Skip to main content

Home/ beyondwebct/ Group items tagged forecast

Rss Feed Group items tagged

Barbara Lindsey

2020 Forecast | KnowledgeWorks - 0 views

  • Over the next decade, the most vibrant innovations in education will take place outside traditional institutions.
  • The forecast does not predict what will happen, but rather serves as a guide to the as-yet-unwritten future. It is designed to help you see connections among things that once seemed unrelated and to help you consider the changes and challenges that you are facing today within the context of wider patterns of change.
  • a critical dilemma facing these institutions: how to reconcile bottom-up developments in education with the traditional top-down hierarchy that is currently in place.
  •  
    Over the next decade, the most vibrant innovations in education will take place outside traditional institutions.
Barbara Lindsey

Planning for Neomillennial Learning Styles: Implications for Investments in Technology ... - 0 views

  • Research indicates that each of these media, when designed for education, fosters particular types of interactions that enable—and undercut—various learning styles.
    • Barbara Lindsey
       
      How much do we know about our students' learning styles? How do we know this?
  • Over the next decade, three complementary interfaces will shape how people learn
  • The familiar "world to the desktop." Provides access to distant experts and archives and enables collaborations, mentoring relationships, and virtual communities of practice. This interface is evolving through initiatives such as Internet2. "Alice in Wonderland" multiuser virtual environments (MUVEs). Participants' avatars (self-created digital characters) interact with computer-based agents and digital artifacts in virtual contexts. The initial stages of studies on shared virtual environments are characterized by advances in Internet games and work in virtual reality. Ubiquitous computing. Mobile wireless devices infuse virtual resources as we move through the real world. The early stages of "augmented reality" interfaces are characterized by research on the role of "smart objects" and "intelligent contexts" in learning and doing.
  • ...48 more annotations...
  • This immersion in virtual environments and augmented realities shapes participants' learning styles beyond what using sophisticated computers and telecommunications has fostered thus far, with multiple implications for higher education.
  • Beyond actional and symbolic immersion, advances in interface technology are now creating virtual environments and augmented realities that induce a psychological sense of sensory and physical immersion.
  • The research on virtual reality Salzman and I conducted on frames of reference found that the exocentric and the egocentric FORs have different strengths for learning. Our studies established that learning ideally involves a "bicentric" perspective alternating between egocentric and exocentric FORs.
    • Barbara Lindsey
       
      Could we make the argument that this is one of the main goals of language programs?
  • But what is so special about the egocentric perspectives and situated learning now enabled by emerging media? After all, each of us lives with an egocentric perspective in the real world and has many opportunities for situated learning without using technology. One attribute that makes mediated immersion different and powerful is the ability to access information resources and psychosocial community distributed across distance and time, broadening and deepening experience. A second important attribute is the ability to create interactions and activities in mediated experience not possible in the real world, such as teleporting within a virtual environment, enabling a distant person to see a real-time image of your local environment, or interacting with a (simulated) chemical spill in a busy public setting. Both of these attributes are actualized in the Alice-in-Wonderland interface.
  • Notion of place is layered/blended/multiple; mobility and nomadicity prevalent among dispersed, fragmented, fluctuating habitats (for example, coffeehouses near campus)
  • Guided social constructivism and situated learning as major forms of pedagogy
  • he defining quality of a learning community is that there is a culture of learning, in which everyone is involved in a collective effort of understanding. There are four characteristics that such a culture must have: (1) diversity of expertise among its members, who are valued for their contributions and given support to develop, (2) a shared objective of continually advancing the collective knowledge and skills, (3) an emphasis on learning how to learn, and (4) mechanisms for sharing what is learned. If a learning community is presented with a problem, then the learning community can bring its collective knowledge to bear on the problem. It is not necessary that each member assimilate everything that the community knows, but each should know who within the community has relevant expertise to address any problem. This is a radical departure from the traditional view of schooling, with its emphasis on individual knowledge and performance, and the expectation that students will acquire the same body of knowledge at the same time.26
  • Peer-developed and peer-rated forms of assessment complement faculty grading, which is often based on individual accomplishment in a team performance context  Assessments provide formative feedback on instructional effectiveness
  • Multipurpose habitats—creating layered/blended/personalizable places rather than specialized locations (such as computer labs)
  • o the extent that some of these ideas about neomillennial learning styles are accurate, campuses that make strategic investments in physical plant, technical infrastructure, and professional development along the dimensions suggested will gain a considerable competitive advantage in both recruiting top students and teaching them effectively.
  • Net Generation learning styles stem primarily from the world-to-the-desktop interface; however, the growing prevalence of interfaces to virtual environments and augmented realities is beginning to foster so-called neomillennial learning styles in users of all ages.
    • Barbara Lindsey
       
