Archives For Learning

I have been waiting for this official announcement for many months. While I was still at Abilene Christian University (ACU) early this past year I learned about this new system when ACU was informed that Perason and Google were combining forces and ACU was chosen to be a test site. At the time of this early trial the system that is now called OpenClass didn’t even have a name. Now that my colleagues at ACU are no longer bound by a non disclosure agreement I look forward to quizzing them about their experience with this new system.

Having another option to Blackboard and Moodle means we can perhaps see some true innovation in the course/learning management space. If OpenClass works as well as the rest of the Google Apps for Education suite we are all winners because the more competition there is to Blackboard (who controls over 80% of the course management space) the more choice and flexibility educators will have.

The only downside to this is the fact that OpenClass will more than likely have an initial impact on Moodle which is a free open source platform many institutions are using rather than Blackboard. While Moodle is free it really doesn’t offer much of an alternative to Blackboard because it simply mirrors Blackboards functionality and it requires a significant amount of time, effort and resources to maintain. With Google hosting OpenClass the maintenance and support issues of hosting an CMS/LMS go away.

Time will tell if OpenClass will the same postive impact on Higher Ed that Google Apps for Education have had. I know we (Concordia) will be exploring this options as soon as we can.

“Its about the learning” or a least it should be according to several authorities quoted in this Globe and Mail article. Canadian universities must place as much emphasis on teaching and learning as they do on research. This is not a new warning and organizations like the Association of Universities and Colleges of Canada (AUCC) have seen the proverbial writing on the wall and are looking at how Canadian universities can proactively address these challenges and has developed a website called Great Beginnings that points to examples of innovative teaching and learning in undergraduate education. Institutions like Concordia are in a unique position to provide leadership in undergraduate education because for the most part we have been focusing on teaching and learning while balancing our research efforts.

The call to action for Universities to change here in Canada by AUCC the Federal and Provincial governments and many other stakeholders echo similar calls for change that we are seeing in the US. Richard Arum points to even greater challenges in Higher Education in the US in his book Academically Adrift:Limited learning on college campuses. Arums findings show that 59% of students show no significant difference in their critical and thinking skills after 4 years of undergraduate education. The solution to the problem is really not that difficult and is well within the reach of all academic institution. Arum recommends that if students were to simply read and write more then most of these problems will vanish. The solution really is this simple–we need to embrace the fundamentals of reading and writing with in a context of critical analysis and our learners will be better prepared to learn how to learn.

We need to move from the passive educational environment of main lecture points, rubrics, individual competition and standardized testing to an active educational environment of interactive presentations, critical and analytical thinking, collaboration and meaningful projects. We already do this at Concordia but we can do it better and we also need to let the world know what we have to offer.

When you consider a video like Socialnomics 2011 you must acknowledge that the media component of this social media phenomena we are experiencing is every bit as important and perhaps even a prerequisite for the social aspect of this revolution. With Youtube ranked as number one search engine with the under eighteen year old population and the number two search engine overall, there very little room for dispute that we are living in a media dominated culture. This is much more than just entertainment when you consider that the protein causing AIDS in rhesus monkeys that hadn’t been solved for 15 years was finally solved by Foldit, a multiplayer online game that challenges players from across the world to solve difficult protein-structure prediction problems. Media plays an extremely important role in the all of our lives and especially the lives of our youth.

So what is the best way for our educational systems and in particular high education to address this phenomena? There are three primary options that are being are currently being considered or implemented:

  1. Do nothing
  2. Offer a specialized Media/Visual Arts program
  3. Embed media into all programs

The first option “Do nothing” is by far the most popular option in higher education and is characterized by the “Turn Off Cell Phones” signs that are posted at entrances of many classrooms and labs. The option is further reinforced by the faculty preventing students from using laptops or tablets to take notes in their classrooms. The advantages of this option is that there are several hundred years of tradition in the lecture structure that was foundational to the first universities. An additional advantage is that this option requires virtually no professional development or support–faculty simply pass on this long standing tradition. The disadvantages are that while this method represents the primary form of instruction in higher education there is a growing body of research and evidence to show that it is not very effective. The research shows that at best the lecture method allows for information transfer but the lack of engagement and significance prevent any aspect of deeper learning.

