9. Beyond the PC
"When we were an agrarian
nation, all cars were trucks
because that's what you needed
on the farms." Cars became more
popular as cities rose, and things
like power steering and automatic
transmission became popular…
10. "PCs are going to be like trucks," Jobs said. "They
are still going to be around." However, he said,
only "one out of x people will need them."
http://news.cnet.com/8301-13860_3-20006526-56.html ; image via Wikipedia
13. “The mobile phone is the primary connection
tool for most people in the world. In 2020,
while "one laptop per child" and other
initiatives to bring networked digital
communications to everyone are successful
on many levels, the mobile phone—now with
significant computing power—is the primary
Internet connection and the only one for a
majority of the people across the world,
providing information in a portable, well-
connected form at a relatively low price.”
17. Clickers, for example
• Er, Personal Response
Units
• The unsung campus
success
• Classroom pilot
• Faculty/admin meeting
demo
• Owning units: students or
institution?
• Combine with ppt
23. Ecosystems and decisions
Combining devices, format,
services, and business
model
• Kindle: Amazon store
• iPad: iTunes book section
• Android: Play
41. Gaming as part of mainstream culture
• Median age of gamers shoots past 35
• Industry size comparable to music
• Impacts on hardware, software,
interfaces, other industries
• Large and growing diversity of
platforms, topics, genres, niches,
players
42. Gaming as part of mainstream culture
Anecdata: number
of Facebook
CityVille players:
(as of July 2012, http://www.appdata.com/?AFB_redir=1 )
23,900,000
52. Concepts: teaching in class
In class: assessment
vs constructivist
approaches
Pedagogical themes
• Anonymity yet
universality
• Aimed at large size
class, often
53. Information on demand
“Students who have superb search skills have
introduced useful material or questions into
discussion. In a few cases, I’ve had students
find pertinent archival video in response to
the drift of the conversation which I’ve then
put up on the classroom projector.”
-professor Tim Burke, Swarthmore College
http://weblogs.swarthmore.edu/burke/2009/05
/06/the-laptop-in-the-classroom/
57. Apps for .edu
• iPhone in the lead
• Campus life apps
• Development kits and forks
58. Campus AR game
“The ARIS engine allows game designers to
place virtual items, characters and pages in
physical space using the iPhone’s GPS or a
little barcode that can be placed on a wall or
near an object. By giving the players a story
and a number of quests, games can be built
that involve a mix of physical and virtual
activities.”
(U Wisconsin, http://arisgames.org/)
59. Emergent trends and possibles
“…Another approach to AR gaming allows
players or game masters to create virtual
people and objects, tying them to a specific
location in the real world.
Players interact with
these constructs, which
appear when the player
approaches a linked
location in the real
world.” (HR 2010)
(Mad City Mystery,
http://tinyurl.com/ybdsfzp)
60. Systems: ubiquitous computing
Mark Weiser, 1988ff
• Example: "The Computer for
the Twenty-First Century"
(1991)
“The most profound technologies are
those that disappear. They weave
themselves into the fabric of everyday
life until they are indistinguishable from
it.”
61.
62.
63. AR: a new layer on the Earth
• Not VR
• HUDs
• J. Spohrer, WorldBoard
“Information in places”
(IBM Systems Journal,
1999)
Language grapples:
• Magic window
• Mixed reality
• Reading the
environment
• Annotate the world
• Laminating the physical
world
• a “looking glass” into an
invisible world
64. Components
Hardware
• Mobile device (e.g.,
phone)
• Camera
• Display screen (glasses,
phone)
• Network infrastructure
• Location awareness
(GPS)
• Attitude awareness
(accelerometer)
• Compass
Software
• Local apps
• Web services
• Content server
65. First, the light stuff
• Museum tours
• GPS navigators
(Garmin)
• Location services
83. No, MOOCs
No good categorical name:
…which sometimes indicates
the future
84. • Students spent more time in K-12
with online classes than face-to-
face ones
• K-12 as social center, working
parent support spaces
• Libraries are software
• Buildings without AR look naked
86. Good things
• Global conversations increase,
filter bubble pops
• More access, more
information
• Lots of creativity
87. Good things on campus
• Information prices drop
• Faculty creativity, flexibility
grow
• IT “ “ “
• Academic content unleashed
on the world
88. Not so good things
• Industries collapse
• Authorship mysterious
• Some low quality tech
(videoconf.)
• Some higher costs
• More malware + less privacy
89. How does this impact campuses?
• Tech challenges
• Outsourcing and offshoring
• PLE beats LMS
• Crowdsourcing faculty work
• Information literacy central
90. •Internet has always been
open
•Web <> money
•Online identity has always
been fictional, playful
91. III: Silo world
• Most information
experienced in
vertical stacks
• The Web is over
92. We love our stacks, and they us
• Phone, laptop, tablet
• Email
• Software, file formats
• Social media
• Multimedia: books,
music, video, gaming
• Web hosting
• videoconferencing
• Style
Apple
Google
Amazon
Microsoft
Facebook
SNP (Some New
Player)
93. How does this impact campuses?
• Information support
• IP intensifies
• Professional
development
• Faculty work
• Collaboration shaping
• LMS world
94. • Identified w/brand and IA since
elementary school
• Conceives of career aspects within
silos
• “open” = historical, or radical, or a
flaw
102. Higher education landscape:
• Accreditation drives project-based,
studio-style pedagogy
• Libraries: rare and/or smaller
• Professional development: distance, DiY
• Second wave of campus development
103. • Most learning content has always
been online
• Have taken 1-6 DL courses by age 18
• Blended learning is normative
• Blended life “ “
• Collaboration’s norm is distant
The National Institute for Technology in Liberal Education (NITLE) works with a diverse community of liberal arts colleges and universities. This national network is focused on developing a deep understanding of the undergraduate student experience, the impact of the broader technological environment on teaching and learning, and the future of liberal education.