Lance Weiler’s must-read story about the future of storytelling — from kidscreen.com by Wendy Smolen

Excerpt:

As the founder of the Columbia University Digital Storytelling Lab, and its Director of Experiential Learning and Applied Creativity, you’ve convinced some major powers that work and learning begin with a story. What does that mean to those in the industry who make products for kids? 

My work at Columbia University explores how story, play and design can be harnessed to create collaborative work and learning environments. A key takeaway from our experiments so far is the value of a diversity of perspectives. We often strive to embrace a designing “with” and “for” methodology. This is a fundamental shift for the entertainment industry but the reality is the audience has evolved into storytellers. They are now their own little media companies able to push-button publish for the world to see.

As creation and consumption blend, story and code continue to collide.  At Columbia we are exploring new forms and functions of storytelling. How can stories be used as a discovery method? How can they enable people to connect to the world around them? How can they become a utility that can solve everyday challenges?

Story and Code have different development cycles and require different set of skills. So at Columbia and within my own work I often benefit from assembling a kind of 21st Century Writer’s Room. My core team has expanded to include creative technologists, data researchers and systems designers. What connects the team is a series of stories that we use to ensure that everyone is on the same page and that the core vision and goals are communicated.

The Digital Storytelling Lab, therefore, is a place of speculation, of creativity, and of collaboration between students and faculty from across Columbia University. New stories are told here in new and unexpected ways.

 

Also see:

 

digitalstorytellinglab-may2015

 

From DSC:
Learning is messy.  Teaching & learning is messy. 

In my experience, teaching is both an art and a science.  Ask anyone who has tried it and they will tell you that it’s not easy.  In fact, it takes years to hone one’s craft…and there are no silver bullets. Get a large group of Learning Theorists together in the same room and you won’t get 100% agreement on the best practices for how human beings actually learn.

Besides that, I see some issues with how we are going about trying to educate today’s learners…and as the complexity of our offerings is increasing, these issues are becoming more apparent, important, visible, and costly:

  • Professors, Teachers, & Trainers know some pieces of the puzzle.
  • Cognitive Scientists, Cognitive Psychologists, and Neuroscientists know some other pieces of the puzzle.
  • Learning Theorists and Instructional Designers know some other pieces of the puzzle.
  • Learning Space Designers know some other pieces of the puzzle.
  • And yet other specialties know about some other pieces of the puzzle.

But, in practice, how often are these specialties siloed? How much information is shared between these silos?  Are there people interpreting and distilling the neuroscience and cognitive science into actionable learning activities? Are there collaborative efforts going on here or are the Teachers, Professors, and Trainers pretty much on their own here (again, practically speaking)?

So…how do we bring all of these various pieces together? My conclusion:

We need a team-based approach in order to bring all of the necessary pieces together. We’ll never get there by continuing to work in our silos…working alone.

But there are other reasons why the use of teams is becoming a requirement these days: Accessibility; moving towards providing more blended/hybrid learning — including flipping the classroom; and moving towards providing more online-based learning.

Accessibility
We’re moving into a world whereby lawsuits re: accessibility are becoming more common:

Ed Tech World on Notice: Miami U disability discrimination lawsuit could have major effect — from mfeldstein.com by Phil Hill
Excerpt:
This week the US Department of Justice, citing Title II of ADA, decided to intervene in a private lawsuit filed against Miami University of Ohio regarding disability discrimination based on ed tech usage. Call this a major escalation and just ask the for-profit industry how big an effect DOJ intervention can be. From the complaint:

Miami University uses technologies in its curricular and co-curricular programs, services, and activities that are inaccessible to qualified individuals with disabilities, including current and former students who have vision, hearing, or learning disabilities. Miami University has failed to make these technologies accessible to such individuals and has otherwise failed to ensure that individuals with disabilities can interact with Miami University’s websites and access course assignments, textbooks, and other curricular and co-curricular materials on an equal basis with non-disabled students. These failures have deprived current and former students and others with disabilities a full and equal opportunity to participate in and benefit from all of Miami University’s educational opportunities.

Knowing about accessibility (especially online and via the web) and being able to provide accessible learning materials is a position in itself. Most faculty members and most Instructional Designers are not specialists in this area. Which again brings up the need for a team-based approach.

