6 trends are driving the use of #metaverse tech today. These trends and technologies will continue to drive its use over the next 3 to 5 years:

1. Gaming
2. Digital Humans
3. Virtual Spaces
4. Shared Experiences
5. Tokenized Assets
6. Spatial Computing
#GartnerSYM

.

“Despite all of the hype, the adoption of #metaverse tech is nascent and fragmented.” 

.

Also relevant/see:

According to Apple CEO Tim Cook, the Next Internet Revolution Is Not the Metaverse. It’s This — from inc.com by Nick Hobson
The metaverse is just too wacky and weird to be the next big thing. Tim Cook is betting on AR.

Excerpts:

While he might know a thing or two about radical tech, to him it’s unconvincing that the average person sufficiently understands the concept of the metaverse enough to meaningfully incorporate it into their daily life.

The metaverse is just too wacky and weird.

And, according to science, he might be on to something.

 

2022 EDUCAUSE Horizon Action Plan: Hybrid Learning — from library.educause.edu

Excerpts:

Building on the trends, technologies, and practices described in the 2022 Horizon Report: Teaching and Learning Edition, the panel crafted its vision of the future along with practical action items the teaching and learning community can employ to make this future a reality. Any stakeholder in higher education who teaches in or supports hybrid learning modalities will find this report helpful in preparing for the future of hybrid learning. The future we want is within reach, but only if we work together.

Asked to describe the goals and elements of hybrid learning that they would like to see 10 years from now, panelists collaboratively constructed their preferred future for institutions, students, instructors, and staff.

Institutions

  • Higher education is available on demand.
  • Learning is not measured by seat time.
  • Collaboration across institutions facilitates advancement.
  • College and university campuses are not the sole locations for learning spaces.

Students, Instructors, and Staff

  • Everything is hybrid.
  • Student equity is centered in all modalities.
  • Professional development is ongoing, integrated, and valued.
 

Students Are Calling BS on High School and Opportunity Knocks — from gettingsmart.com by Trace Pickering

Excerpts:

Let’s be clear. These students are not wrong. The pandemic showed students that much of what they were required to do and endure during pre-pandemic high school was a lot of busywork and tasks that held little relevance or interest to them, and apparently didn’t really matter since they were able to be successful without all that extra work. When schools lost their ability to command and control a student’s time, it forced a different economy for schools and educators. It required the curriculum to be pared down to only the essential standards and information. It now had a very real and powerful competitor for the student’s time – a job, a hobby, sports, music, sleep…

Students are no longer a captive audience. They have more options and choices. To avoid obsolescence, perhaps schools should focus on making school a place where kids see value and want to come to each day.

This is a wonderful opportunity to put in place the things that really drive 21st-century skills and give students the keys to their own learning and growth. To truly personalize learning for students, and unlock teacher professionalism and creativity in the process. That extra time could allow students to pursue areas of passion and interest, to dive deep into a subject that interests them, pursue job shadows and internships, and earn and learn on a job.

 

How Long Should a Branching Scenario Be?— from christytuckerlearning.com by Christy Tucker
How long should a branching scenario be? Is 45 minutes too long? Is there an ideal length for a branching scenario?

Excerpt:

Most of the time, the branching scenarios and simulations I build are around 10 minutes long. Overall, I usually end up at 5-15 minutes for branching scenarios, with interactive video scenarios being at the longer end.

From DSC:
This makes sense to me, as (up to) 6 minutes turned out to be an ideal length for videos.

Excerpt from Optimal Video Length for Student Engagement — from blog.edx.org

The optimal video length is 6 minutes or shorter — students watched most of the way through these short videos. In fact, the average engagement time of any video maxes out at 6 minutes, regardless of its length. And engagement times decrease as videos lengthen: For instance, on average students spent around 3 minutes on videos that are longer than 12 minutes, which means that they engaged with less than a quarter of the content. Finally, certificate-earning students engaged more with videos, presumably because they had greater motivation to learn the material. (These findings appeared in a recent Wall Street Journal article, An Early Report Card on Massive Open Online Courses and its accompanying infographic.)

