blackwood futurist report

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INSTRUCTIONAL DESIGN (ID), INSTRUCTIONAL TECHNOLOGY (IT) & DISTANCE EDUCATION (DE) TOP TEN (10) FOR THE YEAR 2016 HOTTEST TRENDS ABOUT THE TRENDS: The path to the future of ID, IT and DE is paved with dynamic and creative features, making the journey ever so interesting. Everyday we see new beginnings, new opportunities and new breakthroughs in the field. While this compilation presents but a handful of these features, they have been selected as the ten (10) hottest ones as we approach the year 2016.

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INSTRUCTIONAL DESIGN (ID), INSTRUCTIONAL TECHNOLOGY (IT) & DISTANCE EDUCATION (DE)

TOP TEN (10)

FOR THE YEAR

2016

HOTTEST TRENDS

ABOUT THE TRENDS: The path to the future of ID, IT and DE is paved with dynamic and creative features, making the journey ever so interesting. Everyday we see new beginnings, new opportunities and new breakthroughs in the field. While this compilation presents but a handful of these features, they have been selected as the ten (10) hottest ones as we approach the year 2016.

THE MOBILE REVOLUTION WILL BE FULLY ACHIEVED BY 2016

2015

2016

2014

Rapid Growth and Integration of

Wearable Technology to support Teaching /

Learning

…increases the learners ability to more naturally interact with their environment, and to be creative

and innovative.

Wearable Technology

Google Glass enables students and teachers to search, take a picture, record video, and answer and translate questions in a foreign language. One application would be for medical students to watch different medical procedures in real time.

Autographer allows students to capture students direct notes to ensure complete note taking.

Muse headband tracks students’ brain activity onto a Smartphone or tablet so that it can detect what activities they might need to keep them focused on studying.

Keyglove are wireless gloves that are useful in gaming, design, art, music, data entry, device control, and 3D objects.

Virtual Reality gives students hands-on experience that allows students to interact with the object in that particular environment.

Source: Lam, 2014

COLLABORATIVE ONLINE LEARNING: MEETING THE NEEDS OF THE DIGITAL LEARNER

2015

2016

2014

Full adoption of online, hybrid and collaborative learning by traditional

educational institutions

Source: NMC Horizon Report (2014)

To encourage collaboration and reinforce real world skills, an increasing number of universities are incorporating online environments into courses of all kinds, which is making the content more dynamic, flexible, and accessible to a larger number of students.

Facilitated by the rapid growth of ICT

Increasing competition among

institutions to improve position

and rankings in the digital sphere

Highly active online, collaborative learning

communities

2016: RISE OF DATA-DRIVEN LEARNING AND ASSESSMENT

2015

2016

2014

Learning Analytics

Learners participate in online activities

Analytics data trail increases

Can be mined for insights

Main Benefit: Helps to modify

teaching/learning strategies and

processes

Main concern: May undermine the interests and needs of students

Can be monitored in real-time

Learning analytics is the measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environments in which it occurs. A related field is educational data mining.

BECOMING MORE ACCESSIBLE AND WILL BE STANDARD TEACHING/LEARNING APPARATUS BY 2016

2015

2016

2014

3-D Printing

Known in industrial circles as rapid prototyping, 3D printing refers to technologies that construct physical objects from three-dimensional (3D) digital content such as 3D modeling software, computer-aided design (CAD) tools, computer-aided tomography (CAT), and X-ray crystallography. A 3D printer builds a tangible model or prototype from the electronic file, one layer at a time, through an extrusion-like process using plastics and other flexible materials, or an inkjet-like process to spray a bonding agent onto a very thin layer of fixable powder.

Printed objects can be incredibly intricate. They can also be created with working components, hinges, and parts within parts

Engineering and design students can print out prototypes of their creations

Architecture students could easily print out 3D models of their designs

History classes could print out historic artifacts for closer examination

Graphic Design students could create 3D versions of their artwork

Students in geography courses could point out maps showing the topography, population or demographics of an area

Cooking class students could design intricate models for ices and gelatins

Auto class students could print replacement or modified car parts

Chemistry students could print out molecules to study

Biology students can study cross-sections of hearts or other organs

Using 3D printers in the classroom could mean:

Revolutionizing the Classroom

Sources: NMC, 2014 & TeachThought, 2013

SOCIAL MEDIA WILL DOMINATE SCHOLARLY COMMUNICATION BY 2016

2015

2016

2014

Social Media for Scholarly Communication

Educators, students, alumni, and the general public routinely use social media to share news about scientific and other developments. The impact of these changes in scholarly communication and on the credibility of information remains to be seen, but it is clear that social media has found significant traction in almost every education sector.

Rapidly growing ubiquity of Social Media in all facets of life..

Source: NMC Horizon Report (2014)

Strong Scholarly Social Media Presence

Connection between scholars

and related institutions

strengthened and evolved

Revolutionized Institutional

communication

2016: INTER-SCHOOL TEACHING PLATFORMS ACHIEVED

2015

2016

2014

Further Opening of Information

Opening of Information is the dissemination of information outside the physical silos of schools and classrooms, offering feedback and assessment to students anywhere.

