Higher Education’s 2020 Trend Watch & Top 10 Strategic Technologies
D. Christopher Brooks Mark McCormack Ben Shulman Monday, January 27, 2020
Top 10 Strategic Technologies
- Uses of APIs
- Institutional support for accessibility technologies
- Blended data center (on premises and cloud based)
- Incorporation of mobile devices in teaching and learning
- Open educational resources
Technologies for improving analysis of student data
- Security analytics
- Integrated student success planning and advising systems
- Mobile apps for enterprise applications
- Predictive analytics for student success (institutional level)
At least 35% of institutions are tracking these five technologies in 2020: Support for 5G; Wi-Fi 6 (802.11 ax, AX Wi-Fi); Identity as a Service (IDaaS); Digital microcredentials (including badging); Uses of the Internet of Things for teaching and learning; and Next-generation digital learning environment
more on educause in this IMS blog
what i find most important:
Future IT Workforce: Deploying a broad array of modern recruitment, retention, and employment practices to develop a resilient IT talent pipeline for the institution
Digital Integrations: Ensuring system interoperability, scalability, and extensibility, as well as data integrity, security, standards, and governance, across multiple applications and platforms
Engaged Learning: Incorporating technologies that enable students to create content and engage in active learning in course curricula
Student Retention and Completion: Developing the capabilities and systems to incorporate artificial intelligence into student services to provide personalized, timely support
Administrative Simplification: Applying user-centered design, process improvement, and system reengineering to reduce redundant or unnecessary efforts and improve end-user experiences
Improved Enrollment: Using technology, data, and analytics to develop an inclusive and financially sustainable enrollment strategy to serve more and new learners by personalizing recruitment, enrollment, and learning experiences
Workforce of the Future: Using technology to develop curriculum, content, and learning experiences that prepare students for the evolving workforce
Holistic Student Success: Applying technology and data, including artificial intelligence, to understand and address the numerous contributors to student success, from finances to health and wellness to academic performance and degree planning (my note: this is what Christine Waisner, Mark Gill and Plamen Miltenoff are trying to do with their VR research)
Improved Teaching: Strengthening engagement among faculty, technologists, and researchers to achieve the true and expanding potential of technology to improve teaching
Student-Centric Higher Education: Creating a student-services ecosystem to support the entire student life cycle, from prospecting to enrollment, learning, job placement, alumni engagement, and continuing education
2019 Horizon Report
Tuesday, April 23, 2019 https://library.educause.edu/resources/2019/4/2019-horizon-report
p. 8 Modularized and Disaggregated Degrees
Only 2% of institutions have deployed digital microcredentials (including badging) institution-wide, but 29% are expanding or planning their use. —EDUCAUSE Strategic Technologies, 2019
p. 15 Increasing Demand for Digital Learning Experience and Instructional Design Expertise
A driving factor for mobile learning is the ownership of mobile devices, particularly the smartphone. In 2018, the Pew Research Center reported that 59% of adults globally own a smartphone, and research from the EDUCAUSE Center for Analysis and Research indicated that 95% of undergraduate students own smartphones. As mobile device ownership and usage have increased, mobile learning is no longer just focused on asynchronous interaction, content creation, and reference. More emphasis is emerging on content that is responsive instead of adaptive and on creating microlearning experiences that can sync across multiple devices and give learners the flexibility to learn on the device of their choice
p. 25 Mixed Reality
p. 36 Fail or Scale: AR and MR –
In 2016, the Horizon Expert Panel determined that augmented reality and virtual reality were two to three years from widespread adoption. By 2018, the notion of mixed reality was, at four to five years from adoption, even further out.
p. 38 Bryan Alexander: Gaming and Gamification (Fail or Scale)
more on the Horizon reports in this IMS blog
The Awesome Power of Gaming in Higher Education
EDUCAUSE 2013 welcomes Jane McGonigal and considers the potential of games in education.
The University of Washington’s Foldit game enables anyone to contribute to scientific research through virtual protein folding. The university’s game developers posit that human gamers’ propensity to not give up on a gaming task – resiliency – make them much more adept at solving complex protein structure prediction and design than supercomputers. And in some ways, they’ve already proven that to be so. Foldit game participants have been named in several published scientific journal articles, including one that describes how a protein structure could be solved and used in the treatment of HIV.