The take-home message for instructors is that, to maximize student engagement, they should work with instructional designers and video producers to break up their lectures into small, bite-sized pieces.

 

How Older Adults Access Resources Online — from blog.getsetup.io

Top Insights:

  • It’s clear that how older adults are using technology has changed. COVID has seen more and more older adults using a wide range of devices which means there is no one-size-fits-all approach to this audience.
  • In the United States, desktop devices are still the most common form of media consumption for virtual learning and health.
  • But, mobile devices are still the dominant device for passive content consumption.
  • Consumption by different US states varies based on the quality of internet infrastructure and availability of newer devices.
  • In India and Australiamobile devices outperform desktops for virtual learning.
  • Developing browser-first solutions for engagement is key to reaching a wider audience.
  • Applications and websites that aim to make the user experience as seamless as possible across multiple devices have a greater chance of being used and picked up more effectively by older adults of a variety of ages.
  • The variations in device types make it very challenging to build LIVE streaming technology that can scale across platforms.
  • Chrome is a dominant browser with the 55+ group allowing sophisticated video streaming applications to be built that was not possible over Internet Explorer.
  • While Zoom became the de facto standard for video-based sessions, older adult learners were 11x more likely to attend class in our browser Lounge than enter the Zoom classes.

Also relevant/see:

 

DSC: What?!?! How might this new type of “parallel reality” impact smart classrooms, conference rooms, and board rooms? And/or our living rooms? Will it help deliver more personalized learning experiences within a classroom?


 

What might the ramifications be for text-to-everything? [Christian]

From DSC:

  • We can now type in text to get graphics and artwork.
  • We can now type in text to get videos.
  • There are several tools to give us transcripts of what was said during a presentation.
  • We can search videos for spoken words and/or for words listed within slides within a presentation.

Allie Miller’s posting on LinkedIn (see below) pointed these things out as well — along with several other things.



This raises some ideas/questions for me:

  • What might the ramifications be in our learning ecosystems for these types of functionalities? What affordances are forthcoming? For example, a teacher, professor, or trainer could quickly produce several types of media from the same presentation.
  • What’s said in a videoconference or a webinar can already be captured, translated, and transcribed.
  • Or what’s said in a virtual courtroom, or in a telehealth-based appointment. Or perhaps, what we currently think of as a smart/connected TV will give us these functionalities as well.
  • How might this type of thing impact storytelling?
  • Will this help someone who prefers to soak in information via the spoken word, or via a podcast, or via a video?
  • What does this mean for Augmented Reality (AR), Mixed Reality (MR), and/or Virtual Reality (VR) types of devices?
  • Will this kind of thing be standard in the next version of the Internet (Web3)?
  • Will this help people with special needs — and way beyond accessibility-related needs?
  • Will data be next (instead of typing in text)?

Hmmm….interesting times ahead.

 

From DSC:
I signed up to receive some items from Outlier.org. Here’s one of the emails that I recently received. It seems to me that this type of thing is going to be hard to compete against:

  • Professionally-done content
  • Created by teams of specialists, including game designers
  • Hand-picked professors/SME’s — from all over the world
  • Evidence-based learning tools

Outlier dot org could be tough to compete against -- professional-executed content creation and delivery

 

What if smart TVs’ new killer app was a next-generation learning-related platform? [Christian]

TV makers are looking beyond streaming to stay relevant — from protocol.com by Janko Roettgers and Nick Statt

A smart TV's main menu listing what's available -- application wise

Excerpts:

The search for TV’s next killer app
TV makers have some reason to celebrate these days: Streaming has officially surpassed cable and broadcast as the most popular form of TV consumption; smart TVs are increasingly replacing external streaming devices; and the makers of these TVs have largely figured out how to turn those one-time purchases into recurring revenue streams, thanks to ad-supported services.

