There is no denying the rapid spread of the rhizomes and my awareness of this wonderful phenomenon. Interactions with a small (but growing) number of the more than 14,000 people who are signed up for the current offering of #etmooc are already taking place through live-tweet sessions and the absolute flood of tweets under the #etmooc, @etmooc, and #etmchat hashtags, along with postings in our Google+ community and our blog hub, and responses to their YouTube posts. It requires a tremendous sense of discipline—and an acknowledgement that there is life outside of #etmooc—to keep from being overwhelmed by the information deluge produced in this course.
Those learning rhizomes, furthermore, are not just firmly rooted in the fertile ground of #etmooc itself; they are reaching far beyond the incredibly permeable walls of the course. Posting comments on a few MOOCmates’ introductory videos on YouTube apparently initiated some sort of algorithmically-triggered response from YouTube, for among my incoming email messages yesterday morning was a first-time alert from YouTube under the subject line “Just for You from YouTube: Weekly Update – February 13, 2013.” And under the subheading “We think you’d like…” was a learning link I really did like—to a video posted by Kansas State University associate professor Michael Wesch—whose work I happen to adore.
Watching the “Rethinking Education” video gave the rhizomes a significant growth spurt, for the numerous references in that brief yet densely-packed video sent out new learning shoots ranging from references to Wikipedia articles on commons-based peer production, education, Education 2.0, and knowledge to numerous glimpse of other resources easily accessible online. Even in his ending credits, Wesch managed to send out one final learning rhizome: a reference to the EDUCAUSE book The Tower and the Cloud: Higher Education in the Age of Cloud Computing.Being a huge fan of what EDUCAUSE produces, I went to the site; discovered that the book was available both in a print version for purchase and as a free PDF; and soon had a copy on my tablet. My home-based online learning experience morphed into a mobile-learning (m-learning) experience as I left home, tablet in hand, and continued learning by reading the beginning of the book while using public transportation on my way to an appointment in downtown San Francisco.
So many rhizomes, so little time! The simple act of having created a personal learning environment that, in the space of one morning, included the MOOC-inspired use of print materials, online materials accessed from a desktop computer, exchanges with colleagues from the desktop and from the mobile device (the tablet), and reading material from that same mobile device, helps any of us understand viscerally why the 2013 Higher Education edition of NMC’s Horizon Report documents tablets and MOOCs as the two technologies currently having the greatest impact on higher education—and, I would suggest, on much of what we see in training-teaching-learning.
My head explodes. I need to the intellectual equivalent of mind-to-mind resuscitation. I need to breathe. So I spend that latter part of the day more or less offline in face-to-face conversations with friends and colleagues, then attend an evening neighborhood association meeting that includes interchanges with two recently-elected City/County supervisors. But the rhizomes are not dormant. While I’m asleep, they’re expanding. Lurking. Waiting for me to log back on this morning and discover that Buffy Hamilton has posted her stunningly beautiful PowerPoint slides from the “Nurturing Lifelong Learning with Personal Learning Networks” presentation to Ohio eTech Conference attendees yesterday. And through the act of posting that deck, she brings us and our tangled-spreading-sprawling learning rhizomes right back where we started, for she includes references drawn from our conversations about #etmooc, rhizomatic learning, and much more to inspire me to complete this latest act of digital storytelling that draws upon the #etmooc rhizomes.
N.B.: This is the eighth in a series of posts responding to the assignments and explorations fostered through #etmooc.
Once upon a time—say two or three years ago—the idea that 3D printing or wearable technology might be on a relative fast track toward widespread dissemination and become important elements of training-teaching-learning seemed far-fetched for many of us. That’s rapidly changing, the New Media Consortium (NMC)Horizon Project2013 Higher Education report, released earlier this week, suggests.
