasis DSC):

This year’s World Economic Forum (WEF) in Davos, Switzerland, discussed the top ten skills that will be needed for careers in 2020:

  1. Complex problem solving
  2. Critical thinking
  3. Creativity
  4. People management
  5. Coordinating with others
  6. Emotional intelligence
  7. Judgment and decision making
  8. Service orientation
  9. Negotiation
  10. Cognitive flexibility

The list is remarkable, both for what it includes and for what it doesn’t; and for the fact that it is as timeless as it is forward-looking. For our purposes, it serves as a useful gauge for the value of the education our students receive at highly-selective liberal arts colleges.

As I reflect upon the list, I realize graduates of top liberal arts colleges will smile as they read it, reminded that their education focuses on skills that will be valuable across a lifetime.

 

Going forward, college graduates may work for nine or more organizations over the course of their careers.

 

Yet, for all this techno-wizardry, the critical skills on WEF’s list for careers in 2020 resemble closely those that have defined the leaders who have emerged from top liberal arts colleges for decades. 

 

At the same time, top liberal arts colleges have always been committed to preparing students for more than just career success, including contributions to society more broadly. These colleges have always focused not only on the development of students’ intellect but on their character as well.

 

 

 

10 promising technologies assisting the future of medicine and healthcare — by Bertalan Meskó, MD, PhD

Excerpt:

Technology will not solve the problems that healthcare faces globally today. And the human touch alone is not enough any more, therefore a new balance is needed between using disruptive innovations but still keeping the human interaction between patients and caregivers. Here are 10 technologies and trends that could enable this.

 

 

Big Data in 2016: Cloudy, with a chance of disappointment, disillusionment, and disruption — from insidebigdata.com by Daniel Gutierrez

Excerpt:

Expect to see many organizations become deeply disillusioned by Big Data in 2016 because they had hoped to get different results from their business, without using Big Data to actually change how they operated. Those who used Big Data to make substantive changes to how they operate will dramatically out-compete those who used Big Data to produce merely-more-detailed reports, but little actual change.

 

 

 

Young entrepreneurs are applying the power of big data to the real world — from entrepreneur.com by John Pilmer

Excerpt:

Two 15-year-old students from Business Technology Early College High School (BTECH) in Queens, New York dazzled me with big-picture thinking about the social implications of harnessing big data while protecting our future. The teens shared very entrepreneurial thoughts of how to deliver genomic big data solutions without diminishing individual self-worth.

One young man used the example of applying genomic big data to people to create a “Superman” in the future. Yet, he noted that if everyone were Superman, no one would be.  In other words, no one would be unique, stand out from the crowd. Wow! That’s big picture thinking that reminds me of a science fiction novel.

 

 

 

The data science industry: a look at the key roles — from dataconomy.com by Darya Niknamian

Here is the infographic from that article:

 

 

The art of data science: The skills you need and how to get them — from kdnuggets.com by Joseph Blue
Learn, how to turn the deluge of data into the gold by algorithms, feature engineering, reasoning out business value and ultimately building a data driven organization.

 

 

 

The 22 skills of a Data Scientist…  — from dataconomy.com by Matt Reaney

 

 

 


From DSC:
The items above made me think of trying to excerpt meaning from big data…which made me think of programming…which lead me to think of algorithms…which lead me to think of artificial intelligence (AI).  Then, when I was thinking about AI, I wondered…

  • How might AI and algorithms play into the future of MOOCs — especially in regards to providing automated assessments, scoring, and grading…?

Hmmm….could be helpful…though knowledgeable experts/humans will likely still be needed. But such technologies could help with some of the heavy (and often time-consuming) lifting here.


 

 

 

The promise of virtual reality in higher education — from er.educause.edu by Bryan Sinclair and Glenn Gunhouse

Excerpt:

Just as hypertext, digital publishing, and other digital media have transformed the ways in which we engage with documents and collections, the technologies surrounding virtual reality (VR) may ultimately transform the ways in which we teach, learn, engage with each other, and experience the world writ large. In a not-too-distant future, as VR technologies advance at a steady pace and become embedded in our lives, we may one day look back with a sense of amazement at students once bound to a physical classroom, campus setting, locale, or even place in time.

VR may be seen as the next logical extension of cyberspace.

