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Todd Suomela

MOOCs Find Their Audience: Professional Learners and Universities | EdSurge News - 0 views

  • In my last year’s analysis of the MOOC space, I concluded that there’s been a decisive shift by MOOC providers to focus on “professional” learners who are taking these courses for career-related outcomes. At the recently concluded EMOOCs conference, the then CEO of Coursera, Rick Levin, shared his thoughts on this shift. He thinks that MOOCs may not have disrupted the education market, but they are disrupting the labor market. The real audience is not the traditional university student but what he calls the “lifelong career learner,” someone who might be well beyond their college years and takes these online courses with the goal of achieving professional and career growth.
  • One of the lessons I learned from running Class Central is that to make money, you need to make others money. By targeting professional learners, MOOC providers are trying to exactly do that. To better serve this audience, every MOOC provider has launched products that range from tens of dollars to tens of thousands of dollars. As a professional learner, I feel a certain amount of comfort knowing that high-quality educational material exists for skills that I would want to learn in the future. But if you are true lifelong learner—the ones that helped start all the hype in the first place—the MOOC experience has largely been reduced to basically a YouTube playlist with a cumbersome user interface. Unless, of course, you are willing to pay.
Todd Suomela

This VR cycle is dead | TechCrunch - 0 views

  • Occasional training tool and/or the future of high end entertainment — just possibly. But, hey, no one likes to feel sick at the movies. Feeling like you want to barf is only a good use of your time and energy if you’ve eaten something that might otherwise kill you. The wider question in the gaming space, which excels at entertainment and escapism, remains how big VR might get when the hardware isn’t so pricey and clunky, and when investing time and energy in building compelling content can start to look like less of a sinkhole prospect for developers who can now be seen pulling their horns in. These same types of content makers may well be having their heads turned by the potential of AR gaming. Which can, as noted above, already point to the existence of essential content generating wild excitement among millions of consumers. Rather like the solar eclipse, AR has been shown turning masses of heads and even gathering huge crowds of like-minded folks together in public. For now there is simply no argument: AR > VR.
  • As TechCrunch’s Lucas Matney noted: “Over the past several months it’s become clear that the war is no longer HTC and Oculus trying to discover who is Betamax and who is VHS, now they’re just trying to ensure that high-end VR doesn’t turn out to be LaserDisc. Though few of the big players are keen to readily admit it, many investors and analysts have been less than thrilled with the pace of headset sales over the past year.” The bald fact that neither HTC nor Facebook/Oculus has released sales figures for their respective VR headsets speaks volumes. (Analyst estimates aren’t generous, suggesting <500k units apiece.) Sony did put out some sales figures for its Playstation VR headset in February which caused some initial excitement — with the company claiming 915,000 units sold since October 2016. But by June that figure had merely drifted past 1M.
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