What Is on the Horizon in Higher Education

horizonThe annual EDUCAUSE Horizon Report for Higher Education is always interesting to read. The report for 2019 is online now. It is 44 pages, so it would be a full lunchtime read, but as a cheater's guide or preview I offer the two parts that I always look at first.  

One is the section on "Key Trends Accelerating Higher Education Technology Adoption."  If you look back at past reports you will see that some trends come back for several years. That is partly intentional as the report predicts ones that should be considered "Short-Term" meaning in the next one or two years, as well as ones for 3-5 years and long-term trends that are probably 5+ years away.

Of course, there are also trends and tech developments that are almost perennial. We always seem to be rethinking online learning, learning spaces and assessment. And some tech, such as blockchain and rethinking degrees, have been "on the horizon" for a chunk of years and still don't seem to be really making a big difference.

In the short-term, the report lists "Redesigning Learning Spaces" and "Blended Learning Designs."

For Mid-Term Adoption in the next 3-5 years, they list "Advancing Cultures of Innovation" and a "Growing Focus on Measuring Learning." I think the latter should be moved up as a perennial topic.

In the 5+ years category is the rather broad "Rethinking How Institutions Work" and the returning "Modularized and Disaggregated Degrees."

The other section I always jump to is called "Important Developments in Technology for Higher Education." Again, there are predicted "Time-to-Adoption Horizons" given for each. 

The report also considers the challenges in adopting any of these technologies or trends. For example, one that I have been challenged by since I started in higher education tech in 2000 is what they term "The Evolving Roles of Faculty with Ed Tech Strategies."

The report says about that (and I generally agree) that:

"At institutions of any type or size, involving faculty in the selection and implementation of educational technologies can be difficult. Whether an institution is implementing a new courseware platform for the purpose of personalizing learning or building a completely new program by applying a pedagogical approach such as competency-based learning, such efforts face a range of challenges. Identifying learning outcomes and engagement strategies before identifying educational technology solutions creates an advantage by establishing faculty buy-in at the earliest stages of a strategic initiative.

The role of full-time faculty and adjuncts alike includes being key stakeholders in the adoption and scaling of digital solutions; as such, faculty need to be included in the evaluation, planning, and implementation of any teaching and learning initiative. Institutions that address the needs of all faculty through flexible strategic planning and multimodal faculty support are better situated to overcome the barriers to adoption that can impede scale.

...in order for faculty to fully engage in educational technology, training and professional development should be provided to facilitate incorporation of technology... adjunct faculty also need to be considered in professional development...workshops that include both faculty and students could enable learning for both groups of stakeholders."

But I do always bristle when the business of education overrides pedagogy, such as the statement that "frameworks for tech implementation and prioritizing tech that offers high ROI should be a guiding principle for institutional tech adoption for faculty use."

Mergers and Acquisitions in EdTech

Mergers and acquisitions are not just the business of Wall Street. They happen in education - especially in the technology side of higher education.

Last week it was announced that Cengage and McGraw-Hill plan to merge. (A move that may have monopoly implications.) They are both at the top of the country’s textbook publishers. With a merger, they would have 44,000 titles in a range of fields. 

This week, John Wiley & Sons announced they are buying the assets of Knewton. Knewton started out as an edtech company with adaptive-learning tools that could work with content from commercial publishers. But beyond that attraction, Wiley is probably interested in Knewton's more recent move towards being a platform that incorporates open educational resources (OER). In 2017, Pearson moved away from using Knewton’s adaptive-learning technology. Knewton's Alta digital-courseware is its OER platform.

Wiley’s president and chief executive, Brian Napack, told The Chronicle that the product costs students about $40 per course, and that Wiley wants to “double down” on low-cost options, "because we think the future needs to look different than the past.”

Transitions Are Difficult

transitionIf you read the annual Bill and Melinda Gates letter, it includes 9 trends it considers surprising. One that affects educators is the idea that "Textbooks are becoming obsolete." By that, they mean that digital content that is customized and personalized learning can better support students than a traditional textbook. 