 

 

 

Five ways virtual reality is reshaping industries — from by Daniel Terdiman
Gaming is only the beginning.

Excerpt:

It’s rare that a consumer technology is a giant leap forward rather than the next iterative step. Virtual reality represents just that kind of leap. With the spring launch of the Oculus Rift and HTC Vive, as well as the imminent release of Sony’s PlayStation VR, high-end virtual reality has arrived. Add to that lower-end headsets like Samsung’s Gear VR, Google’s Cardboard, and many other players and it’s clear that 2016 is the year the technology goes mainstream. While none of the hardware makers are promising to sell millions of units this year, estimates peg the VR market—hardware and content—at $30 billion by 2020. It’s not just gaming and entertainment that are poised for transformation. Here are some of the most interesting—and potentially lucrative—ways VR is being deployed.

 

 

Why you should try that crazy virtual reality headset — from wsj.com by Joanna Stern
VR isn’t just for gamers—take a journey through the virtual experiences that will make the real world better

Excerpt:

You’re going to own a virtual reality headset one day.

Yes, you’re going to put those funny-looking goggles on your face and your eyes won’t be rolling at me like they are right now.

I’ve been there. My interest in gaming stops at Monopoly. The promise of virtual reality meant little more to me than a funny photo opp.

But the buzz! It’s the future, they say! So I went on a journey to find virtual reality’s practical uses.

You can take a class of fifth-graders across the world without needing permission slips. You can inspect the countertops in that dream house you’ve been eyeing. You can feel your heart pound as you practice your big speech in front of a room of people who aren’t actually there.

 

 

WhyTryCrazyVRHeadset-WSJ-March2016

 

 

 

John Carmack calls ‘Minecraft’ for Gear VR ‘the best thing’ on Oculus — from uploadvr.com by Ian Tingen

Excerpt:

After a hands-on with Minecraft VR – an in-development title for the Samsung Gear VR – Oculus CTO John Carmack gave a speech where he proclaimed Minecraft VR to be, “the best thing to come out on Oculus…Not just for the Gear VR but everything”.

 

 

 

Virtual reality headsets are roaring in 2016 : What’s your pick? — from unimersiv.com by Sanjay Bojan

Excerpt:

In 2016, although still in their infant stages, VR headsets are advancing thick and fast. On that note, here is a selection of the best VR headsets you could buy at the moment.

 

 

 

How virtual reality will democratize learning — from readwrite.com by Jacob Tempchin

Excerpt:

Still, I am confident that virtual reality will revolutionize how we learn, and the reason is simple. Virtual reality is not just a technology, it’s a medium. And I’ve seen how powerful that medium can be.

 

 

Jaunt’s ‘cinematic VR’ tech will take you around the world — from engadget.com by Mariella Moon
First stop: Machu Picchu.

 

 

 

Addendum on 3/25/16:

 

 

 

 

How the ‘Internet of Things’ will affect the world — from businessinsider.com by John Greenough and Jonathan Camhi

Excerpt:

Here are some key points from the report:

  • In total, we project there will be 34 billion devices connected to the internet by 2020, up from 10 billion in 2015. IoT devices will account for 24 billion, while traditional computing devices (e.g. smartphones, tablets, smartwatches, etc.) will comprise 10 billion.
  • Nearly $6 trillion will be spent on IoT solutions over the next five years.
  • Businesses will be the top adopter of IoT solutions. They see three ways the IoT can improve their bottom line by 1) lowering operating costs; 2) increasing productivity; and 3) expanding to new markets or developing new product offerings.
  • Governments are focused on increasing productivity, decreasing costs, and improving their citizens’ quality of life. We believe they will be the second-largest adopters of IoT ecosystems.
  • Consumers will lag behind businesses and governments in IoT adoption. Still, they will purchase a massive number of devices and invest a significant amount of money in IoT ecosystems.

 

 

 

 

As IoT emerges, UX takes on greater urgency within enterprises — from zdnet.com by Joe McKendrick
User experience isn’t just a luxury — emerging Internet of Things, wearable, mobile, and virtual reality-based computing make it essential.