The second option, a specialized or dedicated Media/Visual Arts program is the second most popular option in higher education and will usually be part of either a Fine Arts, Graphic Arts or Communications program that will include but not be limited to: digital art & design, film studies, computer animation, game art and development and web design and development. The following video highlights Full Sail University which offers arguably one of North America’s best programs:

http://youtu.be/HNLgbqDxBWU

The advantages of programs like Full Sail or the more generic programs like Fine Arts or Graphic Design programs you will find at many colleges, universities or even trade schools is that students receive very specialized instruction and training. The Fine Arts programs at universities will offer more of the theoretical or foundational aspects of the discipline while the polytechnics offer the pragmatic instruction that deals with instruction in the software and related tools required in the discipline. Students are able to go from these programs to work in very specialized fields. The disadvantages of these programs is that they are generally very small and only prepare limited numbers of student to create media. These programs are very costly to run because they required very specialized software, hardware and support. Perhaps one of the most limiting aspects of this option is that so few people are actually empowered to create media.

The third options is to embed media creation into all programs. The is by far the least popular options and perhaps the most challenging option to realize. The biggest challenge in realizing this option is the challenge of changing a culture. Up until the emergence of Youtube and the popularity of media on the Internet the notion of embedding media into all programs within a university or college curriculum would be fool-hardy. In the pre-Youtube days one would need to employ a highly trained and skilled videographer or media specialist to shoot the video who would then rely on extremely expensive equipment to provide the necessary post production to create an acceptable product–and we haven’t even discussed the challenges in distributing this type of content.

With multiple pixel cameras on most cell phones today and HD video capability on smartphones and Digital SLRs, the ability to shoot extremely high quality images and video is within the grasp of most people. When you combine this with software tools like Garageband, iMovie, Final Cut Pro/Express and the whole compliment of Adobe products the post production side of creating rich media is also within reach of most people. Youtube, Vimeo and many other sites provide the distribution channel for media which means the creation and distribution of rich media is within the grasp of anyone with a smartphone, iPad, computer and the internet. One could argue this combination of pre and post production technology and the ubiquitous nature of the internet will have a similar impact on communication as Guttenburg’s printing press had upon the world centuries ago.

This takes us back to the challenge of culture. As was the case in Guttenburg’s time, change is difficult. It took almost 75 years for the printing press to begin have an impact the world. Fortunately, in this day and age technological change happens much more rapidly but most people are still relatively slow to react and the academy is the slowest of all institutions to embrace this type of change. Youtube was founded in the spring of 2005 and it wasn’t until the fall of 2006 when Google purchased it that the video sharing site started to have a significant impact. By 2008 Google had fully established itself as a media phenomena and the youth of the world started to see youtube as the first source of information and as an outlet for their creativity. While most youth embrace the creative options that their smart phones, iPads, digital SLRs and the internet provide most faculty still see youtube and the internet for the most part from the perspective of consumption rather then creation.

Communication in higher education is still viewed primarily as the written and spoken word. Video, audio and all other forms of communication are still viewed as being beyond the reach of the average individual. But this isn’t he case. The following video was created using iMovie; the sound track was recorded using a USB microphone plugged into a laptop and some of the picture were taken using a smart phone.

This two minute clip conveys a message that would take more than a thousand words to describe. Media can be used to engage students, to provide a context for new information, and to to make our learning environment more significant. More importantly we are at a point in the development of technology and the internet where the creation of media by all students must become part of all of our programs. We live in a media rich world and if we are truly preparing our students for the world of tomorrow then we have the responsibility to learn how to create media ourselves so that we can help our students to fully utilize media as a communication tool. We would be wise to head John Dewey’s warning:

If we teach today’s students as we taught yesterday’s, we rob them of tomorrow.