“3D printing is already pervasive in a number of fields, including architecture, industrial design, jewelry design, and civil engineering,” the Horizon Report writers remind us. “In the past several years, there has been a lot of experimentation in the consumer space—namely within the Maker culture, a technologically-savvy, do-it-yourself community dedicated to advancing science engineering, and other disciplines through the exploration of 3D printing and robotics” (Horizon Report, p. 28).
Where this becomes of interest to trainer-teacher-learners is through the examples cited in the report. Case Western University, for example, has Think[box], “a space for anyone to creatively tinker; Think[box] includes 3D printers, laser cutters, and tools for students to create their own printed circuit board of computerized embroidery” (p. 30); we can’t view the project introductory video without being stunned by what is already being accomplished in this academic setting.
Again, the examples cited in the report are spectacular. The Muse headband, for example, offers the promise of using brain activity to control devices—something akin to Tan Le’s demonstration in a 2010 TED talk about using a device to control virtual objects via a user’s brainwaves.
A link to Nick Bilton’s New York Times article “One on One: Steve Mann, Wearable Computing Pioneer” takes us to a (currently) extreme version of the technology-in-progress: “When you use it as a memory aid, it is your brain,” Mann says at one point in the interview.
As we complete our review of the latest Higher Education edition of the Horizon Project, we’re left with plenty to consider—not the least of which is whether we’ll soon be reading upcoming Horizon Reports with our Project Glass devices. Or accessing the information in even more intriguing ways.
N.B.—Episode #113 of Maurice Coleman’sT is for Training podcast series, recorded on February 8, 2013, includes a deeper exploration of the 2013 Horizon Report Higher Education edition, MOOCs, and learning and technology innovations.
While each subject receives separate attention in the report’s two- to three-year “Time-to-Adoption” section, it’s not at all difficult to see how these two technologies, like the two technologies in the report one-year adoption section (tablets and MOOCs), can and should be thematically linked. Both appear to be strongly grounded in a learner-centric vision of training-teaching-learning; respond to learners’ needs with a sense of immediacy that provides support rather than hindrances during the learning process; and are already receiving plenty of attention worldwide.
“Whatever the scenario, online gaming enables strangers to build camaraderie and social networks in mere minutes, and to compete in a public forum where recognition is highly desirable,” we read in the report (p. 20). “Research has long indicated that video games help stimulate the production of dopamine, a chemical that provokes learning by reinforcing neuronal connections and communications. Furthermore, educational game-play has proven to increase soft skills in learners, such as critical thinking, creative problem-solving, and teamwork” (p. 21).
And just as game-based learning provides these obvious sources of support for learners, learning analytics—the real-time use of up-to-the-minute data to help learning facilitators identify and respond to obstacles hindering learners—provides a powerful tool to “build better pedagogies, target at-risk student populations, and to assess whether programs designed to improve retention have been effective and should be sustained—important outcomes for administrators, policy makers, and legislators” (p. 24), we learn from the latest Horizon Report.
As is always the case, the real meat of the report is in the links to examples and resources showing us how these technologies are already developing. We visit the Henry Madden Library at California State University, Fresno, for example to see how a game introduces learners to library resources and helps them develop the skills to those resources—and the library is smart enough to show us (and its learners) several winning entries from a gamification contest which encouraged students to produce videos and other materials to help others use the library. We learn about McGill University’s Open Orchestra simulation game through a well-developed website. And a link to an EdTech magazine article and infographic takes us further into the subject as engagingly as the gamification process it explores.
In the same way, the examples in the learning analytics section of the report introduce us to the dynamic examples of Santa Monica College’s Glass Classroom project; the American Public University System (APUS) multi-campus data-collection effort designed to “identify trends contributing to student success, program momentum, and online course completion” (quote taken from APUS press release); and Stanford University’s five-year multimodal learning analytics project that is “investigating new ways to assess project-based activities, examining students’ speeches, gestures, sketches, and artifacts in order to better characterize their learning over extended periods of time” (quote taken from the Transformative Learning Technologies Lab website). And in what can only be described as a big-bang finish, the learning analytics section includes a link to a PDF of the entire 337-page October 2012 issue of the Journal of Educational Technology & Societywith 10 articles—nearly half of its content—focused on “the maturation of learning analytics and its impact on teaching and learning” (p. 27 of the Horizon Report).