What TV makers need is a new killer app. Consumer electronics companies have for some time toyed with the idea of using TV for all kinds of additional purposes, including gaming, smart home functionality and fitness. Ad-supported video took priority over those use cases over the past few years, but now, TV brands need new ways to differentiate their devices.

Turning the TV into the most useful screen in the house holds a lot of promise for the industry. To truly embrace this trend, TV makers might have to take some bold bets and be willing to push the envelope on what’s possible in the living room.

 


From DSC:
What if smart TVs’ new killer app was a next-generation learning-related platform? Could smart TVs deliver more blended/hybrid learning? Hyflex-based learning?
.

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

.

Or what if smart TVs had to do with delivering telehealth-based apps? Or telelegal/virtual courts-based apps?


 

The State of the Digital Divide in the United States — from pcrd.purdue.edu by Roberto Gallardo

Introduction

The COVID-19 pandemic shed a bright light on an issue that has been around for decades: the digital divide. As parents, children, and workers scrambled to learn, socialize, and work from home, adequate internet connectivity became critical. This analysis takes a detailed look at the digital divide as it was in 2020 (latest year available), who it affected, and its socioeconomic implications by using an innovative metric called the digital divide index. It should also increase awareness on this issue as communities and residents prepare to take advantage of a once-in-a-lifetime investment in both broadband infrastructure and digital equity, components of the Infrastructure Investment and Jobs Act.

Data for this analysis came primarily from the U.S. Census Bureau 5-year American Community Survey. Additional sources include but are not limited to the Bureau of Economic Analysis, Lightcast (formerly known as Economic Modeling Specialists, Inc. or EMSI) and Venture Forward by GoDaddy. The unit of analysis was U.S. counties for which DDI scores were calculated 1 .

 

From DSC:
Below are some reflections based on an article entitled, Understanding learning transfer through Archwell Academies. It’s from chieflearningofficer.com and was written by Erin Donovan and Keith Keating.

Excerpt:

To capitalize on learning transfer and extend learning beyond traditional training periods, practitioners have established capability academies. According to Josh Bersin, capability academies are the evolution of traditional training and self-directed learning. Bersin posited:

Capability academies are business-driven, collaborative learning environments that facilitate learning retention. . . . Going beyond rote lessons, capability academies help companies prepare for transformation by helping employees develop complex skills and providing guidance on how to apply them in the context of the business.

The core concept of capability academies rests on the importance of collaboration between the trainers and the business. The intention is to provide learners with practice of conceptual understanding and comparative scenarios in the context and environment where they will ultimately apply their skills. Capability academies focus on providing training distinctly aligning with learners’ job responsibilities.

From DSC:
First of all, I have a lot of respect for the people that this article mentions, such as Josh Bersin and Will Thalheimer. So this article caught me eye.

It seems to me that the corporate world is asking for institutions of traditional higher education to deliver such “capability academies.” But that makes me wonder, could this even be done? Surely there aren’t enough resources to develop/deliver/maintain so many environments and contexts, right? It took Archwell, a global mortgage services outsourcing provider, an entire year to systematically design and develop such customized capability academies — just for their clients’ businesses. 

The article goes on:

The core concept of capability academies rests on the importance of collaboration between the trainers and the business. The intention is to provide learners with practice of conceptual understanding and comparative scenarios in the context and environment where they will ultimately apply their skills. Capability academies focus on providing training distinctly aligning with learners’ job responsibilities.

Context. Skills. Acquiring knowledge. Being able to apply that knowledge in a particular environment. Wow…that’s a lot to ask institutions of traditional higher education to deliver. And given the current setup, it’s simply not going to happen. Faculty members’ plates are already jammed-packed. They don’t have time to go out and collaborate with each business in their area (even with more sabbaticals…I don’t see it happening).