The rich, interactive universe of Grand Theft Auto was the inspiration for this game, developed for The World Bank as a way to teach Sub-Sahara African youths to solve social problems in ways that also could provide a sustainable living. The platform is free and available online and can be used by schools to teach social entrepreneurship. A graphic novel serves as the game’s centerpiece, and players build out their gaming profiles as a comic or graphic novel might retell a superhero’s origin story. Participants complete projects in real life to solve real problems, such as securing a community’s food supply or establishing a sustainable power source, then progress through levels of the game. Those who successfully complete their 10-week missions ultimately earn certification from the World Bank Institute. In 2010, 50 student participants saw their entrepreneurship models funded by the World Bank, including Libraries Across Africa (now Librii), a franchise operating in Ghana.
Not all games must be played out in a virtual space. This game – developed by McGonigal with Natron Baxter and Playmatics – combines real-world missions with virtual clues and online collaboration, resulting in young people working together overnight in the New York Public Library to write and publish a book of personal essays about what they learned.
“The game is designed to empower young people to find their own futures by bringing them face-to-face with the writings and objects of people who made an extraordinary difference.”
Participants spend a night wandering throughout the library’s stacks and research materials, scanning QR codes to prove they found and interacted with the objects of their clues or missions. One 2011 participant, upon discovering the library’s early draft of the Declaration of Independence wrote an essay called a “Declaration of Interdependence.”
More on Jane McGonigal on YouTube:
“A well-designed HyFlex class, with effective alternative participation modes
that all lead to the same learning outcomes, can provide meaningful learning opportunities for all students.” Brian Beatty
more on the HyFlex model in this IMS blog
The EDUCAUSE XR (Extended Reality) Community Group Listserv <XR@LISTSERV.EDUCAUSE.EDU>
Greetings to you all! Presently, I am undertaking a masters course in “Instruction Design and Technology” which has two components: Coursework and Research. For my research, I would like to pursue it in the field of Augmented Reality (AR) and Mobile Learning. I am thinking of an idea that could lead to collaboration among students and directly translate into enhanced learning for students while using an AR application. However, I am having a problem with coming up with an application because I don’t have any computing background. This, in turn, is affecting my ability to come up with a good research topic.
I teach gross anatomy and histology to many students of health sciences at Mbarara University, and this is where I feel I could make a contribution to learning anatomy using AR since almost all students own smartphones. I, therefore, kindly request you to let me know which of the freely-available AR app authoring tools could help me in this regard. In addition, I request for your suggestions regarding which research area(s) I should pursue in order to come up with a good research topic.
Hoping to hear from you soon.
Grace Muwanga Department of Anatomy Mbarara University Uganda (East Africa)
Dear Grace, a few augmented reality tools which I’ve found are relatively easy to get started with:
For iOS, iPhone, iPad: https://www.torch.app/ or https://www.adobe.com/products/aero.html
To create AR that will work on social platforms like Facebook and Snapchat (and will work on Android, iOS) try https://sparkar.facebook.com/ar-studio/ or https://lensstudio.snapchat.com/ . You’ll want to look at the tutorials for plane tracking or target tracking https://sparkar.facebook.com/ar-studio/learn/documentation/tracking-people-and-places/effects-in-surroundings/
One limitation with Spark and Snap is that file sizes need to be small.
If you’re interested in creating AR experiences that work directly in a web browser and are up for writing some markup code, look at A-Frame AR https://aframe.io/blog/webxr-ar-module/.
For finding and hosting 3D models you can look at Sketchfab and Google Poly. I think both have many examples of anatomy.
“Beth L. Ritter-Guth” <britter-guth@NORTHAMPTON.EDU>
I’ve been using Roar. They have a 99$ a year license.
I have recently been experimenting with an AR development tool called Zappar, which I like because the end users do not have to download an app to view the AR content. Codes can be scanned either with the Zappar app or at web.zappar.com.
From a development standpoint, Zappar has an easy to use drag-and-drop interface called ZapWorks Designer that will help you build basic AR experiences quickly, but for a more complicated, more interactive use case such as learning anatomy, you will probably need ZapWorks Studio, which will have much more of a learning curve. The Hobby (non-commercial) license is free if you are interested in trying it out.
You can check out an AR anatomy mini-lesson with models of the human brain, liver, and heart using ZapWorks here: https://www.zappar.com/campaigns/secrets-human-body/. Even if you choose to go with a different development tool, this example might help nail down ideas for your own project.
Hope this helps,
Brighten Jelke Academic Assistant for Virtual Technology Lake Forest College email@example.com Office: DO 233 | Phone: 847-735-5168
more on XR in education in this IMS blog