Next: On the Four- to Five-Year Horizon (3D Printing & Wearable Technology)
While each is its own massive subject for exploration and is expected to “see widespread adoption in higher education over the next 12 months,” the two are linked by how much they have already done and promise to do in breaking down barriers in a variety of fields—not the least of which is training-teaching learning. With tablets in our hands, we are immediately connected to the world of mobile learning (m-learning) and numerous online resources (e.g., search engines, libraries, educational videos, education blogs, open-source textbooks, and MOOCs themselves). MOOCs, by definition, are a massive move toward making learning accessible, affordable, and appealing—although critics (many of whom seem not to have even participated as a learner in a MOOC) remain skeptical of their efficacy and inaccurately see them as an either-or option to more traditional learning offerings.
The latest Horizon Report helps put the development of MOOCs in perspective while also humanizing them by providing links to a variety of wonderful examples and explorations. The Games MOOC, for example, provides a glimpse into “a community site woven around a series of three courses about the use of games in education, including traditional games, massively multiplayer online role-playing games, game-based learning, and immersive environments,” the writers of the report tell us. The link to Laura Pappano’s New York Times article “The Year of the MOOC” (November 2, 2012) further introduces us to the state of MOOCs and highlights innovations.
Drawing our attention to tablet computing, the Horizon Report writers are equally engaging: “The rising popularity of tablets in higher education is partly the product of campuses across the world embracing the BYOD (bring your own device) movement. It is so easy for students to carry tablets from class to class, using them to seamlessly access their textbooks and other course materials as needed, that schools and universities are rethinking the need for computer labs, or even personal laptops. A student’s choice of apps for his or her tablet makes it easy to build a personalized learning environment, with all the resources, tools, and other materials they need on a single device, and with most tablets, the Internet is woven into almost every aspect of it” (p. 16). Specific examples of tablet computing supporting learning include the use of Samsung Galaxy tablets at Lavington Primary School, in Africa, and the Stanford University School of Medicine project which gives all entering students in iPad or PDF annotation software. There is also a link to a wonderful story about “How a Classroom of iPads Changed My approach to Learning,” written by Chris Blundell, from Redlands College.
Most encouraging of all, in these explorations of technology in learning, is the idea that while the technology is intriguing, the learners are the focus.
Next: On the Two- to Three-Year Horizon (Gaming/Gamification and Learning Analytics)
With its summaries of key trends and significant challenges along with the usual explorations of six technologies reviewed in each report, it serves as a thought- (and action-) provoking resource, an up-to-date reference source, and a potential course of study for anyone willing to follow the numerous links to online resources compiled by everyone involved in its preparation and production.
It also, as if becoming an example of one of the technologies it explores, could easily serve as an unfacilitated massive open online course (MOOC) on the topic of technology in learning for any of us with the drive and self-discipline to treat each section as a module of an online course; it is, furthermore, easy to imagine someone setting up a discussion group within LinkedIn, Facebook, or some other social media tool for learners interested in exploring the themes and technologies; it is, in fact, not much of a stretch to also imagine the possibility of live Horizon Report learning sessions via a tweet chat or virtual office hours within Facebook or a Google+ Hangout. Even the process of preparing the reports could be a topic for study and discussion among learners interested in understanding how a well-facilitated wiki can inspire learning and produce learning objects.
But let’s not go too far afield here, since the content of the report is already spurring plenty of online discussion. The technologies themselves are fascinating. Within the one year time-to-adoption horizon we find tablet computing and MOOCs. Within the two-to-three-year adoption horizon, we see gaming and gamification and learning analytics. And in the furthest horizon (four to five years away), we find 3D printing and wearable technology (think about Google’s Project Glass foray into augmented reality here). And for those who want a broader picture of what is on the horizon, there is the short list (four technologies per horizon) that NMC staff and report advisory board members developed as a step toward determining the final set of horizon technologies, along with the overall list of topics that served as the starting point for the entire process of identifying key trends, challenges, and technologies.