Excerpt:

Perhaps the renowned techno-futurist Mark Pesce said it best in a recent tweet: “I’d like to point out that [virtual reality] is the only display layer with profound UX implications. Fundamental ones. Ponder that,”

Pesce is spot on, of course, but we need to take his argument for heightened, immersive and interactive user experience a step further — not only is VR bringing it to the fore, but there is also the intense emphasis on connecting things — including wearables and mobile devices — into the emerging Internet of Things, as well as the ongoing challenges of the consumerization of IT, to make enterprise computing as intuitive and satisfying as consumer-based computing.

A recent survey of 7,725 executives and professionals shows that interest in UX — and UX testing — is on the rise. As summarized by Dennis McCafferty in CIO Insight, “respondents say that multi-device interaction–a.k.a., machine-to-machine tech–will greatly influence UX over the next five years. Which means CIOs and their tech teams should expect to devote more attention to UX for the indefinite future.”

 

 

 

The Internet of Things: It’s not quite here yet, but it’s definitely coming — from edtechmagazine.com by Nicci Fagan
Colleges and universities should take steps now to prepare for the impending barrage of connected devices and for the rise in IoT data.

 

 

 

Gartner warns of coming IoT data management overload — from readwrite.com by Donal Power

Excerpt:

The growth of Internet of Things (IoT) is rapidly increasing the amount of data generated, and industry experts warn that the current river of unstructured data will soon turn into a flood. Alarmingly, a recent study highlighted concerns that most proposed approaches could lead to data management overload ineffective for the coming torrent of data.

Enterprise Tech cited a recent Gartner report that examined the impact IoT will have on enterprise infrastructure. The report warned that “due to a lack of information capabilities adapted for the IoT” an estimated 25% of attempts to utilize IoT data will be abandoned before deployment ever occurs.

 

 

 

Active Learning: In Need of Deeper Exploration — from facultyfocus.com by Maryellen Weimer

Excerpt (emphasis DSC):

The one proposed by Bonwell and Eison in an early (and now classic) active learning monograph is widely referenced: involving “students in doing things and thinking about the things they are doing.” (p. 2)

Those are fine places to start, but as interest in active learning has grown—and with its value now firmly established empirically—what gets labeled as active learning continues to expand. Carr, Palmer, and Hagel recently wrote, “Active learning is a very broad concept that covers or is associated with a wide variety of learning strategies.” (p. 173) They list some strategies now considered to be active learning. I’ve added a few more: experiential learning; learning by doing (hands-on learning); applied learning; service learning; peer teaching (in various contexts); lab work; role plays; case-based learning; group work of various kinds; technology-based strategies such as simulations, games, clickers, and various smart phone applications; and classroom interaction, with participation and discussion probably being the most widely used of all active learning approaches. Beyond strategies are theories such as constructivism that have spun off collections of student-centered approaches that promote student autonomy, self-direction, and self-regulation of learning.

 

 

“It’s Not You, It’s the Room”— Are the High-Tech, Active Learning Classrooms Worth It? [2013] – from cvm.umn.edu by Sehoya Cotner, Jessica Loper, J. D. Walker, and D. Christopher Brooks

Excerpt (emphasis DSC):

Several institutions have redesigned traditional learning spaces to better realize the potential of active, experiential learning. We compare student performance in traditional and active learning classrooms in a large, introductory biology course using the same syllabus, course goals, exams, and instructor. Using ACT scores as predictive, we found that students in the active learning classroom outperformed expectations, whereas those in the traditional classroom did not. By replicating initial work, our results provide empirical confirmation that new, technology-enhanced learning environments positively and independently affect student learning. Our data suggest that creating space for active learning can improve student performance in science courses. However, we recognize that such a commitment of resources is impractical for many institutions, and we offer recommendations for applying what we have learned to more traditional spaces.

We believe that the investment in ALCs at the University of Minnesota was worth it. Documented increases in student engagement and confirmed average gains of nearly 5 percentage points in final grades are improvements in the student academic experience that few educational interventions could aspire to. However, whether these improvements warrant the capital investment in ALCs is a judgment each educational institution must make for itself, drawing on local priorities and resources.

Instructors may need to think seriously and creatively about changing the manner in which they deliver their courses in spaces such as these —not only for the sake of navigating the challenges of teaching in a decentered space, but also to take advantage of the features of the room that allow us to better realize the benefits of active learning. The classroom architecture is bound to frustrate the efforts of faculty who don’t yield to the rooms’ novel demands. There is no well-identified “stage” from which to deliver a traditional lecture. Half of the students in the class may be facing away from the instructor at any given time. Teachers who view silence as engagement will need to adjust their perceptions, as one goal of decentralized classrooms is increased small-group interaction and this activity can be noisy and difficult to monitor. And, in the case of the ALCs at our institution, there is a learning curve with respect to the technological capabilities of the rooms.