I’m sure many at community colleges could chime in here and would likely say that that’s exactly what they are doing. But I highly doubt that they are constantly delivering this type of customized offering for all of the businesses in each major city in their area.

I can hear those in corporate training programs saying that that’s what they are doing for their own business. But they don’t provide it for other businesses in their area.

So, what would it take for higher education to develop/offer such “capability academies?” Is it even possible?

We continue to struggle to design the ultimate learning ecosystem(s) — one(s) whereby we can provide personalized learning experiences for each person and business. We need to continue to practice design thinking here, as we seek to provide valuable, relevant/up-to-date, and cradle-to-grave learning experiences.

The problem is, the pace of change has changed. Institutions of traditional higher education can’t keep up. And frankly, neither can most businesses out there.

I keep wondering if a next-generation learning platform — backed up by AI but delivered with human expertise — will play a role in the future. The platform would offer products and services from teams of individuals — and/or from communities of practices — who can provide customized, up-to-date training materials and the learning transfers that this article discusses.

But such a platform would have to offer socially-based learning experiences and opportunities for accountability. Specific learning goals and learning cohorts help keep one on track and moving forward.

 

Test proctoring room scans violated college student’s privacy, judge rules — from highereddive.com by Natalie Schwartz

Excerpt from Dive Brief: 

  • Cleveland State University violated the Fourth Amendment’s protection against unreasonable government searches and seizures by scanning rooms via online proctoring software before students took exams, a federal judge ruled Monday.
 

The Metaverse Is Not a Place — from oreilly.com by Tim O’Reilly
It’s a communications medium.

Excerpt:

Foundations of the metaverse
You can continue this exercise by thinking about the metaverse as the combination of multiple technology trend vectors progressing at different speeds and coming from different directions, and pushing the overall vector forward (or backward) accordingly. No new technology is the product of a single vector.

So rather than settling on just “the metaverse is a communications medium,” think about the various technology vectors besides real-time communications that are coming together in the current moment. What news from the future might we be looking for?

  • Virtual Reality/Augmented Reality
  • Social media
  • Gaming
  • AI
  • Cryptocurrencies and “Web3”
  • Identity

#metaverse #AI #communications #gaming #socialmedia #cryptocurrencies #Web3 #identity #bots #XR #VR #emergingtechnologies

 

Online Learning, From the Margins to the Center — from insidehighered.com by Ray Schroeder
Online learning has evolved over the past 25 years from a niche position on the margins of higher ed to the leading driver of growth in enrollment and innovation.

Excerpt:

Online learning has grown from a marginal niche of higher ed to the largest provider of postsecondary learning in the world. We are now on the cusp of yet another technological evolution in the delivery of online learning. The advent of the metaverse in higher education is closer than many casual observers may think. By 2025, we will begin to see significant numbers of offerings using avatars and immersive technologies such as virtual reality, augmented reality and extended reality engaging learners at a distance.

Do you have developmental immersion laboratories for your faculty and staff to prepare for 2025? Who at your university is advocating for the integration of VR, AR and XR into online delivery? Are you already collaborating with industry and business in developing the most effective and relevant technology-enhanced online programs that will meet their needs? Those who lead in these ventures will set the standards and gain the recruiting advantage in higher education.

 

Coding Isn’t a Necessary Leadership Skill — But Digital Literacy Is — from hbr.org by Sophia Matveeva

Summary (emphasis DSC):

While most leaders now know that tech is a vital part of business, many are wondering what they really need to know about technology to succeed in the digital age. Coding bootcamps may appeal to some, but for many leaders, learning to code is simply not the best investment. It takes a long time to become a proficient coder, and it still doesn’t give you a holistic overview of how digital technologies get made. The good news is that most leaders don’t need to learn to code. Instead, they need to learn how to work with people who code. This means becoming a digital collaborator and learning how to work with developers, data scientists, user experience designers, and product managers — not completely retraining. The author presents four ways for non-technical leaders to become digital collaborators.

 
© 2025 | Daniel Christian