Equally important are the significant challenges documented in the report. Faculty, the report suggests, aren’t acknowledging “the fact that digital media literacy continues its rise in importance as a key skill in every discipline and profession”—a challenge that I believe could also be documented in workplace learning and performance (staff training) programs. We’re also facing—and not dealing particularly well with—new scholarly forms of authoring, publishing, and researching; our own resistance to change; learners’ demand for personalized (and learner-centric) learning; new models of education and learning that challenge long-standing models; and the need to adopt new technologies for learning and teaching.
The beauty of this and other Horizon reports released throughout the year—others focus on K-12 education, museums, and specific regions—is that they are free, accessible, well-researched and well-written, and transparent. Anyone wanting to review and use the advisory board members’ discussions for their own learning purposes has access to them on the project wiki. And those interested in playing a more active role in the Horizon Report process are encouraged to complete the online application form.
Given the magnificently overwhelming number of great learning opportunities available to trainer-teacher-learners, it’s difficult to choose one that stands out above all others. But the annual process of creating the New Media Consortium (NMC)Horizon ProjectHigher Education report has to be right up there for anyone interested in learning, technology, creativity, and possibilities.
It isn’t necessary to be a member of the report advisory board to gain much of what the process offers. Through the creative and trend-setting work of NMC staff in facilitating research via a publicly accessible wiki, the work of advisory board members is completely transparent and accessible to anyone who wants to follow the development of the report.
And it’s a process well worth following. It begins each fall with a posting, from NMC staff, of recent press clippings, videos, and other online resources to introduce some of the tech tools, trends, and challenges to be explored; the resources listed here could, by themselves, serve as a semester-long course surveying the state of technology in education and other creative endeavors. Sifting through even a relatively small number of those offerings in late 2012 provided introductions to a wonderful app called “Field Trip”; took me even further into the use of Google+ Hangouts for educational purposes than I had already gone; and led me to updates on the Google’s Project Glass initiative into augmented reality.
Discussions among advisory board members about the tech topics are conducted within the wiki and can be read by anyone visiting the site—as are advisory board members’ discussions about key trends and critical challenges. The voting process to determine which tech tools, trends, and challenges are most likely to have the greatest impact within one-year, two- to three-year, and four- to five-year horizons produces a short list that is posted on the wiki and which remains the penultimate step before advisory board members engage in one final vote to determine what will be included in the new Higher Education report. While the final report that NMC staff writes is an invaluable resource to anyone involved in learning, that short list is also extremely important in that it calls attention to technology and trends that might otherwise be overlooked.
So as I sit here in Austin the night before the second annual retreat/summit begins, I think about all that so many of us have gained from the work of the New Media Consortium—and wonder what is yet to come.
Seeing someone wearing and using a Google Project Glass product at a neighborhood diner here in San Francisco was not among the experiences I expected to have over brunch this morning. Like so many other people, I’ve been fascinated by reports of the continuing development of this latest foray into the world of augmented reality. I have also been wondering when we would have a chance to play with what Google has been developing and start seeing how it will affect the world of training-teaching-learning. It’s been my long-standing assumption that my first face-to-face encounter with a Google Glass device would be at a tech or educational conference.
But there I was, taking in the familiar faces of the Saturday morning crowd at Tyger’s (in San Francisco’s Glen ParkVillage), when my eyes froze at the sight of someone obviously wearing one of the devices that has been so prominently featured in so many articles over the past several months.