The promise here is text online connected to engaging video along with perhaps a game that reinforces the concepts. Your learning is assessed and the software moves you forward appropriately or perhaps sends you back for more review. of the content you seem to have missed. 

We have been told that this kind of learning transition was going to happen - and it has happened,several times. We were told that the printed book would be replaced by ebooks. Some were replaced; most were not.

There has been a lot of talk about replacing the lecture with short video lectures that don't "lecture." That is somewhat the case in online courses, but the lecture in the classroom is still running strong.  

Even bigger than textbooks and lecture is the idea that online learning would replace classroom learning. Add to that the idea that MOOCs would replace online courses and even make degrees obsolete. Hasn't happened yet.

Transitions are difficult. Maintaining the status quo is so much easier. 

Maybe if I was still around in 2050, I would find that learning happens without printed books, without lectures, without classrooms and without degrees. But I doubt it.

The Trends at the NJEDge Conference 2018

There are so many posts I have the past few weeks about trend for education and technology, but one way of seeing what trends may emerge this year is by looking at the tracks, presentations and keynote speakers at EdTech conferences. 

logoI'll be moderating a track next week at NJEdge.Net's Annual Conference: NJEdgeCon2018 "DIGITAL LEADERSHIP & ENTERPRISE TRANSFORMATION" January 11 & 12, 2018 in New Jersey.  My track is, naturally, Education and Technology which has presentations on best practices, innovations and the effectiveness associated with current LMS and online learning tools, effective infrastructure, resources, sustainability models and integrated assessment tools.

But if you look at the other tracks offered, you can see that INFORMATION Technology outweighs instructional technology here. Other tracks at the conference are Big Data & Analytics, Networking & Data Security, Customer Support & Service Excellence,  Aligning Business & Technology Strategies. and Transformation Products & Services.

Amber Mac (as in MacArthur) will talk about adaptation and the accelerating pace of corporate culture in the digital economy.

I have followed her career for a decade from her early tech TV and podcast venture to her current consulting business. She helps companies adapt to, anticipate, and capitalize on lightning-quick changes—from leadership to social media to the Internet of Things, from marketing to customer service to digital parenting and beyond. It’s not about innovation, she says; it’s about adaptation.

When it comes to teachers and technologies, the battle cry of Virginia Tech professor John Boyer is embrace, not replace. In his talk, he presents his view that the best teachers will embrace technologies that help them better communicate with students, but do not fear because those technologies will never replace human to human interaction. But blending the best communicators with the best technology has to offer will produce some amazing and unpredictable opportunities!


Wayne Brown, CEO and Founder of Center for Higher Ed CIO Studies (CHECS), will talk in his session on longitudinal higher education CIO research and the importance of technology leaders aligning technology innovations and initiatives with the needs of the higher education institution. His two-part survey methodology enables him to compare and contrast multiple perspectives about higher education technology leaders. The results provide essential information regarding the experiences and background an individual should possess to serve as a higher education CIO. In collaboration with NJEdge, Wayne will collect data from NJEdge higher education CIOs and will compare the national results with those of the NJ CIOs.

Timothy Renick (a man of many titles: Vice President for Enrollment Management and Student Success, Vice Provost, and Professor of Religious Studies at Georgia State University) is talking about "Using Data and Analytics to Eliminate Achievement Gaps."  The student-centered and analytics-informed programs at GSU has raised graduation rates by 22% and closed all achievement gaps based on race, ethnicity, and income-level. It now awards more bachelor’s degrees to African Americans than any other college or university in the nation. Through a discussion of innovations ranging from chatbots and predictive analytics to meta-majors and completion grants, the session covers lessons learned from Georgia State’s transformation and outlines several practical and low-cost steps that campuses can take to improve outcomes for underserved students.

