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Presentation 1... Notes and links

Into the Future: What is IT?

Choices & Challenges

Presentation 1 Notes
Diana Oblinger
February 26-27, 2002

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Below is the presentation outline exported from the PowerPoint file with reference web links added.

Environment

  • Done in by the Definition?
    • Learning = schooling
    • Being educated = college degree
    • Higher education = place
    • Quality teaching = most expensive person in front of students
    • Secondary education = age limited
  • The Next Iteration
    • By the time you receive the funds from the next bond referendum:
      • Internet2 will have substantially replaced the current Internet
      • High-speed, all-optical networking will be commonplace (at least the backbone)
      • Use of wireless will be commonplace
      • Use of personal video communications will be common
      • Digital TV will have replaced analog broadcasting
      • The use of e-books will be common ((highly portable, high-resolution display for printed material)

Technology

  • Technology Futures
    • Overcoming the limitations of silicon
      • Nanotechnology
      • Quantum computing
    • Memory and storage
      • Holographic storage
      • Molecular memory
    • Batteries, energy and power
      • Microbatteries
      • Recharging with kinetic energy
    • Input and sensors
      • Handwriting
      • Eye tracking
  • Technology Futures, continued
    • Output devices
      • Digital ink and electronic paper
      • Flexible displays
    • Pervasive computing
      • Wearable devices
      • Ubiquitous computing
    • Virtual reality
    • Internet and web technology
      • XML
      • QoS
      • Optical networks
  • Technology Futures, continued
  • Top IT Challenges
    • Administrative issues/ERP
    • Funding IT
    • Faculty development, support & training
    • IT staffing and human resources
    • Distance education
    • Teaching and learning strategies
    • IT strategic planning
    • Online student services
    • Maintaining network and IT infrastructure
    • Electronic classrooms/technology buildings

Learning

  • How People Learn (National Research Council)
  • Learning through Communication ("E-Moderating: the key to teaching and learning online", Gilly Salmon)
    • Five-Step Model
      • Development
      • Knowledge Construction
      • Information Exchange
      • Online Socialization
      • Access and Motivation
  • Learning Community
    • Learning is fundamentally a social process
    • Communities develop shared practice by interacting around problems and solutions
    • Communities develop a common store of knowledge
    • Addresses tacit knowledge creation and sharing
    • More closely connects learning and doing
  • Adult Learners
    • Adults need to know why they are learning something
    • Adults have experiences that should be built on
    • Adults learn best from problem-solving, hands-on approaches to learning
    • Adults expect to apply new knowledge immediately (aiding retention)
  • Learning to "See" Differently
    • Culturally embedded language and communication can be visual, verbal and conceptual
    • What we can see depends on what we have learned to look for, to think about and to expect; this comes from our culture
    • Cultural background constrains from what points of view a person can see things
    • Most disciplines are situated in socially constructed contexts
  • Learning Environments
    • Classroom
    • Online "class"
    • Blended environment
    • Performance support
    • Simulation
    • Virtual reality
    • Learning community
    • Knowledge management

Learners

  • A New Kind of Legacy
    • Is the computer an analytical, computational engine that extends our intellect?
    • Is the computer (with a network) an environment for simulation, navigation and interaction?
  • Ask Yourself...
    • Are you more comfortable composing documents online than long-hand?
    • Do you go to meetings with your laptop/PDA?
    • Have you have turned your "remembering" (phone numbers, meetings, etc.) over to a technology object?
    • Are you "constantly connected" (the Internet is always on, whether you are at home or at work; your cell phone is always with you)?
    • Do you have over 15 years of experience playing video games?
    • How many different activities can you effectively engage in at one time?
  • Information Age Mindset
    • Computers aren't technology
    • The Internet is better than TV
    • Reality is no longer real
    • Doing is more important than knowing
    • Nintendo over logic
    • Multitasking is a way of life
    • Typing is preferred to handwriting
    • Staying connected is essential
    • Zero tolerance for delays
    • Consumer and creator are blurring
  • Attitudinal Drivers
    • Self-service and self-control
    • Customer-service
    • Demand for immediacy
    • Impatience with bureaucracy
    • Integrated environment
    • Desire to be "connected"
  • Adult Learner Characteristics
    • 85% return to college to make career transitions
    • 90% of adults have computer available at home or work
    • 50% want morning or afternoon classes; 55% evening classes
    • Important services
      • Campus parking (90% drive to class)
      • Library
      • Computer labs
      • Copy machines