The stunning thing about this sighting is that Tyger’s is far from a hotbed of technology. It actually feels as if it sprang full-blown from the pages of Ray Oldenberg’sThe Great Good Place and continues to be a living example of a vibrant, dynamic Third Place—a place where you can walk in whenever it’s open, know that you’re going to find a familiar face, sit with friends over a nice relatively inexpensive meal, and participate in conversation rather than being surrounded by people more engaged with smartphones and tablets than with face-to-face exchanges. It’s the sort of place where candidates in local board of supervisors races drop in to talk one-on-one with residents of their district, and where strangers don’t stay strangers if they patronize the place more than a couple of times.
Because Tyger’s is set up to foster conversation—the tables are set very close to one another, and it’s impossible not to overhear bits and pieces of nearby conversations—I didn’t feel the slightest reticence about immediately walking over to the table where the Google Glass user was sitting with his family. It also helps that a) I assume anyone wearing a new piece of technology is going to be far from shy about talking about it, and b) I’m hopelessly curious and socially inept enough to think that chatting up a total stranger is part of what fosters learning and nurtures new connections.
Our brief conversation quickly confirmed that the device actually was a fully-functioning Google Glass device; that it is not yet available to the general public and probably won’t be available to most of us for “quite a while”; that he didn’t find it at all difficult to interact with those with whom he was dining while also taking advantage of what the device offers; and that he was in possession of the device because he (of course) works at Google.
Returning to the people with whom I was sitting (“you really are a geek,” one friend lovingly admonished me), I took advantage of the fact that I was far enough away from him to not be an obvious nuisance, but was close enough to get a first-hand look at how someone wearing a Google Glass product would function in what is overwhelming an onsite Third Place rather than an extension of a virtual community.
What I noticed was impressive. He was sitting with his wife and one other adult, and was holding an infant in his lap. There was no visible sign that he was anything other than completely engaged with his child and the other people present at that table throughout the entire meal. And the way the device was positioned on his head (a small silver band with the tiniest of cameras positioned near his left eye without appearing to obscure his vision) made it relatively unobtrusive. In fact, he seemed far more present than most people who use smartphones and tablets appear to be—which, for me, raises some interesting questions about all I’ve read over the past few years regarding our overrated ability to multitask.
In our snarkier moments, many of us have reacted negatively to the sight of people with their Bluetooth devices plugged into their ears, and have suggested that we appear to be one step away from becoming part of a Borg collective. We’ve also suggested that, like the Borg, we’re falling into a frightening pattern of sheepishly accepting that “resistance is futile.”
Yet when I watched that Google staffer behaving no differently than anyone else at Tyger’s was behaving, and noticed that no one else at Tyger’s was even reacting to the presence of someone with a new tech device that is not yet available for purchase by most members of the general public, I found my attitude shifting just a bit. I no longer feel as if “resistance is futile” is a completely negative reaction to the sight of someone wearing a Google Glass product; I’m now a step closer to understanding the appeal of the wearable technology that colleagues and I have been exploring through work on the 2013 New Medium ConsortiumHorizon Project Higher Education Report. And I’m even more curious about what it will be like to try on a Google Glass device myself to see what it will bring to the entire field of training-teaching-learning.
N.B.: The photo accompanying this article is a generic Google Glass image.
As we’ve already seen in a series of articles here in Building Creative Bridges, our learning spaces and the way we foster learning are continuing to evolve—which doesn’t necessarily mean, as Thomas and Brown note in their own work, that we’re completely abandoning classrooms and the best of the training-teaching-learning techniques we’ve developed over a long period of time. But the fact that plenty of effective learning that produces positive results “takes place without books, without teachers, and without classrooms, and it requires environments that are bounded yet provide complete freedom of action within those boundaries” (p. 18) offers us plenty of possibilities to rethink what we and the people and organizations we serve are doing.
Their summary of how Thomas’ “Massively Multiplayer Online Games” course at the University of Southern California seemed to be spinning wildly out of control as students more or less restructured the class from lots of lecture and a bit of demo to lots of exploration followed by short summary lectures at the end of each session leads us to the obvious and wonderful conclusion that, by taking over the class, the learners were also taking over control of their own learning and producing magnificent results—a story similar to a situation also documented by Cathy Davidson in Now You See It.