Also, when we create hybrid/blended learning-based situations and online-based courses, we’re moving some of the materials and learning experiences online. Once you move something online, you’ve entered a whole new world…requiring new skillsets and sensitivities.

The article below caused me to reflect on this topic. It also made me reflect yet again on how tricky it is to move the needle on how we teach people…and how we set up our learning activities and environments in the most optimal/effective ways. Often we teach in the ways that we were taught. But the problem is, the ways in which learning experiences can be offered these days are moving far beyond the ways us older people were taught.

 


Why we need Learning Engineers — from chronicle.com by Bror Saxberg

Excerpt (emphasis DSC):

Recently I wandered around the South by Southwest ed-tech conference, listening to excited chatter about how digital technology would revolutionize learning. I think valuable change is coming, but I was struck by the lack of discussion about what I see as a key problem: Almost no one who is involved in creating learning materials or large-scale educational experiences relies on the evidence from learning science.

We are missing a job category: Where are our talented, creative, user-­centric “learning engineers” — professionals who understand the research about learning, test it, and apply it to help more students learn more effectively?

So where are the learning engineers? The sad truth is, we don’t have an equivalent corps of professionals who are applying learning science at our colleges, schools, and other institutions of learning. There are plenty of hard-working, well-meaning professionals out there, but most of them are essentially using their intuition and personal experience with learning rather than applying existing science and generating data to help more students and professors succeed.

 


Also see:

  • Why you now need a team to create and deliver learning — from campustechnology.com by Mary Grush and Daniel Christian
    Excerpt:
    Higher education institutions that intentionally move towards using a team-based approach to creating and delivering the majority of their education content and learning experiences will stand out and be successful over the long run.”

 


Addendum on 5/14/15:

Thinking different(ly) about university presses — from insidehighered.com by Carl Straumsheim

Excerpt (emphasis DSC):

Lynn University, to further its tablet-centric curriculum, is establishing its own university press to support textbooks created exclusively for Apple products.

Lynn University Digital Press, which operates out of the institution’s library, in some ways formalizes the authoring process between faculty members, instructional designers, librarians and the general counsel that’s been taking place at the private university in Florida for years. With the university press in place, the effort to create electronic textbooks now has an academic editor, style guides and faculty training programs in place to improve the publishing workflow.


 

World’s first open online MBA to be launched by MOOC platform Coursera — from by Seb Murray
The world’s first open digital MBA degree will be launched in a tie-up between Mooc maker Coursera and US b-school the University of Illinois.

Excerpt:

The world’s first open online MBA will launch in 2015 after a landmark decision from a top business school which is expected to pave the way for further digitization of the business degree and disrupt an already shaken education market.

The University of Illinois at Urbana Champaign College of Business has received the seal of approval from its senate to launch the “iMBA”, in collaboration with Coursera, the $300 million-plus Silicon Valley start-up that produces MOOCs and has amassed nearly 13 million users.

 

Also see:

The University of Illinois at Urbana-Champaign plans to start a low-cost online M.B.A. program in partnership with Coursera, the Silicon Valley-based MOOC provider, hoping to meet its land-grant mission of improving access and also to create a new stream of revenue at a time of shrinking state support for higher education.

Students enrolling in the new online master’s program, dubbed the iMBA, could complete the entire degree for about $20,000 — far less than the approximately $50,000 for the on-campus version or the $100,000 for the university’s executive M.B.A.

iMBA-May2015
 

Here’s how you build an augmented reality game for HoloLens — from theverge.com by Adi Robertson

Excerpt:

Programming a hologram sounds like something that should be done with some kind of special cybergloves on a computer the size of a ‘60s IBM mainframe. But at Build 2015, Microsoft has been quietly taking developers through the “Holographic Academy,” a 90-minute training session that teaches them the basics of building projects for its HoloLens augmented reality headset. I’m not a developer, but Microsoft let me and some other journalists go through it as well — and it turns out that basic hologram creation is, if not exactly straightforward, at least pretty understandable.

