By 2017, I estimate that technologies will continue to push the boundaries on a few key areas. These include the way in which creativity and innovation are harnessed from people, starting with students. Both Innovation Studios and Makerspaces provide collaborative spaces and tools to allow students to create solutions to real world problems.
By 2017, I estimate that technologies will continue to push the boundaries on a few key areas. These include the way in which creativity and innovation are harnessed from people, starting with students. Both Innovation Studios and Makerspaces provide collaborative spaces and tools to allow students to create solutions to real world problems.
By 2017, I estimate that technologies will continue to push the boundaries on a few key areas. These include the way in which creativity and innovation are harnessed from people, starting with students. Both Innovation Studios and Makerspaces provide collaborative spaces and tools to allow students to create solutions to real world problems.
Requirements of EDID6506: Trends and Issues in ID, IT and DE
University: The University of the West Indies Open Campus
Course Coordinator: Dr. Camille Dickson Deane Course Facilitator: Dr. Camille Dickson Deane
Running head: FUTURE TRENDS REPORT -REFLECTION
Throughout this course, the pervasive message has been that
technological invention drives the trends that we as Instructional Designers will study. Within the last ten years, the field has evolved rapidly to rationalize the invention of MOOCs, Learning Analytics and accessible learning through a mobile device, just to name a few. In light of this Instructional designers are tasked with the challenge of explaining how these new tools can be used effectively in the process of teaching and learning. With the coming of each New Year new ideas and technologies emerge, the instructional design landscape changes and the cycle continues. The following presents my reflection as well as a brief report on the trends that are expected to continue or emerge in 2017. By 2017, I estimate that technologies will continue to push the boundaries on a few key areas. These include the way in which creativity and innovation are harnessed from people, starting with students. In a world where there are so many issues to fix and challenges to overcome, the focus will be on ways in which we can generate and collect these new ideas to solve these issues. Think tanks have been around for some time however access to these are limited and restricted to entrepreneurs, business professionals and Ivy League schools. However with the emergence and use of Innovation Studios and Makerspaces, the focus will now be on casting a wider net to capture creative and innovative ideas to solve the worlds problems; and these nets will be cast in the school systems. Both Innovation Studios and Makerspaces provide collaborative spaces and tools to allow students to create solutions to real world problems. These creative solutions may be part of their course work (Educause ELI Brief, 2013). According to an article in Campus Technology, an Innovation Studio has been built at Penn State University and is opened to all University staff, students and faculty (Meyer, 2015). In both instances, experts may be available to guide students with their projects however they may also receive assistance from other novice users. By 2017, I expect to see more schools implement innovation studios or use makerspaces as part of their teaching and learning process. Technology will also continue to push the boundaries on the way in which learners interact with content, either bringing that content closer to the user or making the content even more interactive. Interactive Virtual Realities as a learning tool can help students connect the dots between theory and practice and open up the possibilities for instructional designers to develop learning scenarios around this. An article that appeared in Fast Company on the Oculus Rift headset and
Running head: FUTURE TRENDS REPORT -REFLECTION
the Leap Motion 3D describes how students can use these tools to learn the periodic table (Schwartz, 2014). By 2017, I estimate that technology will continue to improve on interactive virtual realities allowing students to fully immerse themselves into the content for example a field trip to the solar system can see students walking among the stars as they exam planetary bodies and the characteristics that make them unique. Similarly 3-D printing has become a new trend within the last few years allowing users to create new objects such as toys in the first instance but has now extended to the creation of engines by Tesla and Rocket parts by SpaceX (Kerr, 2013). With the success of these reproductions, I expect that 3D printing will push the envelop by creating materials that persons can actually use for example food. Edugagets are also projected to make an impact on instructional design by 2017. Apple and Samsung among other mobile companies as well as tech companies such as Fitbit have been racing to develop new applications and tools that can provide valuable user information. Notwithstanding the traditional use of mobile devices for communication, they have been reincarnated into utility tools allowing one to track their heart rate, give posture advice and track fitness levels. Additionally, users can track their location through a compass or GPS, scan documents that can be printed, create music or improve ones photography skills. By 2017, mobile phones and wearables will become less of what they intended to be and become more of an educational tool or educational gadget that can be used for teaching and learning. In this technology age, education has been affected; mostly positively, through technology. The rise of MOOCs has lead to a democratization of higher education. Users from all over the world can attend a class at some of the worlds most prestigious schools without being matriculated. While there have been initial concerns about the retention and completion rate of MOOCs (see Jordan, 2014), the trend has continued to be strong with some companies such as Coursera, expanding their services to include university level credits for a small fee. Additionally online homework help communities have also allowed users to seek assistance from experts in their subject area or even novice users on their work outside of the classroom. Both trends symbolize the movement from more formal learning systems to complex, informal learning systems that are competing for the attention of the learner. NMC.org in its annual trends in Higher Education report went as far as to name this as a wicked trend since its difficult to define and to address (NMC Horizon Report, 2015). By 2017, I estimate that this trend will continue to be an issue.
Running head: FUTURE TRENDS REPORT -REFLECTION
Cyber security has also come an important trend due to the number of hacking incidents that have taken place in the US and in other countries around the world. This has prompted new legislation such as the Cyber Security Information Act of 2015, which allows government agencies to share cyber security threat information with private entities as well as to detect, prevent or mitigate cyber security threats. (Cyber Security Information Act of 2015). The potential for this can extend to schools increasing the security on their learning technologies such as Learning Management or Student Information Management systems to ensure that the information stored there is secure. By 2017 I estimate that this trend will also extend into mobile applications and wearable technology tools that store user information, prompting these companies to incorporate more fail-safe mechanism to protect the information that is stored. This activity required a lot of reading and experimenting to learn about the various trends and tools that exist in order to project what may be on the horizon for 2017. While some of the trends discussed here will continue albeit in a modified or revamped form, I expect some new trends to impact and change the way we think about teaching and learning and by extension Instructional Design. A link to the infographic predicting the trends in technology for 2017 can be found in the following link: http://masteringinstructionaldesign.weebly.com/assignment-4.html
Running head: FUTURE TRENDS REPORT -REFLECTION
References Cyber Security Information Act of 2015. S.754. (2015). Retrieved from https://www.congress.gov/bill/114th-congress/senate-bill/754 Educause ELI Brief. (2013). 7 things you should now about Makerspaces. Retrieved from https://net.educause.edu/ir/library/pdf/eli7095.pdf Jordan, K. (2014). Initial trends in enrolment and completion of massive open online courses. The international review of research in open and distance learning. 15 (1). Pg 133-160. Kerr, D. (2013). SpaceX to build spacecraft parts with motion tech and 3D printers. Cnet. Article Retrieved from http://www.cnet.com/news/spacex-to-build-spacecraft-parts-withmotion-tech-and-3d-printers/ Meyer, Leila. (2015). Penn State opens an Invention Studio. Campus Technology. Article retrieved from https://campustechnology.com/articles/2015/09/28/penn-state-opensinvention-studio.aspx New Media Consortium. (2015). Horizon Report; Higer Education Edition. Retrieved from http://cdn.nmc.org/media/2015-nmc-horizonreport-HE-EN.pdf Schwartz, A. (2014). Interactive Virtual Reality in 3-D. The newest learning tool. Fast Company. Article retrieved from http://www.fastcoexist.com/3026765/interactive-virtual-reality-in-3-dthe-newest-learning-tool