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Future technologies for e-Learning What are the disruptive technologies?

e. Future technologies for e-Learning What are the disruptive technologies?. Judith Molka-Danielsen j.molka-danielsen@himolde.no April 2014. Disruptive technology. Clayton Christensen presents the concept of ” disruptive innovation ” http://www.claytonchristensen.com/key-concepts /

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Future technologies for e-Learning What are the disruptive technologies?

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  1. e Future technologies for e-LearningWhat are the disruptive technologies? Judith Molka-Danielsen j.molka-danielsen@himolde.no April 2014

  2. Disruptivetechnology • Clayton Christensen presents theconceptof ”disruptiveinnovation” http://www.claytonchristensen.com/key-concepts/ • 6 steps in thedevelopmentofdisruptivetechnology • New disruptivetechnologywere first developedin establishedcompanies • Marketing requested feedback from customers (show weakforecasts) • Establishedcompanyfocusesonthedevelopmentoftheexisting (”sustained”) technology • New companiesareformedbasedonthenew ”disruptive” technology • The newtechnologydevelops – largercapacities, bettercapabilities • The establishedattempt to defendtheir markets (butthenewcomers have a foothold in thenew market).

  3. e 1. RecentApproachesto E-Learning& Technologies in Use • Massive open online course (MOOC) • Social Media with E-Learning Platforms • VirtualRealitytechnologies • Are thesetechnologiesextensionsof ”sustained” approaches? • Do thenewtechnologiesfix old waysofteaching? • Dimensions (maybe) are: Old provider Universities for ”formal education” vs. thenewentrants Private educators for ”specializedlearning” or ”self-learning”.

  4. MOOC • http://himoldex.no/ • OpenCoursePlatform • YouTube Videos • Course materials on Fronter (guestaccount) (+) ”Fotballproffer tester ny studieløsning.” (DN, 2013) (-) Lackssocialinteraction (-) Learn by doing, not by passive watching Visual limitationsoftherecording – need screen sizeoftablets or larger! Or slides separate.

  5. Social Media withE-LearningPlatforms Babson Survey Research Group – 2012 (in EDUCAUSE Review, Sep/Oct 2013) Reported uses of social media from a study of 3875 faculty members in higher education: • 33.8% for teaching (using videos, blogs or wikis) • 44.7% for professional use (professional profiles and CVs) • 64.4 % for personal use Barriers to Adoption (in order of importance) • Integrity of student submissions • Concerns about privacy • Separate course and personal accounts • Grading and assessment • Inability to measure effectiveness • Lack of integration with LMS • Takes too much time to learn or use • Lack of support at my institution

  6. Virtual Reality(technologies): whyusethem for learning? In 3D virtual worlds students can: re-conceptualization of self is possible allowing for self-determination and active learning. Tasks can be designed in such a way that they realistically simulate real life. Games are often used as incentive based approaches to learning.

  7. Role play Historical representations Information sharing Theme awareness 3D visualizations Simulations (weather) Virtual office space, campuses, stores.. Museums, libraries, art galleries Scriptedtools, objects, animations Performances, theatre, socialevents, parties Politicalcampaigns Workplacecollaboration and meetings RecognizedUsesofVR in Learning << VR support socialinteractions>>

  8. E.g. ”DebatingCourse” in desktopSecond Life Students receiving theoretical background of how to conduct a debate Students giving a final debate presentation

  9. Extendingdesktop VR capabilities– E.gReplayin vAcademia (Molka-Danielsen, et al., 2013) http://vacademia.com/

  10. Cave Automatic Virtual Environment (CAVE) Immersiveroom (few have access to thisenvironment) Learning • socialbehavior • ethical dilemmas In CAVE at University College London

  11. 2. Disruptive Technologies (for e-learning)?

  12. Mobile Learning (Apps) • SelfLearning (apps) • (1) encourage progress, notes in your email, • (2) integratew/social media. (YoucancompetewithyourfriendsonFacebook.) • Problem: Theylack a levelofimmediatesocialinteraction, so you lose interestafter a while. • Othere.g. – selfmonitoring ”Fitbit” (canalsoput data on FB) • http://www.fitbit.com/uk

  13. AugmentedReality (AR) InSightNORapp • AR is ”an array of apps, web tools, and games designed to enhance learning through interactive experiences”. ARDL (AR-Development) is a concept that makes virtual, 3D objects appear in the real world, attached to real objects. Users look through a VR Viewing Device to see virtual objects like planets, volcanoes, the human heart or dinosaurs. (http://www.edudemic.com/augmented-reality-in-education/) • Star Walk– appusesyour location data provided by the GPS and compassbuiltintoyourdevice. Cross reference location data withinbuiltmapofthe sky and overlaysthe stars, planets, galaxies, constellations and satellitesnamesonyour screen. Great potential for sociallearning– class trips!

  14. (AR) & Mobile – smart eyewear • Goal: Always on- always augmented – battery life the present design issue. • Google Glass is one platform works with Google voice and a variety of social media tools (e.g. Twitter, Facebook). Numerous privacy concerns! • “Forrester Research recently reported that over 20 million U.S. consumers are willing to wear augmented reality devices. Earlier this year, IHS forecasted that the adoption of AR in smart-glass devices will drive volumes of 10 million units through to 2016.” (Wired, 17.10.13) • Blair MacIntyre, the director of the Augmented Environments Lab at Georgia Tech, “suggested that with the small screen placed to the side, it would be very hard to see and interact with the actual content on display.” He say that “in one simple fake video, Google has created a level of overhype and over expectation that their hardware cannot possibly live up to.”(cnet, 2012) http://www.youtube.com/watch?v=IaU6DWb0yzs

  15. Oculus Rift VR The brain is a predictivemachinerelyingonsensoryinformtionand previousexperience. Basedonthis it is predictingthefuture. So, the more thatthepredictions line up withwhatactuallyhappens, the more presensewefeel. (Source: RealityCheck: whatdoestheOculus Rift do to yourbrain, 2013) Visual cuesoftheOculus Rift seem to be sufficient to giveourbrains a degreeofpresense. Oculuspromo

  16. Omni – motion in VR • Applications (Omni) • EmergencyManagmentTraining&Simulation • Architectualwalkthrough • Virtualtourism • Education thoughimmersion in historicalreplicationsofsites and events

  17. Whattechnologies do youthinkaredisruptive for E-Learning? • Yourideas?

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