 

From DSC:
Will designing learning-related games for augmented reality and virtual reality become an area of specialty within Instructional Design? Within Programming/Computer Studies-related programs? Within Human Computer Interface design programs or User Experience Design programs?  Will we need a team-based approach to deliver such products and services?

I wonder how one would go about getting trained in this area in the future if you wanted to create games for education or for the corporate training/L&D world? Will institutions of higher education respond to this sort of emerging opportunity or will we leave it up to the bootcamps/etc. to offer?

 

 

Also see:

 

P90178908_highRes

 

 

Also see:

  • New Demo of Microsoft HoloLens Unveils the Future of Holographic Computing — from seriouswonder.com by B.J. Murphy
    Excerpt:
    What happens when you combine holographic technology with augmented reality and the Internet of Things (IoT)? Well, it would appear that you’ll soon be getting a hands-on experience of just that, all thanks to the Microsoft HoloLens. At the Build Developers Conference, Microsoft had unveiled the HoloLens and shocked the world on just how far we’ve come in developing legitimate, functional augmented reality and holographic computing.

 

future-hololens

 

What does ‘learning’ have to learn from Netflix? — from donaldclarkplanb.blogspot.com by Donald Clark

Excerpts:

Of course, young people are watching way less TV these days, TV is dying, and when they do watch stuff, it’s streamed, at a time that suits them. Education has to learn from this. I’m not saying that we need to replace all of our existing structures but moving towards understanding what the technology can deliver and what learners want (they shape each other) is worth investigation. Hence some reflections on Netflix.

Areas discussed:

  • Timeshifting
  • Data driven delivery — Netflix’ recommendations engine
  • Data driven content
  • Content that’s accessible via multiple kinds of devices
  • Going global

 

From DSC:
I just wanted to add a few thoughts here:

  1. The areas of micro-credentials, nano-degrees, services like stackup.net, big data, etc. may come to play a role with what Donald is talking about here.
  2. I appreciate Donald’s solid, insightful perspectives and his thinking out loud — some great thoughts in that posting (as usual)
  3. Various technologies seem to be making progress as we move towards a future where learning platforms will be able to deliver a personalized learning experience; as digital learning playlists and educationally-related recommendation engines become more available/sophisticated, highly-customized learning experiences should be within reach.
  4. At a recent Next Generation Learning Spaces Conference, one of the speakers stated, “People are control freaks — so let them have more control.”  Along these lines…ultimately, what makes this vision powerful is having more choice, more control.

 

 

MoreChoiceMoreControl-DSC

 

 

 

Also, some other graphics come to my mind:

 

MakingTVMorePersonal-V-NetTV-April2014

 

EducationServiceOfTheFutureApril2014

 

 

 

NHL-VirtualReality-WatchFromAnySeat-3-14-15

Excerpt:

AUSTIN, TX – Virtual reality is featured prominently at South By Southwest Sports this year, from using it to better train athletes with Oculus Rift to how it could transform the fan experience watching basketball, football and hockey at home.

The NHL had its first successful test of a 360-degree virtual reality experience at its Stadium Series game between the San Jose Sharks and Los Angeles Kings last month, mounting cameras around the glass that filmed HD images in the round.

 

 

NBA-VirtualReality-WatchFromAnySeat-3-14-15

Excerpt:

When basketball lovers aren’t able to trek to stadiums near and far to follow their favorite teams, it’s possible that watching games on a bar’s widescreen TV from behind bowls of wings is the next best thing. This may no longer be true, however, as a wave of court-side, 3D virtual game experiences is becoming available to superfans with Oculus gear.

Earlier this month, NextVR showed off its new enhanced spectator experiences at the 2015 NBA All-Star Technology Summit with virtual reality (VR) footage of an October 2014 Miami Heat and Cleveland Cavaliers match-up in Rio de Janeiro. The NBA also already announced plans to record VR sessions of the NBA All-Star Game, the Foot Locker Three-Point Contest, and the Sprite Slam Dunk event and practice.

 

NEXTVR-March2015

 

 

OculusRift-InSportsSXSW-2015

 

 

 

From DSC:
In the future, will you be able to “pull up a seat” at any lecture — throughout the globe — that you want to?