Concordia University has an opportunity through the Learning Portfolio initiative to provide a way for our students to demonstrate their ability to communicate through written and spoken word and through all aspects of media. Concordia faculty will also have an opportunity develop their media skills through digital story telling and Pecha-Kucha workshops as well as working with their colleagues on the institutional website and other media projects. Concordia has an opportunity to take a leadership role in incorporating media into everything that we do, and when we do this, we can proudly state and demonstrate that our graduates will be recognized nationally and internationally for their knowledge, skill, integrity, and wisdom.

This is an update of the original post that only went as far as Horizon 2010 ACU Connected blog:

Since 2002, the New Media Consortium (NMC) and EDUCAUSE Learning Initiative have held an ongoing series of conversations and dialogs with hundreds of technology professionals, campus technologists, faculty leaders from colleges and universities, and representatives of leading corporations. This process is formally called the Horizon Project, and the project’s Advisory Board considers the results of these dialogs and also looks at a wide range of articles, published and unpublished research, papers, and websites to generate a list of technologies, trends, challenges, and issues that knowledgeable people in technology industries, higher education, and museums are thinking about and compiles the resulting information into an annual Horizon Report.

The project uses qualitative research methods to identify the technologies selected for inclusion in each annual report, beginning with a survey of the work of other organizations and a review of the literature with an eye to spotting interesting emerging technologies. The Horizon Project expressly focuses on technologies not currently in widespread use in the Academy. In a typical year, 75 or more of these technologies may be identified for further investigation.

The Horizon Reports are a very good starting point for a discussion on mobile learning because they discuss emerging technology trends in direct relation to the needs of the learner. The following is a list in reverse chronological order of Horizon Reports summaries starting from the most recent, which was released in January of 2011, back to 2006. The first Horizon Report was released in 2004 but doesn’t have have any reference to mobile technologies, nor does the 2005 report, so neither are included in the summaries.

The key to viewing these summaries is to notice a significant pattern within the reports that points to mobile technologies as the foundation for most advances in the use of technology in education. For example, in the 2010 Horizon report all technologies to watch, except for the Visual Data Analysis,  are somewhat or totally dependent on mobile learning. Mobile technology is changing the way that we live and this is also changing the way that we learn. The following summary content was extracted from each respective year of the Horizon Report.

Notice the patterns and the significance of mobile technologies and learning in the following:

Horizon Report 2011Horizon Report 2011

Technologies to Watch:

Time-to-adoption: one Year or Less

  • Electronic Books
  • Mobiles

Time-to-adoption: Two to Three Years

  • Augmented Reality
  • Game-based Learning

Time-to-adoption: four to five Years

  • Gesture-Based Computing
  • Learning Analytic

Key Trends:

  • The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as educators in sense-making, coaching, and credentialing.
  • People expect to be able to work, learn, and study whenever and wherever they want to.
  • The world of work is increasingly collaborative, giving rise to reflection about the way student projects are structured.
  • The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.

Critical Challenges:

  • Digital media literacy continues its rise in importance as a key skill in every discipline and profession.
  • Appropriate metrics of evaluation lag behind the emergence of new scholarly forms of authoring, publishing, and researching.
  • Economic pressures and new models of education are presenting unprecedented competition to traditional models of the university.
  • Keeping pace with the rapid proliferation of information, software tools, and devices is challenging for students and teachers alike.

Reflections from the Mobile Learning Perspective:

Mobility is a technology to watch in a year or less for the past three years. The reason we are still looking to mobility as a technology to watch over the next year, and that many of the key trends have not changed, is that unlike PC technology which has an eighteen to twenty-four month processor upgrade cycle and much slower upgrade cycle on the OS and related software, mobile devices are advancing much more rapidly. We have seen a new and significantly improved version of the iPhone each year since its release in 2007 and the release of the iPad in spring of 2010 changed everything (to quote Apple) and changed it again in the Spring of 2011 with the release of the iPad 2. When you factor in the equally explosive and rapid growth in Android phones and tablets the impact of mobility society is unlike anything else we have seen.