 

 

Excerpt from the University of Minnesota’s Active Learning Classrooms web page:

What Is an Active Learning Classroom (ALC)?
ALC is the term often used to describe the student-centered, technology-rich learning environments at the University of Minnesota. U of M ALCs feature large round tables with places for nine students. Each table supports three laptops, with switching technology that connects them to a fixed flat-panel display projection system, and three microphones. There is a centered teaching station which allows the instructor to select and display table-specific information. Multiple white boards or glass-surface marker boards are distributed around the perimeter of the classrooms.

 

 

 

State-of-Content-Adobe-2016

 

Excerpt:

RULE #1: DESIGN FOR THE MULTISCREEN REALITY
Consumers are multiscreening more than ever before — optimize your content for it

  • On average, 83 percent of global consumers report they multiscreen, using 2.23 devices at the same time.

 

Design-Multiscreenreality-March2016

 

 

As attention spans shrink, 59 percent of consumers globally would rather engage with content that’s beautifully designed than simple — even when short on time.

 

 

More than half of consumers (57%) would prefer to watch videos on breaking news vs. read an article and 63 percent would rather skim several short stories than read deeper articles.

 

Globally, consumers use an average of 5 devices and 10 services

 

 

 

 

Google is sharing its powerful AI with everyone in its cloud — from wired.com by Cade Metz

Excerpt:

Google is once again sharing its state-of-art artificial intelligence with the rest of the world.

[On 3/323/16] at an event in San Francisco, the company unveiled a new family of cloud computing services that allow any developer or business to use the machine learning technologies that power some of Google’s most powerful services.

 

HP announces new machine learning as a service offering — from business-standard.com by
The products were unveiled at the HPE Advanced Analytics World Tour 2016

Excerpt:

Technology major Hewlett-Packard Enterprise (HPE) today announced the commercial launch of Haven OnDemand, a cloud platform that provides advanced machine learning application programme interfaces and services that enable developers, startups and enterprises to build data-rich mobile and enterprise applications.

The company also announced a new version of Idol analytics platform, which applies data analytics and machine learning for organisations to automate and supplement a vast array of manual-based tasks such as trend analysis and video surveillance.

 

 

 

From DSC:

Problem/question:

If you wanted to, how do you make a digital version of 20+ feet worth of writings and drawings on 2+ chalkboards or whiteboards that are put together?

 

 

The applications that I’ve run across so far — whether they are meant for PCs, Macs, tablets, or smartphones — don’t do it, as they’re too limited on screen real estate.

Some have tried using lightboards and making recordings of their equations or other work….

 

 

…but those solutions seem to fall short, at least in my mind, if you need to reference something early on in the long equation…you know, on that first “board” of information that you completed and then erased.  (I suppose if a student was watching a recording, you could tell them to go back to Marker 1 in the video…and they can go back and review that portion of the video…but that requires more time/editing/setup. Time that faculty members often don’t have.)  So, again, lightboards seem somewhat limited in their real estate.

Then, a while back, I saw this 360-degree ring of display screens at Washington State University

 

WSU-ActiveLearningClassroom-Nov2015

 

and it got me to thinking…hmmm…yes…if, as a faculty member was using an application that they could write on and the equation could appear on the screens overhead. Faculty could use something akin to a pen & touch display from Wacom in order to write the equations — but the software would need to allow them to scroll backwards and forwards throughout their long equations. They could use those tools to highlight or further annotate something that was previously covered.

 

WacomTablet-Large-March2016

 

In this type of physical/AV-related solution, it would seem that the students would be best situated on the inside of the circle, looking upwards to watch the equation build on itself.  Having a huge amount of digital space to work with could mean that they could turn their Node Chairs around to see any portion of the equation.  Faculty members could also, I suppose, use laser pointers to point to something up on the displays.

Again though, they would need to be able to scroll left to right, top to bottom, say on something like the 160 acres (vs 20+ feet of chalkboard/whiteboard) you get on a workspace in Bluescape

 

BlueScape-2015

…then you would have a lot of digital real estate to work with. So that was one approach I was wondering about.