Greg Davies' topic is "The Power of Mobile Communications Strategies and Predictive Analytics for Student Success and Workforce Development." The technology that has been used to transform, to both good and bad ends, most other major industries can connect the valuable resources available on campus to the students who need them most with minimal human resources. Technology has been used to personalize the digital experience in such industries as banking, retail, information and media, and others by reaching consumers via mobile technology. Higher Education has, in some cases, been slow to adapt innovative and transformative technology. Yet, its power to transform the student engagement and success experience has been proven. With the help of thought leaders in industry and education, Greg discusses how the industry can help achieve the goal of ubiquity in the use of innovative student success technologies and predictive data analytics to enable unprecedented levels of student success and, as a consequence, workforce development.

Teaching With 40 Year Old Software

I read an article that mentioned that someone teaching game design was using the old game "The Oregon Trail" as a simple example of game design. I felt a little wave of nostalgia for that computer game that I used with middle school students in the late 1970s on Apple IIe computers.

What can we teach with 40-year-old software?

The game was developed in 1971 and produced by the Minnesota Educational Computing Consortium (MECC) in 1974. My school subscribed to MECC and received many software packages on the big 5.25 very floppy disks which we could duplicate.

The original game was designed to teach about the realities of 19th century pioneer life on the Oregon Trail. The single player is a wagon leader guiding a party of settlers from Independence, Missouri, to Oregon's Willamette Valley on the Oregon Trail via a covered wagon in 1848. 

But many teachers used it in other ways. In those early day, just teaching students to use the computer and navigate a game was a learning experience. I knew teacher who, like myself, used it was a way to teach cooperation by having players work in pairs or teams and justifiable arguing about choices was encouraged.

I used the game as an example when teaching literature as away to discuss the consequences of actions (draw branching diagram here).
 

Looking at the game again today via one of the several emulators available online (such as https://archive.org/details/msdos_Oregon_Trail_The_1990 and https://classicreload.com/oregon-trail.html), it seems about as primitive in its graphics as it did back in 1975 in my classroom. But it worked. My homeroom students enjoyed playing it just for gaming fun, and I was able to incorporate the decision-making aspects into lessons. I taught English, not social studies, and was less interested in the historical aspects of the game. I did use it briefly in an interdisciplinary manner with a social studies teacher, but having students do research into the real Oregon Trail and that period seemed to kill interest in the game itself. 

Apple IIe screenshotIt was one of the most successful games of all time and “The Oregon Trail” was inducted into World Video Game Hall of Fame in 2016. If you played it a few times, many of its screens are probably etched into your memory. I recall entering my real family members' names into the game the first time I played, and then sadly dysentery them "die" along the trail - probably from dysentery. It had game play moments (like hunting buffalo) and simple animation, but it was mostly text and so involved a lot of reading.

I would have my students work in small groups and map the game both on a real map of the trail, and then later on a decision tree style "map" of the game's options.

For me, the strength of the game in the classroom was in understanding how decisions could change the game's outcomes and their traveler's fates.

I recall that students would argue about the design. They didn't like the random things that would happen, such as a fire in the wagon destroying objects that were worth game points. But that also worked its way into my discussions with them of literature. Things happen in novels - and our lives - that seem random and out of our control, and they have consequences.

The other software that I used back then which was more sophisticated (though not graphically) was made by Tom Snyder Productions. I met Snyder at an educational conference and we talked about his Decisions, Decisions series. The series focused on the best aspects of what I was using in "Oregon Trail." The series included products on politics and the environment and came with printed material to supplement the games, so "research" was easy and necessary to play well.

I had no luck finding online what happened to Snyder and his company. It seems to have been consumed by Scholastic, though the link I found was a dead end.  I did find something on Amazon, but it doesn't seem that the series was continued or updated recently. It could easily be an online or mobile game. 

Can we use old software to teach new skills? Absolutely. Though these software packages seem crude by today's standards, they are also "classic" curiosities. I haven't taught secondary school students since 2000, so my sense of what is acceptable is lost. Certainly some of these games, or similar decision-tree kinds of games are a very viable classroom tool at all grade levels K-20. Maybe someone has already updated them or created new versions. If not, there is an opportunity.