Creating a Value Web

  • Space Rather than Place
    • Hallmark is relationships
    • Multiple connections are possible
    • Unlimited ability to absorb connections and relationships
  • e-Care
    • Using the Web to deliver information, support, services and decision-making aids
      • assistance in clarifying student career or goals
      • enrolling employees in human resources programs
      • update personal information (e.g., address)
      • answering Frequently Asked Questions (FAQs)
  • Smarthinking
    • Students ask questions of trained instructors
    • Synchronous, asynchronous and pre-scheduled tutoring sessions
    • Assistance available in math, statistics, economics, accounting, grammar, chemistry and Spanish
    • Support provided to 100 institutions, Army and Houghton-Mifflin
    • New partnerships with consortia in 6 states to provide around-the-clock tutoring and academic support
  • e-Libraries
    • e-Libraries are for-profit enterprises that:
      • Focus on providing online access to large repositories of digital information from multiple sources
      • Serve research related efforts emphasizing open-ended inquiry
      • Operate on a for-profit basis
    • e-Libraries are not affiliated with academic libraries
    • Access is available from virtually any Internet-enabled computer
    • Rapid access, search and full-text collections are characteristic
  • Questia
    • Targets student end-users
    • Focused on liberal arts
    • Content available from 130 publishers
    • Plan to offer access to 50,000 titles
    • Available on a subscription basis
  • e-Procurement
    • Using digital technology for paperless procurement
    • Paperless systems reduce transaction costs
      • traditional paper bill costs $0.90 in postage and processing; online services can cut cost to $0.30 or $0.50
      • Traditional requisition costs $150 to process; e-procurement costs $10 - $15
    • Improves efficiency
      • reduced cycle time
      • faster processing
      • reduced error rate
  • HigherMarkets
    • Catalog of goods and services tailored to higher education
    • eMarketplace provides tools to streamline RFP and RFQ processes
    • eMarketplace can aggregate purchases with other institutions
    • eCommunity provides forum for exchange of information (e.g., product reviews)
    • Monthly subscription fees; operates as an ASP
    • Utah; Yale: George Mason; RPI; Drew
  • Net-Generation Companies
  • Categories of Relationships
    • Transactional exchange: Commodity-like product or service (low-bid purchase of PCs)
    • Performance contract: Niche product or service (e.g., outsourcing food service)
    • Tailored engagement: Standard product or process is tailored for customer (e.g., redesign of administrative systems)
    • Strategic alliance: Requires unique expertise, interconnected work and mutual benefit (e.g., eArmyU)

Alternative Models

  • Web Services
    • New approach to developing software
    • Systems can interact and exchange information regardless of platform or environment
    • Analogous to utility services
    • XML enables interchange
    • Increases flexibility and speed of deployment
  • Shared Service Centers
  • P-16 Education (National Commission on the High School Senior Year)
    • Americans need 15 years of education over their lifetime
    • US college going rate is not the world's highest (nor graduation rate)
    • The senior year and graduation become a "relay station" not an end
    • Move beyond separate systems to a more seamless, integrated system
  • Learning Bank
    • Repository for learner's academic records
      • Credit
      • Non-credit
      • Industry certifications
      • Other records of learning and accomplishment
    • Can be queried similar to a credit report
    • Aggregated nationwide
    • Prototype: Career Management Account
  • Buffet Model Courses (Twigg, 2001)
    • Conduct an initial assessment of each individual
    • Provide modularized array of interactive learning materials and activities
    • Create individualized study plans
    • Build IT based continuous assessment to provide instant feedback
    • Replace single-mode instruction with differentiated personnel strategies
    • Savings of up to 70% on costs of instruction
  • Brand the Point of Contact
  • Meta-Integration
      • eArmyU partnership between:
      • Army
      • PwC
      • Academic institutions
      • Smarthinking.com
      • HP
      • Others
    • Implemented in 27 days
    • Growing enrollment (11,000+)
    • Deployed worldwide (17 countries)
  • Credits or Competency
    • Credit-based courses proposed in 1869
    • Multiple problems with current system
      • Student swirling
      • Lack of agreed upon achievement criteria
    • New academic currency is needed
    • Number of hours in a classroom does not indicate real learning
    • Students learn at different rates
    • Amount of time is not important, but what students know and can do
  • Competency Model
    • New standard requires a way to
      • Describe the desired learning outcomes
      • Method to determine achievement
    • New standard might be:
      • Achievement based
        • Knowledge test in the field
        • Demonstration of performance
      • Portable
      • Broadly recognized
    • Scoring guides for assessments (rubrics) are needed to make grading more diagnostic and transportable
  • New Network Culture
    • Curriculum: Becomes a series of nodes formed by intersecting lines of investigation
    • Courses: Online courses need not be organized linearly or sequentially; allow multiple paths
    • Tutoring/mentoring: "offshore" production becomes more likely
    • Credits: Floating exchange rates among institutions
    • Faculty: Intellectual agility and adaptability will be required to deal with curricular flux

next: Presentation 2 Notes

 

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