Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Some futures of higher education

bryanalexander
September 12, 2012

Some futures of higher education

Materials for a talk I gave to the NYSCIO group this summer.
Testing out Speaker Deck.

bryanalexander

September 12, 2012
Tweet

Other Decks in Education

Transcript

  1. iPhone Apps Store downloads 1. April 2009 1.0 billion 2.

    July 2009 1.5 billion 3. Sept 2009 2.0 billion 4. Dec 2009 …? -works with data sources -can lead to more data-gathering, metrics
  2. Stories about futures  Event and response  Creativity 

    Roles and times  Emergent practices and patterns
  3. Integrate previous methods: Select drivers – environmental scan Identify trends

    – Delphi reports Test trends - extrapolation Test propositions – prediction markets
  4.  Is there a higher education bubble?  Digital humanities

    on the rise  Adjunctification continues  Alternative online learning  Textbooks going ebook+  Scholarly publication and/versus open access  Higher education budgets  Computer hardware ecology  Has the World Wide Web hit its limit? January-Feb 2012 scan sample
  5.  Augmented reality mainstreamed  Social organization through social media

     Some tuition freezes, cuts  Intergenerational tensions: public + private  International liberal education  Maker culture on campus  High-speed trading  Global economic stresses  Rise of natural gas March 2012 scan sample
  6.  More Asian liberal arts campuses  State university gaming

    company  Social media growth continues  "Generation Screwed" vs seniors online  Microsoft tablet  Google US-sources hardware  More Asian than Hispanic immigrants  Certification rising  New OLI use cases  Kickstarter continues to grow  One R1 tries to cut libraries down  Academic unions crit distance learning July 2012 scan sample
  7. Mark Weiser, 1988ff  Example: "The Computer for the Twenty-First

    Century" (1991) “The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.”
  8. First, the light stuff  Museum tours  GPS navigators

    (Garmin)  Location services (Yelp)
  9. Median age of gamers shoots past 35 Industry size comparable

    to music Impacts on hardware, software, interfaces, other industries Large and growing diversity of platforms, topics, genres, niches, players
  10. Anecdata: number of Facebook CityVille players: (as of July 2012,

    http://www.appdata.com/?AFB_redir=1 ) 23,900,000
  11. Games serious, public, and political • Oiligarchy, Molle Industries •

    Jetset, Persuasive Games • The Great Shakeout, California • DimensionM, Tabula Digita
  12. 1. Phantom Learning 2. Open world 3. The Lost Decade

    4. The Serpent Digests a Very Large Mammal 5. Renaissance
  13. Students spent more time in K-12 with online classes than

    face-to- face ones K-12 as social center, working parent support spaces Libraries are software Buildings without AR look naked
  14. Higher education landscape: Two Cultures redux: STEM vs New Left

    Adjunct faculty 95% Public institutions’ shrunken footprints Scholarly publication 1/3rd 2000 level
  15. Higher education landscape: Accreditation: the source of closures Libraries: rare

    and/or smaller Professional development: distance, DiY
  16.  Great Recession began in 1st grade  One or

    more family members unemployed  “ “ “ “ “ underemployed  Public education has always been stretched to breaking point/poor  Public-private gap even wider  Online learning can beat their schools  “Library” denotes digital collection
  17.  Economic growth returns to US (energy, medical, nanotech vs

    world)  17-22-year-old niche revitalized (K-12 failure)  Full-time faculty stablize (AAUP-ALA strike)  Digital tech firewalled from class (i.e., tv + film)
  18. Higher education landscape: Supplemental rather than transformative tech Logistical instead

    of pedagogical tech Academics include tech in old structures (classes, publication) Reconfigured to protect IP
  19. 18-year-olds were .ppt proficient by 5th grade Schools <> digital

    life They find their parents’ recollections of life before the web are oddly charming
  20. Classroom and courses  Curriculum content  Delivery mechanism 

    Creating games Peacemaker, Impact Games Revolution (via Jason Mittell)
  21. •Joost Raessens and Jeffrey Goldstein, eds, Handbook of Computer Game

    Studies (MIT, 2005) •Frans Mayra, An Introduction to Game Studies (Sage, 2008) •Pat Harrigan and Noah Wardrip-Fruin, eds. Third Person: Authoring and Exploring Vast Narratives (MIT, 2009)
  22. Higher education landscape: Accreditation: drives project-based, studio-style pedagogy Libraries: gaming

    production, archiving Professional development: distance, DiY Faculty multimedia production is the norm
  23. Elsewhere in the world: War on IP rages Nostalgia waves

    for old media Competing storytelling schools
  24. Most students identified with one+ game characters in K-12 Leading

    game developers are as well known as movie directors Most of their work and school is gamified
  25. 1. Phantom Learning 2. Open world 3. The Lost Decade

    4. The Serpent Digests a Very Large Mammal 5. Renaissance