But then, I saw some interesting items regarding Virtual Reality, and POW! There it is! An enormous amount of digital screen real estate where the users could go where they wanted to on it.  That is, the vision here would be that each student could control where they want to go within the digital canvas.

Some related items to this:

PCDesktopToVR-Futurism-March2016

See:
Virtual Desktop 1.0 Trailer

 

 

BigScreen-VR-March2016

Obviously, I need to further think this through and investigate what’s possible as time goes by. But I wanted to get this out there in case some vendor can help us get there sooner rather than later.

 

A relevant link:

Playing games on a 19-foot TV, climbing mountains and shooting bows — from polygon.com by Brian Crecente
Excerpt:

But the one I found most compelling was the most mundane creation for Vive: The SteamVR Desktop Theater Mode. Slip on the black plastic headset and instead of dropping into a fantastical world of mouthy orbs, atop a mountain with a robot dog or inside a game, I found myself sitting in a chair in a fairly non-descript room facing a big television screen. To be specific, in this case big means about 19 feet.

 

Addendum of something that’s relevant here and that I just ran across today:

  • The Future of AV Displays — from thejournal.com by Dennis Pierce
    Today, students are interacting with content on large touchscreen flat panels. Soon, they could be using immersive head-mounted displays.

 

 

Shutterstock now uses machine learning to help you find just the right photo — from thenextweb.com by Napier Lopez

 

Shutterstock-AI-March2016

Excerpt:

Shutterstock [launched on March 10, 2016] a couple of tools that will make it easy for users to find photos without having to figure out the right keywords for what they’re looking for: reverse image search and visually similar search.

It’s pretty much exactly what it sounds like. With reverse image search, you can upload an image that you like via the search bar and the site will pull up a collection of images that have a similar aesthetic.

Both features make use of a custom-built deep learning convolutional neural network, which is a fancy way of saying it uses advanced AI, similar to the technology behind Google’s DeepMind.

 

From DSC:
Some of the uses of AI I’m comfortable with…and I guess I’m ok with this scenario. But I don’t want AI to paint a picture for me, or write a poem for me, or write me a song, or relay a subset of programmers’ view of emotions, etc.   What we do with AI remains to be seen. But we need to start engaging in deeper discussions about what we want our futures to look like — and, as Ed Cornish comments below, that we make sure that we are working to create dreams, not nightmares:

 

We can do nothing to change the past, but we have enormous power to shape the future. Once we grasp that essential insight, we recognize our responsibility and capability for building our dreams of tomorrow and avoiding our nightmares.

–Edward Cornish

 

Also, for a potentially-relevant item here, see:

 

CommonCraft-AI-2016

 

Also see:

Nvidia sees a lot of opportunities in an area of AI called “deep learning’
where a system learns by itself including recognizing images.

 

 

2015 was a big year. Artificial intelligence is moving into the commercial world.

Last year AI went from research concept to engineering application. And all these engineers at Facebook and Google and others are taking this deep learning concept with all these frameworks, which is basically another word for tools, and turning these ideas into things of practical use. And now you’re seeing all these Internet companies announcing these practical uses. All of the industries are just exploding.

 

 

 

 

From DSC:
Below are several articles will help you stay up-to-date on the announcements from Apple today:

 

A related resource:

 

Addendum on 3/21/16 — After getting their tails kicked by Google…better late than never?

 

 

App to the Future | Entering the Age of TV Apps — from blog.kaltura.com

Excerpt:

We’re just starting to see the potential for TV apps. Now that half of US internet homes own a connected TV device (an overall trend you can see worldwide), the potential is enormous.

TV Apps today are much like mobile apps 8 years ago. It shows promise, but the best is yet to come. At their core, TV apps are about a better user experience. The big screen offers a better way to browse through massive video libraries and to watch HD video.

 

From DSC:

TV Apps today are much like mobile apps 8 years ago.
It shows promise, but the best is yet to come.

 

I couldn’t agree more.

 
The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV
 

 

 

Cisco’s John Chambers on the digital era — from mckinsey.com
How significant is the digital era? It’s the biggest technology transition in history, according to Cisco’s executive chairman—and requires a proportional response from companies.