 

 



 

Alternatively, another experiment might relate to second screening lectures — i.e., listening to the lecture on the main/large screen — in your home or office — and employing social-based learning/networking going on via a mobile device.

Consider this article:

TV-friendly social network Twitter is testing a new Social TV service on iPhones which provides users with content and interaction about only one TV show at a time.

The aim is to give users significantly better engagement with their favourite shows than they presently experience when they follow a live broadcast via a Twitter hashtag.

This radical innovation in Social TV design effectively curates just relevant content (screening out irrelevant tweets that use a show’s hashtag) and presents it in an easy-to-use interface.

If successful, the TV Timeline feature will better position Twitter as it competes with Facebook to partner with the television industry and tap advertising revenue related to TV programming.

 

EducauseModelForITLeadership1-March2015

 

Technology in Higher Education: Defining the Strategic Leader. Research report. Jisc and EDUCAUSE, March 2015.

Abstract:

Information technology is so much the fabric of the university that its presence is often not fully recognized. The focus in the IT organization has shifted from a tactical to a strategic perspective. With the demand for IT only growing, understanding how IT leaders can best lead in these efforts is essential.

In early 2014, EDUCAUSE and Jisc came together to address a common concern: Understanding the skills required by technology leaders in higher education was an issue often overlooked and one needing immediate attention. The two organizations convened a working group of 10 leading U.S. and U.K. IT leaders to define a set of desired technology leadership characteristics and capabilities, now and in the future. This report identifies 10 key roles played by the IT leaders, describes what each of these roles entails, and outlines the essential skills required to perform them.

 

EducauseModelForITLeadership-March2015

 

 

The higher education information technology (IT) enterprise has become complex. No longer simply responsible for provisioning IT infrastructure and services, the IT department increasingly helps re-envision business and service models—all in a context of cost and accountability pressures.

 

 

From DSC:
It’s good to see the emphasis on strategy and the strategic use of technologies — especially given the increasingly important role that technologies are playing throughout the majority of — if not all — industries in existence today (not to mention the exponential curve we’re on vs. a gradual/linear trajectory).  This is true within higher ed as well, as new alternatives/models/methods continue to creep up on traditional institutions of higher ed.

 

 

MicrosoftProductivityVision2015

 

Example snapshots from
Microsoft’s Productivity Future Vision

 

 

MicrosoftProductivityVision2-2015

 

MicrosoftProductivityVision3-2015

 

MicrosoftProductivityVision5-2015

 

MicrosoftProductivityVision6-2015

 

MicrosoftProductivityVision7-2015

 

MicrosoftProductivityVision8-2015

 

MicrosoftProductivityVision4-2015

 

 

 

My thanks to Mary Grush at Campus Technology for her continued work in bringing relevant topics and discussions to light — so that our institutions of higher education will continue delivering on their missions well into the future. By doing so, learners will be able to continue to partake of the benefits of attending such institutions. But in order to do so, we must adapt, be responsive, and be willing to experiment. Towards that end, this Q&A with Mary relays some of my thoughts on the need to move more towards a team-based approach.

When you think about it, we need teams whether we’re talking about online learning, hybrid learning or face-to-face learning. In fact, I just came back from an excellent Next Generation Learning Space Conference and it was never so evident to me that you need a team of specialists to design the Next Generation Learning Space and to design/implement pedagogies that take advantage of the new affordances being offered by active learning environments.

 

DanielSChristian-CampusTechologyMagazine-2-24-15

 

DanielSChristian-CampusTechologyMagazine2-2-24-15

 

 

 

LearningNowTV-Nov2014

 


From their website:
(emphasis DSC)

LEARNING NOW tv is a live-streamed internet tv channel bringing you inspirational interviews, debates and round tables, and advice and guidance on real world issues to keep you up-to date in the world of learning and development.

Membership to the channel is FREE. You will be able to interact with us on our social channel during the live stream as well as having a resource of the recorded programmes to refer to throughout the year.

Learning Now tv is run and produced by some of the L&D world’s leading experts who have many years’ experience of reporting the real-world issues for today’s learning and development professionals.