The publishers have also recognized that mobility and the cloud are making the deployment of ebooks a reality. Even though ebooks are still in their infancy and what we consider an ebook today will be a fraction of what will be available even two to three years down the road the impact of ebooks on education is starting to take effect. Partnerships between the major content management system (CMS) providers and publishers, the move of many academic journals to the electronic format, digitization of library resources,  and the digitization of millions of books by Google is bringing us to the point where digital learning is finally a reality.

Because People expect to be able to work, learn, and study whenever and wherever they want to we have become dependent upon cloud-based computing and our notions of IT support are decentralized. Our expectation for IT have shifted from anytime anywhere to all the time and everywhere. The demands of cloud and mobile based computing have put extreme pressures on traditional universities and only those institutions that are able to help their students, faculty and staff flourish in this new mobile computing environment will survive.

Horizon Report 2010

Technologies to Watch:

Time-to-adoption: one Year or Less

  • Mobile Computing
  • Open Content

Time-to-adoption: Two to Three Years

  • Electronic Books
  • Simple Augmented Reality

Time-to-adoption: four to five Years

  • Gesture-Based Computing
  • Visual Data Analysis

Key Trends:

  • The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as educators in sense-making, coaching, and credentialing.
  • People expect to be able to work, learn, and study whenever and wherever they want to.
  • The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.
  • The work of students is increasingly seen as collaborative by nature, and there is more cross- campus collaboration between departments.

Critical Challenges:

  • The role of the academy — and the way we prepare students for their future lives – is changing.
  • New scholarly forms of authoring, publishing, and researching continue to emerge but appropriate metrics for evaluating them increasingly and far too often lag behind.
  • Digital media literacy continues its rise in importance as a key skill in every discipline and profession.
  • Institutions increasingly focus more narrowly on key goals, as a result of shrinking budgets in the present economic climate

Reflections from the Mobile Learning Perspective:

There is no denying that mobile computing is a technology to watch over the next year. Nor is there any doubt that electronic books will also be something to watch given the recent flurry of ereader releases over the past 6 months and most recently at the Consumer Electronics Show. We need to do more than just watch!. The Key Trends section of the report stresses the fact that people expect to work and learn wherever they are. Thanks to the Cloud and all that it offers we live in an “all the time everywhere” type of world but is academia doing enough to keep up with, or even address, these advances?

Mobile Phones were introduced as a technology to watch in two to three years back in the 2007 Horizon Report and again in the 2008 report but for the most part we are still at the early pilot stage in 2010 with these technologies. The examples of mobile technology implementation that we see in the 2010 report point to very small pockets of experimentation and other than ACU, very few institutions are experimenting with broad scaled adoption of mobile learning devices within their institutions. Given its nature, can academia hope to keep up with the rapid changes the move to mobile is pushing everyone to?–this is perhaps our biggest challenge.

Horizon Report 2009

Technologies to Watch:

Time-to-adoption: one Year or Less

  • Mobiles
  • Cloud Computing

Time-to-adoption: Two to Three Years

  • Geo-Everything
  • The Personal Web

Time-to-adoption: four to five Years

  • Semantic-Aware Applications
  • Smart Objects

Key Trends:

  • Increasing globalization continues to affect the way we work, collaborate, and communicate.
  • The notion of collective intelligence is redefining how we think about ambiguity and imprecision.
  • Experience with and affinity for games as learning tools is an increasingly universal characteristic among those entering higher education and the workforce.
  • Visualization tools are making information more meaningful and insights more intuitive.
  • As more than one billion phones are produced each year, mobile phones are benefiting from unprecedented innovation, driven by global competition.

Critical Challenges:

  • There is a growing need for formal instruction in key new skills, including information literacy, visual literacy, and technological literacy.
  • Students are different, but a lot of educational material is not.
  • Significant shifts are taking place in the ways scholarship and research are conducted, and there is a need for innovation and leadership at all levels of the academy.
  • We are expected, especially in public education, to measure and prove through formal assessment that our students are learning.
  • Higher education is facing a growing expectation to make use of and to deliver services, content, and media to mobile devices.