And it doesn’t stop there. As they lead us through a brief summary of instructor-centric and learner-centric endeavors, we see a theme that crops up in much of what is being written now about m-learning (mobile learning, i.e., learning through the use of mobile devices): that the new culture of learning “will augment—rather than replace—traditional educational venues” and techniques (p. 35).
What flows through much of Thomas and Brown’s work—and what we observe in our own training-teaching-learning environments—is what they address explicitly near the end of their book after having discussed the importance of learning environments: the need to foster playfulness in learning and the parallel need to work toward a framework of learning that builds upon the Maker movement and that acknowledges three essential facets for survival in contemporary times: “They are homo sapiens, homo faber, and homo ludens—or humans who know, humans who make (things), and humans who play” (p. 90).
We have plenty of examples upon which to draw: Michael Wesch’s experiments with his Digital Ethnography project at Kansas State University; the YOUMedia Center for teens at the Chicago Public Library; smart classrooms where technology enables creatively productive interactions between onsite and online learners; and even the information commons model that began in academic libraries and is increasingly being adapted for use in public libraries. There’s much to explore here, and that’s why some of us have been promoting the idea that it’s time to add to Ray Oldenburg’sThe Great Good Placeconcept of three key places in our lives (the first place being home, the second place being work, and the third place being community gathering places where we find and interact with our friends and colleagues away from home and work) with a new Fourth Place: the social learning center that onsite as well as online as needed.
Another theme that Thomas and Brown bring to our attention is the way communities—those vibrant foundations of our society that are so wonderfully explored by John McKnight and Peter Block in their book The Abundant Community and continue to be fostered on The Abundant Community website—are developing into collectives—less-than-rigid gatherings of learners and others who are drawn by immediate needs and then disperse if/when those needs are met.
“A collective is very different from an ordinary community,” Thomas and Brown write. “Where communities can be passive (though not all of them are by any means), collectives cannot. In communities, people learn in order to belong. In a collective, people belong in order to learn. Communities derive their strength from creating a sense of belonging, while collectives derive theirs from participation.” (p. 52).
All of which leads us to an obvious conclusion: if we are inspired to do the things within our communities, collectives, and organizations that Thomas and Brown describe and advocate, we will be engaged in building the new culture of learning they describe—while learning how to build it.
One of the most fascinating stories embedded in any New Media Consortium (NMC)Horizon Report is how the reports themselves are produced: in a highly collaborative, asynchronous fashion using a well-facilitated technology tool—a wiki—as I’ve noted elsewhere. The process draws together colleagues from a variety of walks of life to produce something that none of them could individually ever hope to achieve. And if that somehow sounds familiar, it’s because the underpinnings of these interactions—so important for trainer-teacher-learners and others—is all around us in a variety of printed and online resources.
James Surowiecki’s fascinating The Wisdom of Crowdsprovides an additional book-length report that reminds us time and time that when we start with a diverse enough group of the right people—no groupthink here, mind you—any of us as trainer-teacher-learners produce more reliable results than any single member of a group consistently produces. The archetypal crowdsourcing story here is the one about Francis Galton going to a county fair in 1906, watching people try to guess the weight of an ox, combining the nearly 800 different guesses submitted, and documenting that the mean of all those guesses was far more accurate than any individual’s guess had been—just one pound away from the actual weight of 1,198 pounds.
If we continue down this exploration of why these broad collaborative gatherings are so effective, we find ourselves in Clay Skirky’sHere Comes Everybody: The Power of Organizing Without Organizations, which builds upon The Wisdom of Crowds by exploring how collaboration produces magnificent—and highly accurate—resources like Wikipedia. And that, of course, brings us nearly full circle back to the wikis that are an integral part of the Horizon process.