Flipped Classroom

Open Courseware

Portable Academic Histories

Digitization of books

Mixed Online School

CommunitiesEnhanced Online Video

lessons

Education App Stores

Inter-school Teaching Platforms

2016

Sources:

Free Access to Academic

Journals

SMARTPHONES TALK DIRECTLY TO EACH OTHER: NO NEED FOR THE CELL TOWER

2015

2016

2014

LTE Direct

LTE is now the world’s fastest wireless technology. With LTE Direct, it's possible to communicate with other phones or with nearby beacons without connecting to a tower within a 500 m range. The devices communicate directly to each other without the usual intermediary of the cell tower.

LTE Direct could also help smooth out the network glitches that occur when large numbers of users are trying to connect to

the same cell tower

LTE Direct could be used to create

communication apps that route all data

from device to device.

LTE Direct could offer extended

range and better performance.

Source: Qualcom, 2014

LTE Direct

Breaking the ‘towers’ of mobile

learning

POWER FOR E-LEARNING AND GIVES FLEXIBILITY TO THE MOBILE LEARNER

2015

2016

2014

Wireless Charging

Source: Bilton, 2014

Finally! A technology that can take electricity, convert it into sound and send that audio through the air over ultrasound. Then a receiver attached to a portable electronic device catches the sound and converts it back into electricity.The technology makes it possible for a device to move freely around a room, in a pocket or purse, while constantly charging.

“Mobile Technology is Ubiquitous…without it, the mobile learner

ceases to exist”

…but it is no fun being a ‘wall hugger’

Inventor of the wireless charging

device, 25 y.o. Meredith Perry

(2014)

CONNECTING EVERYTHING WITH THE INTERNET OF EVERTHING (IoE)

2015

2016

2014

The Internet of Everything (IoE)

Source: Cisco, 2013

The main goal of IoE is to connect physical items to the internet and people using sensors… in other words, physical items become smart objects thus people can interact with them.

Some Implications for ID, IT & DE

The 2013 Horizon Report predicts that smart objects willbecome ubiquitous in higher education by 2017

A REQUIREMENT FOR STUDENTS OF OPEN AND DISTANCE LEARNING BY 2016

2015

2016

2014

Digital Identity

Digital identity is the idea that everything interacting in the digital realm has or acquires a set of data or attributes, both inherent and changeable, that uniquely identify them as a person or entity online.

One identity for any online course/ university

Transferrable credit points, e-portfolio etc

References1. Bilton, N. (2014, August 6). Wireless Charging, at a Distance, Moves Forward for uBeam. Retrieved from Bits:

http://bits.blogs.nytimes.com/2014/08/06/ubeam-technology-will-enable-people-to-charge-devices-through-the-air/?_r=0

2. Briggs, S. (2013, July 16). 10 Emerging Educational Technologies and How They Are Being Used Across the Globe. Retrieved from InformED: http://www.opencolleges.edu.au/informed/features/the-ten-emerging-technologies-in-education-and-how-they-are-being-used-across-the-globe/

3. Cisco. (2013). Education and the Internet of Everything: How Ubiquitous Connectedness can help Transform Pedagogy. San Jose, CA. Retrieved from http://www.cisco.com/web/strategy/docs/education/education_internet.pdf

4. Docebo. (2014). E-Learning Market Trends & Forecast 2014-2015 Report. Retrieved from https://www.docebo.com/landing/contactform/elearning-market-trends-and-forecast-2014-2016-docebo-report.pdf

5. Gerrer, C. M. (2013, January). Using Social Media in the Classroom: A Community Perspective. Footnotes, 41(1), p. 7. Retrieved from http://www.asanet.org/footnotes/jan13/images_new/footnotes_jan13.pdf

6. International Council for Open and Distance Education (ICDE). (2013). International Council for Open and Distance Education: Strategic Plan 2013-2016. Oslo, Norway: ICDE.

7. Lam, K. (2014, July 16). Wearable Technology in Education. Retrieved from EdTechTimes: http://edtechtimes.com/2014/07/16/wearable-technology-education/

8. New Media Consortium. (2014). NMC Horizon Project: 2015 Higher Education Wiki. Retrieved from NMC Horizon Project: http://horizon.wiki.nmc.org/

9. New Media Consortium. (2014). NMC Horizon Report: 2014 Higher Education Edition. Austin, Texas. Retrieved from http://www.nmc.org/pdf/2014-nmc-horizon-report-he-EN.pdf

10. Qualcom Research. (2014). LTE Direct Overview. San Diego.

11. Seaman, J. (2013). Social Media for Teaching and Learning. Boston, MA: Pearson Learning Solutions and Babson Survey Research Group. Retrieved from http://www.pearsonlearningsolutions.com/assets/downloads/reports/social-media-for-teaching-and-learning-2013-report.pdf#view=FitH,0

12. TeachThought. (2013, February 19). 10 Ways 3D Printing Can Be Used In Education [Infographic]. Retrieved from TeachThought: http://www.teachthought.com/technology/10-ways-3d-printing-can-be-used-in-education/