      What is the timeline?
  • Immersion is the subjective impression that one is participating in a comprehensive, realistic experience.
  • Inducing a participant's symbolic immersion involves triggering powerful semantic associations via the content of an experience.
    • Barbara Lindsey
       
      Felice's Utopian City
  • The capability of computer interfaces to foster psychological immersion enables technology-intensive educational experiences that draw on a powerful pedagogy: situated learning.
  • The major schools of thought cited are behaviorist theories of learning (presentational instruction), cognitivist theories of learning (tutoring and guided learning by doing), and situated theories of learning (mentoring and apprenticeships in communities of practice).
    • Barbara Lindsey
       
      What kinds of learning environments do you prefer and what kinds do you create for your students?
  • Situated learning requires authentic contexts, activities, and assessment coupled with guidance from expert modeling, mentoring, and "legitimate peripheral participation."8 As an example of legitimate peripheral participation, graduate students work within the laboratories of expert researchers, who model the practice of scholarship. These students interact with experts in research as well as with other members of the research team who understand the complex processes of scholarship to varying degrees. While in these laboratories, students gradually move from novice researchers to more advanced roles, with the skills and expectations for them evolving.
  • Potentially quite powerful, situated learning is much less used for instruction than behaviorist or cognitivist approaches. This is largely because creating tacit, relatively unstructured learning in complex real-world settings is difficult.
    • Barbara Lindsey
       
      Not too far in the future!
  • However, virtual environments and ubiquitous computing can draw on the power of situated learning by creating immersive, extended experiences with problems and contexts similar to the real world.9 In particular, MUVEs and real-world settings augmented with virtual information provide the capability to create problem-solving communities in which participants can gain knowledge and skills through interacting with other participants who have varied levels of skills, enabling legitimate peripheral participation driven by intrinsic sociocultural forces.
  • Situated learning is important in part because of the crucial issue of transfer. Transfer is defined as the application of knowledge learned in one situation to another situation and is demonstrated if instruction on a learning task leads to improved performance on a transfer task, typically a skilled performance in a real-world setting
    • Barbara Lindsey
       
      One of the most difficult skills to master.
  • Moreover, the evolution of an individual's or group's identity is an important type of learning for which simulated experiences situated in virtual environments or augmented realities are well suited. Reflecting on and refining an individual identity is often a significant issue for higher education students of all ages, and learning to evolve group and organizational identity is a crucial skill in enabling innovation and in adapting to shifting contexts.
  • Immersion is important in this process of identity exploration because virtual identity is unfettered by physical attributes such as gender, race, and disabilities.
    • Barbara Lindsey
       
      Don't agree with this. We come to any environment with our own baggage and we do not interact in a neutral social context.
  • Thanks to out-of-game trading of in-game items, Norrath, the virtual setting of the MMOG EverQuest, is the seventy-seventh largest economy in the real world, with a GNP per capita between that of Russia and Bulgaria. One platinum piece, the unit of currency in Norrath, trades on real world exchange markets higher than both the Yen and the Lira (Castronova, 2001).14
  • Multiple teams of students can access the MUVE simultaneously, each individual manipulating an avatar which is "sent back in time" to this virtual environment. Students must collaborate to share the data each team collects. Beyond textual conversation, students can project to each other "snapshots" of their current individual point of view (when someone has discovered an item of general interest) and also can "teleport" to join anyone on their team for joint investigation. Each time a team reenters the world, several months of time have passed in River City, so learners can track the dynamic evolution of local problems.
  • In our research on this educational MUVE based on situated learning, we are studying usability, student motivation, student learning, and classroom implementation issues. The results thus far are promising: All learners are highly motivated, including students typically unengaged in classroom settings. All students build fluency in distributed modes of communication and expression and value using multiple media because each empowers different types of communication, activities, experiences, and expressions. Even typically low-performing students can master complex inquiry skills and sophisticated content. Shifts in the pedagogy within the MUVE alter the pattern of student performance.
    • Barbara Lindsey
       