 

I originally saw this at Clive Sheperd’s posting:
TV very much alive for learning professionals

 

 

Also see:

 

MYOB-July2014

 

 

 

 

This new service makes me think of some related graphics:

 

 

MoreChoiceMoreControl-DSC

 

 

 

 

 

 

 

StreamsOfContent-DSC

 

 

 

 

 

 

 

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

 

 

 

 

 

Addendum on 12/2/14 — from Learning TRENDS by Elliott Masie – December 2, 2014 | #857

Idea – Courses in the Air:
There were representatives from airlines, Aviation Authorities and even Panasonic – which makes the interactive movie and TV systems on long distance airplanes.  So, I rolled out one of my “aha ideas” that I would love to see invented sometime: Courses in the Air.

What if a passenger could choose to take a mini-course on a 4 to 14 hour flight. It would be a MOOC in the Sky – with video, reading and interactive elements – and someday might even include a real time video chat function as well.  The learner could strive to earn a “badge” or roll them up into a certificate or degree program – that they pursued over several years of flights.  It would be an intriguing element to add to international travel.

 

MinervasClassroomOfTheFuture-11-24-14

 

Here’s a peek at the Minerva Project’s classroom of the future — from washingtonpost.com by Matt McFarland
Check out five ideas that could impact the way we live, work and play.

Excerpt:

“Think of the fanciest version of Google Hangouts or Skype designed to be a classroom,” explains a student. “It’s very different than a traditional classroom, but in a way it’s what a traditional classroom distilled down to its purest form I feel like would look like,” says another.

 

 

Also see:

 

Minerva-Sep2014

 

History Channel bringing online courses to higher ed –from edtechmagazine.com by D. Frank Smith

Excerpt (emphasis DSC):

Television and higher education are being married through a new partnership between A&E Network’s History Channel and the University of Oklahoma.

The network has announced a 16-week, paid, online course focusing on U.S. history from 1865 to the present. The accredited course will involve video lectures produced by History Channel staff, quizzes, discussion groups and social interactions. The series is priced at $500 for college students, and $250 for lifelong learners.

 

Also from their press release (emphasis DSC):
History® Digital partners with the University of Oklahoma to offer the first TV network-branded online course for college credit — from  historychannel.ou.edu

New York, NY (October 28, 2014) – A+E Network®’s HISTORY® Channel will partner with the University of Oklahoma to offer the very first TV Network-branded online course for transcripted college credit or for the lifelong learner. HISTORY® Channel’s United States, 1865 to the Present course enrollment will launch on October 28 at History.com/courses and will be taught by award winning teacher, OU professor, and renowned historian Steve Gillon. The announcement was made today by Dan Suratt, EVP, Digital Media, A+E Networks and University of Oklahoma President David L. Boren.

The groundbreaking 16-week interactive, immersive course, which will be offered during the Spring Semester, officially begins on January 12, 2015. Utilizing the strengths of both HISTORY® Channel and OU, “United States, 1865 to the Present” has been rigorously designed by an academic team from OU and will be taught by Professor Steve Gillon, the scholar-in-residence at HISTORY®Channel and professor at OU. Combining professionally-produced and engaging video lectures with quizzes, discussion groups and social interactions between student and professor, as well as selectively integrated multimedia assets from HISTORY® Channel, this course has been created to offer a singular and collaborative learning experience to a wide range of students.

 

From DSC:
Interesting partnership/collaboration effort here…again, this endeavor gets at the idea of using teams of specialists to create and deliver content.  Also interesting here are the lower pricing structures and the idea of addressing lifelong learners.

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

 

Last week I attended the 20th Annual Online Learning Consortium International Conference.  While there, I was inspired by an excellent presentation entitled, A Disruptive Innovation: MSU’s Surviving the Coming Zombie Apocalypse – Are You Ready to Survive a New Way of Learning?   The four team members from Michigan State University included:

  • Glenn R. Stutzky | Course Instructor
  • Keesa V. Muhammad | Instructional Designer
  • Christopher Irvin | Instructional Designer
  • Hailey Mooney | Course Librarian

Check out the intro clip on the website about the course:

 

MSUZombie-Oct2014

 

From the description for the presentation:

This session highlights MSU’s award winning, groundbreaking online course that fuses social theory, filmmaking, social media, and viral marketing while students survive an apocalyptic event. http://zombie.msu.edu/

MSU created and used powerful digital storytelling and multimedia to overlay real, experiential, immersive learning. Important content was relayed, but in a way that drew upon your emotions, your ability to solve problems and navigate in a world where you didn’t have all of the information, your ability to work with others, and more.