Reflections from the Mobile Learning Perspective:

Other than Smart Objects all the technologies to watch have mobility at their foundation. Perhaps the most significant aspect to the 2009 Horizon report is the the Critical Challenges section that clearly identifies Higher Education’s need to adapt. The statement “students are different, but a lot of education material is not” sums up our challenge. Academia is expected to deliver services to a mobile student population and prepare them for the challenges of the 21st Century but many of our teaching and research practices are mired in the 20th, and some would argue the 19th, century.

Our scholarship of teaching and learning, research and assessment practices must all adapt to these changes if we wish to keep up with the pressures of globalization and increased mobility of our learners and ultimately society.

Horizon Report 2008

Technologies to Watch:

Time-to-adoption: one Year or Less

  • Grassroots Video
  • Collaboration Web

Time-to-adoption: Two to Three Years

  • Mobile Broadband
  • Data Mashups

Time-to-adoption: four to five Years

  • Collective Intelligence
  • Social Operating Systems

Critical Challenges:

  • Significant shifts in scholarship, research, creative expression, and learning have created a need for innovation and leadership at all levels of the academy.
  • Higher education is facing a growing expectation to deliver services, content and media to mobile and personal devices.
  • The renewed emphasis on collaborative learning is pushing the educational community to develop new forms of interaction and assessment.
  • The academy is faced with a need to provide formal instruction in information, visual, and technological literacy as well as in how to create meaningful content with today’s tools.

Significant Trends:

  • The growing use of Web 2.0 and social net- working—combined with collective intelligence and mass amateurization—is gradually but inexorably changing the practice of scholarship.
  • The way we work, collaborate, and communicate is evolving as boundaries become more fluid and globalization increases.
  • Access to—and portability of—content is in- creasing as smaller, more powerful devices are introduced.
  • The gap between students’ perception of technology and that of faculty continues to widen.

Seven Megatrands identified in the past 5 years:

  • The evolving approaches to communication between humans and machines;
  • the collective sharing and generation of knowledge;
  • computing in three dimensions;
  • connecting people via the network;
  • games as pedagogical platforms;
  • the shifting of content production to users;
  • and the evolution of a ubiquitous platform.

Reflections from the Mobile Learning Perspective:

2008 was a pivotal year for the development of Mobile Learning and the Seven Megatrands identified in the previous 5 years of the Horizon reporting confirmed that society had started moving in a direction that would radically change all our lives. Like the earlier and past years mobile technologies of some sort were identified as needing to be watched but it was very clear by late 2007 and early 2008 that we were living in a mobile world. The evolution of a ubiquitous platform was a mobile platform because people started to connect and communicate with each other at work and at play in ways that we had never seen before. The explosive growth of Facebook, MySpace, YouTube and other social networking sites was happening because people could not connect to their networks all the time from anywhere.

The iPhone 3G was released in the summer of 2008 and ACU initiated its Connected project in the fall of 2008 and put an iPhone or iTouch into the hands of over 1000 freshman who entered the institution. When these freshmen received their devices there were less than 3000 apps in the app store but by the end of their first year (April 2009) there were over 35,000 apps. In hindsight (this is being written in January of 2010) the ACU gamble on the iPhone was accurate but to the leadership of ACU it wasn’t a gamble because all megatrands that the Horizon Reports as well as many other sources had been pointing to was the need to make this sort of move toward a broad scale adoption of mobile learning.

Horizon Report 2007

Time-to-adoption: one Year or Less

  • User-Created Content
  • Social Networking

Time-to-adoption: Two to Three Years

  • Mobile Phones
  • Virtual Worlds

Time-to-adoption: four to five Years

  • The New Scholarship and Emerging Forms of Publication
  • Massively Multiplayer Educational Gaming

Key Trends:

  • The environment of higher education is changing rapidly
  • Increasing globalization is changing the way we work, collaborate, and communicate.
  • Information literacy increasingly should not be considered a given.
  • Academic review and faculty rewards are increasingly out of sync with new forms of scholarship.
  • The notions of collective intelligence and mass amateurization are pushing the boundaries of scholarship.
  • Students’ views of what is and what is not tech- nology are increasingly different from those of faculty.