      Would like to see research on this.
  • Research shows that many participants value this functionality and choose to access the Web page after leaving the museum.
    • Barbara Lindsey
       
      More could be done with this.
  • Participants in these distributed simulations use location-aware handheld computers (with GPS technology), allowing users to physically move throughout a real-world location while collecting place-dependent simulated field data, interviewing virtual characters, and collaboratively investigating simulated scenarios.
    • Barbara Lindsey
       
      Much better
  • Initial research on Environmental Detectives and other AR-based educational simulations demonstrates that this type of immersive, situated learning can effectively engage students in critical thinking about authentic scenarios.
  • Students were most effective in learning and problem-solving when they collectively sought, sieved, and synthesized experiences rather than individually locating and absorbing information from some single best source.
    • Barbara Lindsey
       
      How does this 'fit' learning goals and teaching styles in our program?
  • Rheingold's forecasts draw on lifestyles seen at present among young people who are high-end users of new media
  • Rather than having core identities defined through a primarily local set of roles and relationships, people would express varied aspects of their multifaceted identities through alternate extended experiences in distributed virtual environments and augmented realities.
    • Barbara Lindsey
       
      How is this different from current experiences for individuals working within/across different social groups and boundaries?
  • one-third of U.S. households now have broadband access to the Internet. In the past three years, 14 million U.S. families have linked their computers with wireless home networks. Some 55 percent of Americans now carry cell phones
  • Mitchell's forecasts25 are similar to Rheingold's in many respects. He too envisions largely tribal lifestyles distributed across dispersed, fragmented, fluctuating habitats: electronic nomads wandering among virtual campfires. People's senses and physical agency are extended outward and into the intangible, at considerable cost to individual privacy. Individual identity is continuously reformed via an ever-shifting series of networking with others and with tools. People express themselves through nonlinear, associational webs of representations rather than linear "stories" and co-design services rather than selecting a precustomized variant from a menu of possibilities.
  • More and more, though, people of all ages will have lifestyles involving frequent immersion in both virtual and augmented reality. How might distributed, immersive media be designed specifically for education, and what neomillennial learning styles might they induce?
  • Mediated immersion creates distributed learning communities, which have different strengths and limits than location-bound learning communities confined to classroom settings and centered on the teacher and archival materials.27
  • Neomillenial Versus Millennial Learning Styles
  • Emphasis is placed on implications for strategic investments in physical plant, technology infrastructure, and professional development.
  • such as textbooks linked to course ratings by students)
  • Mirroring": Immersive virtual environments provide replicas of distant physical settings
  • Middleware, interoperability, open content, and open source
  • Finding information Sequential assimilation of linear information stream
  • Student products generally tests or papers Grading centers on individual performance
  • These ideas are admittedly speculative rather than based on detailed evidence and are presented to stimulate reaction and dialogue about these trends.
  • f we accept much of the analysis above
    • Barbara Lindsey
       
      But have they made the case for its educational value?
  • students of all ages with increasingly neomillennial learning styles will be drawn to colleges and universities that have these capabilities. Four implications for investments in professional development also are apparent. Faculty will increasingly need capabilities in:
  • Some of these shifts are controversial for many faculty; all involve "unlearning" almost unconscious beliefs, assumptions, and values about the nature of teaching, learning, and the academy. Professional development that requires unlearning necessitates high levels of emotional/social support in addition to mastering the intellectual/technical dimensions involved. The ideal form for this type of professional development is distributed learning communities so that the learning process is consistent with the knowledge and culture to be acquired. In other words, faculty must themselves experience mediated immersion and develop neomillennial learning styles to continue teaching effectively as the nature of students alters.
  • Differences among individuals are greater than dissimilarities between groups, so students in any age cohort will present a mixture of neomillennial, millennial, and traditional learning styles
  • The technologies discussed are emerging rather than mature, so their final form and influences on users are not fully understood. A substantial number of faculty and administrators will likely dismiss and resist some of the ideas and recommendations presented here.
Barbara Lindsey

Opportunities for Creating the Future of Learning - 2020 Forecast: Creating the Future ... - 0 views