“This innovative course integrates current research and science on catastrophes and human behavior together with the idea of a zombie apocalypse. In doing so, we actively engage with students as they think about the nature, scope, and impact of catastrophic events on individuals, families, societies, civilizations, and the Earth itself.”

“Our innovative approach to teaching and learning features: students as active participants, the instructor becomes the facilitator, storytelling replaces lectures, zombies become the catalyst of teaching, a “zombrarian” (librarian) drives research, and the students emerge as digital storytellers as a way of assessing their own learning.”

Others outside MUS have found out about the course and have requested access to it. As a result of this, they’ve opened it up to non-credit seeking participants and now various people from police forces, Centers for Disease Control, and others are able to take the course. To make this learning experience even more accessible, the cost has been greatly reduced: from $1600+ to just $500. (So this talented team is not only offering powerful pedagogies, but also significant monetary contributions to the university as well.)

For me, the key thing here is that this course represents what I believe is the direction that’s starting to really pull ahead of the pack and, if done well, will likely crush most of the other directions/approaches.  And that is the use of teams to create, deliver, teach, and assess content – i.e., team-based learning approaches.

So many of the sessions involved professional development for professors and teachers – and much of this is appropriate. However, in the majority of cases, individual efforts aren’t enough anymore.  Few people can bring to the table what a talented, experienced group of specialists are able to bring.  Individual efforts aren’t able to compete with team-based content creation and delivery anymore — and this is especially true online, whereby multiple disciplines are immediately invoked once content hits the digital realm.

In this case, the team was composed of:

  • The professor
  • Two Instructional Designers
  • and a librarian

The team:

  • Developed websites
  • Designed their own logo
  • Marketed the course w/ a zombie walking around campus w/ brochures and a walking billboard
  • Used a Twitter stream
  • Used a tool called Pensu for their students’ individual journals
  • Made extensive use of YouTube and digital storytelling
  • Coined a new acronym called MOLIE – multimedia online learning immersive experience
  • Used game-like features, such as the development of a code that was found which revealed key information (which was optional, but was very helpful to those who figured it out).  The team made it so that the course ended differently for each group, depending upon what the teams’ decisions were through the weeks
  • Used some 3D apps to make movies more realistic and to create new environments
  • Continually presented new clues for students to investigate.  Each team had a Team Leader that posted their team’s decisions on YouTube.

They encouraged us to:
THINK BIG!  Get as creative as you can, and only pull back if the “suits” make you!  Step outside the box!  Take risks!  “If an idea has life, water it. Others will check it out and get involved.”

In their case, the idea originated with an innovative, risk-taking professor willing to experiment – and who started the presentation with the following soliloquy:

Syllabi are EVIL

Syllabi are EVIL and they must die!
Listen to me closely and I’ll tell you why.
Just want students to know what is known?
See what’s been seen?
Go – where we’ve been going?
Then the Syllabus is your friend,
cuz you know exactly where you’ll end.
But if you want to go somewhere new,
see colors beyond Red, Green, and Blue.
Then take out your Syllabus and tear-it-in-half,
now uncertainty has become your path.
Be not afraid because you’ll find,
the most amazing things from Creative Minds,
who have been set free to FLY,
once untethered from the Syllabi.

Glenn Stutzky
Premiered at the 2014
Online Learning Consortium International Conference
October 29, 2014

 

 

They started with something that wasn’t polished, but it’s been an iterative approach over the semesters…and they continue to build on it.

I congratulated the team there — and do so again here. Excellent, wonderful work!

 


By the way, what would a creative movie-like trailer look like for your course?


 

 

Harvard MOOCs up ante on production quality — from educationnews.org by Grace Smith

Excerpt (emphasis DSC):

It’s called HarvardX, a program begun two years ago, that films professors who are creating lessons that act as an adjunct to their coursework.   The catch is, the production value is equally proportioned to the subject matter.  The underproduced in-class lecture being filmed by a camera at the back of the lecture hall is being updated, in a big way.