Jonah Lehrer’s recently-released book Imagine: How Creativity Worksadds a final dimension to our exploration of the creative process that produces Horizon reports and other worthwhile and inspirational results. Lehrer, among other things, documents how creativity is fostered by online projects such as InnoCentive, where experts apply their expertise to areas in which they don’t normally work and, by bringing an outsider’s point of view, solve problems that don’t come from those well-versed in the field in which the problem is embedded. It’s exactly the same sort of process that supports the work of communities of practice and allows Horizon Report Advisory Board members to come together in an intensively creative way to see elements of the world of training-teaching-learning that few of us would ever notice if we weren’t immersed in this collaborative endeavor.
There’s a deliberate attempt to avoid inbred thinking in the sort of collaboration fostered through the Horizon process: our New Media Consortium colleagues attempt to replace at least a third of the composition of the Horizon Report Advisory Board each year so a new flow of ideas is an integral part of the process. And in providing that model, they leave us with a thought-provoking and effective approach that we can and should easily be incorporating into our workplace learning and performance (staff training) efforts: one that mixes experience with infusions of fresh ideas. Takes advantage of our resources. And engages the wisdom of the crowd to help us better serve as the effective facilitators of learning that so many of us strive to be.
The heart of any New Media Consortium (NMC)Horizon Report is its list of “six technologies…placed along three adoption horizons that indicate likely timeframes for their entrance into mainstream use for teaching, learning, and creative inquiry.” The 2012 Higher Education edition offers us a particularly healthy heart.
It takes little imagination for any of us to see that mobile apps and tablets are technologies no longer on a distant horizon; they are becoming mainstream in the best training-teaching-learning venues just as they have become common in day-to-day life for any of us with access to tech tools. The Horizon Report Higher Education edition, as always, itself serves as a first-rate learning object by leading us to tremendous examples of these tools in use. There is, for example, the Stanford University iPhone and iPad Apps course—freely accessible online as an example of how a learning opportunity about iPhones and iPads is delivered on the very devices it helps learners master. There is also the story about Drew University’s “Wall Street Semester” program, which provides an innovative and adaptable example of how tablets become a central tool in creatively engaging learning opportunities. There is something wonderfully circular and cohesive in how these two technologies in this horizon intersect with others such as gesture-based computing—the technology we so comfortably use on our smartphones and our tablets—and the Internet of Things.
As we move a bit further out—into the two- to three-year horizon—we see how game-based learning continues to play an increasingly important role in learning, and how learning analytics—using “the interpretation of a wide range of data produced by and gathered on behalf of students in order to assess…progress, predict future performance, and spot potential issues” (p. 22 of the report)—puts technology to use in producing significant and enviable results for learners and those who fund learning opportunities. A University at Albany research team provides a game-based learning example—one that helps learners “overcome critical decision-making biases”—and helps all of us begin dreaming about how we can adapt that model into our own training-teaching-learning endeavors. An article through EDUCAUSE, a collaborative partner with NMC on the Horizon Report Higher Education edition, offers a concise and enticing summary of where we may be headed through our use of learning analytics tools in ways that would assist instructors as well as learners.
And then there is that relatively distant—four- to five-year—horizon where the somewhat dreamy yet completely imaginable tech tools are continuing to develop: gesture-based computing and the Internet of Things. The report notes that “an extensive review was unable to uncover many current examples in higher education of gesture-based software or devices being applied to specific learning examples” (p. 27), but a few online samples show us what we may be seeing in the not-too-distant future. And when we move into the Internet of Things—“shorthand for network-aware smart objects that connect the physical world with the world of information” (p. 30)—we’re looking at a world where simple tasks such as documenting learners’ attendance in a class or workshop and disseminating information including class schedules, announcements, and information about homework are handled technologically through tagging systems while trainer-teacher-learners spend more time on what they should be doing: engaging in learning-oriented endeavors.
Next: What the Horizon Report Process Reminds Us About Collaborative Learning