Excerpts:

If you’re a leader in today’s world, whether you’re a government leader or a business leader, you have to focus on the fact that this is the biggest technology transition ever. This digital era will dwarf what’s occurred in the information era and the value of the Internet today. As leaders, if you don’t transform and use this technology differently—if you don’t reinvent yourself, change your organization structure; if you don’t talk about speed of innovation—you’re going to get disrupted. And it’ll be a brutal disruption, where the majority of companies will not exist in a meaningful way 10 to 15 years from now.

This digital age is the connectivity of going from a thousand devices  connected to the Internet to 500 billion. It will transform business.

Business models will rise and fall at a tremendous speed. It will create huge opportunities—probably $19 trillion in economic value over the next decade, incremental above what we’re seeing today. That’s the size of the US economy, plus some.

But it will also result in tremendous disruption. And this is where it’s  so important…that you either disrupt or you get disrupted.

It’s simple to describe, but it really means you’re dealing with intelligent networks—a next generation of the Internet, if you will. But connecting 500 billion devices doesn’t get the job done. It’s the process change behind it. So you’ve got technologies like cloud or mobility and cybersecurity and the Internet of Things that are very important. That’s actually the easy part. The hard part is how do you change your organization structure? How do you change your culture to be able to think in terms of outcomes for your customers? It’s all about speed of innovation and changing the way you do business. The majority of companies will be digital within five years, yet the majority of their digital efforts will fail, which speaks to what a CEO has to do differently.

They have to reinvent themselves. They have to reinvent their company. Not stay doing the right thing too long, if you will.

Not enabled by technology—technology will become the company.

The first step is merely making it an independent group, because if you do it inside your organization, your existing culture will kill it.

Companies fail to understand the implications of how quickly this technology will transform their business. And they underestimate what it really means to their economic growth or that of their competitors.

 


From DSC:
Some graphics come to my mind:


 

The pace has changed significantly and quickly

 

 

ExponentialNotLinearSparksNHoney-Spring2013

 


From DSC:
This is the world that our students are and will be graduating into.  Are they ready to handle this kind of pace?  Of exponential — not linear — change? How can we better prepare them to be successful in the future that they will inherit?


 

 

 

Key point from DSC:
Digitally-based means of learning are going to skyrocket!!! Far more than what we’ve seen so far!  There are several trends that are occurring to make this so.


 

As background here, some of the keywords and phrases that are relevant to this posting include:

  • Wireless content sharing
  • Wireless collaboration solutions
  • Active learning based classrooms
  • Conference rooms
  • Bring Your Own Device (BYOD)
  • Enterprise wireless display solutions
  • Enterprise collaboration solutions
  • Cross platform support: iOS, Android, Windows
  • Personalized learning
  • Learning analytics

Some of the relevant products in this area include:

  • Bluescape
  • Mezzanine from Oblong Industries
  • Montage from DisplayNote Technologies
  • ThinkHub and ViewHub from T1V
  • Mersive Solstice
  • Crestron AirMedia
  • Barco Clickshare
  • Haworth Workware Wireless
  • Christi Brio
  • AMX enzo
  • NovoConnect from Vivitek
  • Arrive MediaPoint
  • Apple TV
  • Chromecast

From DSC:

First of all, consider the following products and the functionalities they offer.

People who are in the same physical space can collaborate with people from all over the world — no matter if they are at home, in another office, on the road, etc.

For several of these products, remote employees/consultants/trainers/learners can contribute content to the discussions, just like someone in the same physical location can.

 

Bluescape-March2016

 

BlueScape-2015

 

Mezzanine-from-Oblong-May2013

Mezzanine-By-Oblong-Jan2016

 

mezzanine-feb-2015

 

 

ThinkHub-March2016

 

mersive-March2016

Montage-March2016

ArriveMediaPoint-March2016

 


From DSC:

Many of these sorts of systems & software are aimed at helping people collaborate — again, regardless of where they are located. Remote learners/content contributors are working in tandem with a group of people in the same physical location. If this is true in business, why can’t it be true in the world of education?

So keep that in mind, as I’m now going to add on a few other thoughts and trends that build upon these sorts of digitally-based means of collaborating.

Q: Towards that end…ask yourself, what do the following trends and items have in common?