Two video studios, 30 employees, producers, editors, videographers, composers, animators, typographers, and even a performance coach, make HarvardX a far cry from a talking head sort of online class.

The Harvard idea is to produce excellent videos, on subject matters that might be difficult to pull off in a lecture hall or class.  Then, to bring these videos into the class for enrichment purposes.  An example is Ulrich’s online class, “Tangible Things”.

 

 

Also see:

Sea change of technology: Education — from the Harvard Gazette, Christina Pazzanese, May 26, 2014

Excerpt (emphasis DSC):

After centuries of relative torpor, technology breakthroughs have begun to reshape teaching and learning in ways that have prompted paradigm shifts around pedagogy, assessment, and scholarly research, and have upended assumptions of how and where learning takes place, the student-teacher dynamic, the functions of libraries and museums, and the changing role of scholars as creators and curators of knowledge.

“There are massive changes happening right now,” said Robert A. Lue, the Richard L. Menschel Faculty Director of the Derek Bok Center for Teaching and Learning and faculty director of HarvardX (harvardx.harvard.edu). “What has brought it into particularly tight focus now is that the revolution in online education has raised a whole host of very important questions about: What do students do with faculty face-to-face; what is the value of the brick-and-mortar experience; and how does technology in general really support teaching and learning in exciting, new ways? It’s been a major catalyst, if you will, for a reconsideration of how we teach in the classroom.”

Classrooms of the future are likely to resemble the laboratory or studio model, as more disciplines abandon the passive lecture and seminar formats for dynamic, practice-based learning, Harvard academicians say.

“There’s a move away from using the amphitheater as a learning space … toward a room that looks more like a studio where students sit in groups around tables, and the focus is on them, not on the instructor, and the instructor becomes more the ‘guide outside’ rather than the ‘sage onstage,’ facilitating the learning process rather than simply teaching and hoping people will learn,” said Eric Mazur, Balkanski Professor of Physics and Applied Physics at the Harvard School of Engineering and Applied Sciences.

It’s a shift that’s changing teaching in the humanities as well. “It’s a project-based model where students learn by actually being engaged in a collaborative, team-based experience of actually creating original scholarship, developing a small piece of a larger mosaic — getting their hands dirty, working with digital media tools, making arguments in video, doing ethnographic work,” said Jeffrey Schnapp, founder and faculty director of metaLAB (at) Harvard, an arts and humanities research and teaching unit of the Berkman Center for Internet & Society.

 

 

From DSC:
HarvardX is a great example of using teams to create and deliver learning experiences.

Also, the “Sea change…” article reminded me of the concept of learning hubs — whereby some of the content is face-to-face around a physical table, and whereby some of the content is electronic (either being created by the students or being consumed/reviewed by the students).  I also appreciated the work that Jeff Schnapp is doing to increase students’ new media literacy skills.

 

 

 

 

From DSC:
As I was watching “The Future of Higher Education: MOOCs and Disruptive Innovation,” a video recorded last August, (GW’s School of Business) Dean Doug Guthrie mentioned a company named In the Telling.  The name of that company piqued my curiosity, so I went to look at that company, and what instantly struck me about their offerings were the use of:

  • A team-based approach to education
  • The use of digital storytelling
  • Software as a Service

 


 

InTheTelling-TeamBasedEducation-April2014

 


 

Dean Guthrie’s comments on interaction, community building, and customization rang true for me, but it was the customization part that really grabbed me.  And there too, most likely it will take a team of people to understand and use the data, to build the algorithms that Doug was talking about to deliver the  learning trees of the future (and I would add the phrases/terms learning paths and learning playlists).

I have it that as MOOCs continue to morph and as the perfect storm in higher education continues to amass, those institutions who implement a team-based approach to content creation, delivery, and assessment will be the ones who thrive in the future.

This thought was further brought home when I viewed Phil Hill and Michael Feldstein discussing “Online Learning – What Is It Good For?”  Consider the appearance of the word TEAM in the following graphics:

 

Team-basedEducation-DSC

 

Team-basedEducation2-DSC

 

 

 
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