  • The globalization of open learning systems characterized by cooperative resource creation, evaluation, and sharing will change how educational institutions view their roles and will offer new forms of value in the global learning ecosystem. Education institutions will no longer be exclusive agents of coordination, service provision, quality assurance, performance assessment, or support. In fact, other players might be more equipped to provide these functions in the distributed ecosystem.
  • Authority will be a hotly contested resource, and there will be the potential for conflict and distrust.
  • It remains to be seen whether new learning agents and traditionally certified teachers will cooperate or compete.
  • ...2 more annotations...
  • communities will become the world’s classrooms. Learning geographies will diversify as some communities become learning deserts barren of learning resources, while others become oases teeming with dynamic learning ecosystems.
  • These new dimensions of learning geographies will require new core skills. Among them will be navigating new visual cartographies, identifying learning resources in previously unexpected places, leveraging networks to take advantage of learning opportunities, and creating flexible educational infrastructures that can make use of dispersed community resources.
Barbara Lindsey

Opportunities for Creating the Future of Learning - 2020 Forecast: Creating the Future ... - 0 views

  • It remains to be seen whether new learning agents and traditionally certified teachers will cooperate or compete.
  • Secondly, it emphasizes the need for learning to be an ongoing process whereby we all become engaged citizens of a global society. T
  • By embracing technologies of cooperation, prototyping new models of learning, and cultivating open and collaborative approaches to leadership, “amplified” educators and learners will become the organizational “superheroes” of schools and districts.
  • ...5 more annotations...
  • The globalization of open learning systems characterized by cooperative resource creation, evaluation, and sharing will change how educational institutions view their roles and will offer new forms of value in the global learning ecosystem.
  • The result will be an emerging toolset for designing personalized, learner-centered experiences and environments that reflect the differentiation among learners instead of forcing compliance to an average learning style and level of performance.
  • As the hierarchical structure of education splinters, traditional top-down movements of authority, knowledge, and power will unravel. Before new patterns get established, it will seem as if a host of new species has been introduced into the learning ecosystem. Authority will be a hotly contested resource, and there will be the potential for conflict and distrust.
  • Learning geographies will be accessible to communities through a range of key tools, such as data aggregated from disparate sources, geo-coded data linking learning resources and educational information to specific community locations, and visualization tools that help communicate such information in easily understood visual and graphic forms. Such information will often contain multiple layers of data (for example, school performance statistics, poverty rates, and the degree of access to fresh food).
  • These new dimensions of learning geographies will require new core skills. Among them will be navigating new visual cartographies, identifying learning resources in previously unexpected places, leveraging networks to take advantage of learning opportunities, and creating flexible educational infrastructures that can make use of dispersed community resources. Through enhanced visibility and accessibility, learning geographies will bring new transparency to issues of equity in learning.
  •  
    By embracing technologies of cooperation, prototyping new models of learning, and cultivating open and collaborative approaches to leadership, "amplified" educators and learners will become the organizational "superheroes" of schools and districts.
Barbara Lindsey

Will Your College Be Covered in Virtual Graffiti? - Technology - The Chronicle of Highe... - 2 views

  • It's a lot easier to get ahead of the curve and to guide people into some of these technologies, as opposed to after the fact going back and trying to correct" their behavior, says the interactive-media manager.
  • Universities are still figuring out how to deal with Facebook and Twitter and other interactive programs which, like much of what's called Web 2.0, are largely out of their control. Now they'll have to wrestle with the power and pitfalls of an even more in-your-face social-media tool.
  • The University of Texas at Dallas is taking a different approach. Lately the 16,000-student state university has become a laboratory for what happens when students and professors go wild with unofficial tagging.
  • ...4 more annotations...
  • If you're scratching your head wondering what this has to do with education, here's Mr. Terry's answer: The technology will, he says, transform disciplines.
  • Perry Hewitt, digital-communications director at Harvard, says privacy is a serious issue. She also points out that similar sky-is-falling predictions were raised when the answering machine was introduced.
  • Mr. Terry's students will present a smartphone application they have built, called Placethings, which lets you tie pictures, video, and audio to locations and map that multimedia trail into a narrative.
  • Gartner, a technology-research company, forecasts that by 2013 mobile phones will pass personal computers as the most common way people worldwide get access to the Internet. But the practice of cellphone users' tying content to place is so new that you can really believe only one prediction with much confidence. Which is this: As location tagging goes more mainstream in the next few years, today's efforts will look trivial.
  •  
    Thx to @academicdave
1 - 5 of 5
Showing 20 items per page