  • The desire to capture and analyze learner data to maximize learning
  • Colleges’ and universities’ need to increase productivity (which is also true in the corporate & K-12 worlds)
  • The trend towards implementing more active learning-based environments
  • The increasing use of leveraging students’ devices for their learning (i.e., the BYOD phenomenon)
  • The continued growth and increasing sophistication of algorithms

A: All of these things may cause digitally-based means of learning to skyrocket!!!

To wrap up this line of thought, below are some excerpts from recent articles that illustrate what I’m trying to get at here.


 

Embrace the Power of Data
A continuous improvement mindset is important. Back-end learning analytics, for example, can reveal where large numbers of students are struggling, and may provide insights into questions that require new feedback or content areas that need more development. Data can also highlight how students are interacting with the content and illuminate things that are working well—students’ lightbulb moments.

Five Principles for Your Learning Design Toolkit
from edsurge.com by Amanda Newlin

 

Mitchell gave the example of flight simulators, which not only provide students with a way to engage in the activity that they want to learn, but also have data systems that monitor students’ learning over time, providing them with structured feedback at just the right moment. This sort of data-centric assessment of learning is happening in more and more disciplines — and that opens the door to more innovation, he argued.

A promising example, said Thille, is the use of educational technology to create personalized and adaptive instruction. As students interact with adaptive technology, the system collects large amounts of data, models those data, and then makes predictions about each student based on their interactions, she explained. Those predictions are then used for pedagogical decision-making — either feeding information back into the system to give the student a personalized learning path, or providing insights to faculty to help them give students individualized support.

“We need the models and the data to be open, transparent, peer-reviewable and subject to academic scrutiny.”

“We began to actually examine what we could do differently — based not upon hunches and traditions, but upon what the data told us the problems were for the students we enroll,” said Renick. “We made a commitment not to raise our graduation rate through getting better students, but through getting better — and that gain meant looking in the mirror and making some significant changes.”

A 21st-century learning culture starts with digital content. In 2010, Jackson State University was looking for ways that technology could better address the needs of today’s learner. “We put together what we call our cyberlearning ecosystem,” said Robert Blaine, dean of undergraduate studies and cyberlearning. “What that means is that we’re building a 21st-century learning culture for all of our students, writ large across campus.” At the core of that ecosystem is digital content, delivered via university-supplied iPads.

7 Things Higher Education Innovators Want You to Know
from campustechnology.com by Rhea Kelly

 

 

On Bennett’s wish list right now is an application that allows students to give feedback at specific points of the videos that they’re watching at home. This would help him pinpoint and fix any “problem” areas (e.g. insufficient instructions for difficult topics/tasks) and easily see where students are experiencing the most difficulties.

TechSmith’s now-retired “Ask3” video platform, for example, would have done the trick. It allowed users to watch a video and ask text-based questions at the point where playback was stopped. “I’d like to be able to look at my content and say, ‘Here’s a spot where there are a lot of questions and confusion,'” said Bennett, who also sees potential in an “I get it” button that would allow students to hit the button when everything clicks. “That would indicate the minimum viable video that I’d need to produce.” Learning Catalytics offers a similar product at a fee, Bennett said, “but I can’t charge my students $20 a year to use it.”

6 Flipped Learning Technologies To Watch in 2016
from thejournal.com by Bridget McCrea

 


All of these trends lend themselves to causing a major increase in the amount of learning that occurs via digitally-based means and methods.


 

 

Top business schools want MBAs to monetize AI — from techemergence.com by Dyllan Furness

Excerpt:

From Silicon Valley to South Korea, artificial intelligence has been one of the hottest tech topics of the year. In fact, 2016 was meant to be “the year that virtual reality becomes reality”, and yet AI seems to be dominating the discussion. Now, top business schools around the world – from University of California, Berkeley to National University of Singapore – are turning to AI to help bolster their programs and train MBA students to apply machine learning processes to business problems.

Business Because reports that the MBA program at HEC Paris in France turned to Watson’s computing power to see how business practices could use the technology to explore revenue-generating opportunities. “The objective was to integrate Watson with business applications,” said Benoit Banchereau who directs HEC Paris’s business school development.

Hult International Business School is another elite program that sought to monetize Watson’s cognitive computing power for the betterment of business. MBA students at Hult International were asked to define and investigate ways to use AI technology to “create revenue generating business opportunities.”

 

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