Critical Challenges:

  • Assessment of new forms of work continues to present a challenge to educators and peer reviewers.
  • There are significant shifts taking place in scholarship, research, creative expression, and learning, and a profound need for leadership at the highest levels of the academy that can see the opportunities in these shifts and carry them forward.
  • While progress is being made, issues of intellectual property and copyright continue to affect how scholarly work is done.
  • There is a skills gap between understanding how to use tools for media creation and how to create meaningful content.
  • The renewed emphasis on collaborative learning is pushing the educational community to develop new forms of interaction and assessment.
  • Higher education is facing a growing expectation to deliver services, content and media to mobile and personal devices.

Reflections from the Mobile Learning Perspective:

This is the second year that Mobile Phones were identified as a technology to watch and was also the year that social networking and user created content were identified as key indicators of change. This is also the year that the Horizon researchers started to explicitly challenge academia to keep up with these rapid changes. Key gaps were identified in the understanding of how to use tools for new media creation and more importantly how to use to those tools to make meaningful content. The Horizon group also started calling for leadership in the educational community to not only recognize these opportunities but challenged them to embrace these changes to move the academy forward.

Horizon Report 2006

Technologies to Watch:

Time-to-Adoption: One Year or Less

  • Social Computing
  • Personal Broadcasting

Time-to-Adoption: Two to Three Years

  • The Phones in Their Pockets
  • Educational Gaming

Time-to-Adoption: Four to Five Years

  • Augmented Reality and Enhanced Visualization
  • Context-Aware Environments and Devices

Key Trends:

  • Dynamic knowledge creation and social computing tools and processes are becoming more widespread and accepted.
  • Mobile and personal technology is increasingly being viewed as a delivery platform for services of all kinds.
  • Consumers are increasingly expecting individualized services, tools, and experiences, and open access to media, knowledge, information, and learning.
  • Collaboration is increasingly seen as critical across the range of educational activities, including intra- and inter-institutional activities of any size or scope.

Critical Challenges:

  • Peer review and other academic processes, such as promotion and tenure reviews, increasingly do not reflect the ways scholarship actually is conducted.
  • Information literacy should not be considered a given, even among “net-gen” students.
  • Intellectual property concerns and the management of digital rights and assets continue to loom as largely unaddressed issues.
  • The typical approach of experimentally deploying new technologies on campuses does not include processes to quickly scale them up to broad usage when they work, and often creates its own obstacles to full deployment.
  • The phenomenon of technological “churn” is bringing new kinds of support challenges.

Reflections from the Mobile Learning Perspective:

2006 was the first year the the Horizon Reports identified “Phones in their Pockets” as a technology to watch and placed it in the two-three time frame. The seeds for mobile computing were also be sown with technologies like social networking, personal broadcasting and off on the far horizon augmented reality environments and devices. A key trend of mobile and personal technology as a platform for the delivery of all kinds of services was also significant.

References:

2010 Horizon Report Johnson, Laurence F., Levine, Alan, Smith, Rachel S. and Stone, Sonja. 2010 Horizon Report. Austin, TX: The New Media Consortium, 2010.

2009 Horizon Report Johnson, Laurence F., Levine, Alan, and Smith, Rachel S. 2009 Horizon Report. Austin, TX: The New Media Consortium, 2009.

2008 Horizon Report Johnson, Laurence F., Levine, Alan, and Smith, Rachel S. 2008 Horizon Report. Austin, TX: The New Media Consortium, 2008.

2007 Horizon Report Johnson, Laurence F., Levine, Alan, and Smith, Rachel S. 2007 Horizon Report. Austin, TX: The New Media Consortium, 2007.

2006 Horizon Report Johnson, Laurence F. and Smith, Rachel S. 2006 Horizon Report. Austin, TX: The New Media Consortium, 2006.