Technology Trends Impact On Higher Education And Student Learning In 2018

First: A word about Power Pointless! We at the University of Illinois Springfield Center for Online Learning, Research and Service present often. We encourage attendees to freely share presentation materials online using web-native tools that encourage collaboration and updating. You may follow the session using your personal mobile device to dig deeper into the topics we discuss and share with others.


Presentation Description

Student-centered learning will be our focus as we explore heutagogical practices and emerging technologies. Attendees will participate in activities that exemplify the characteristics of heutagogical approaches to learning, be given hands-on opportunity to explore various online and mobile technologies and discuss how the technologies benefit the self-determined learner.

Learning Outcomes

Attendees will:

  • learn tips and trends for staying relevant in a changing higher education landscape, including exploration of new technologies, a look into the future of higher education credentialing, and the future of jobs.
  • be able to employ research-based methods for engaging students in learning.
  • develop methods for updating digital materials to meet accessibility standards.

Workshop Activity Plan

  1. (20 minutes) Introductions
  2. Recession Realities
  3. Responding to Consumer Expectations and the Marketplace
    1. Role, Access, and Affordability
    2. Employability with a Purpose
  4. How Our Students are Changing
    1. Gen Z
    2. Pedagogies




  5. (20 minutes) Introductions
    • Presenters will introduce themselves and orient participants to the session and back-channel
    • Participants will introduce themselves, including the name of the institution they represent and what they hope to get from the workshop
  6. (25 minutes) Pedagogies
    • Phigitals – Gen Z students who are unwilling or unable to draw a distinction between the physical world and its digital equivalent are known as “phigitals”
    • Social Constructivism and Emerging Technologies
  7. (30 minutes) Artificial Intelligence and Credentials
    • Games, AI and the Future of Cognitive Computing
    • Alter Ego
    • Jill Watson
    • Credentialing and Block Chain
  8. (15 minutes) Break
  9. (30 minutes) Augmented and Virtual Reality
    • Affordable VR devices
    • Google Expeditions
    • Google Daydream
    • Other devices or new technologies
  10. (30 minutes) Accessibility and Universal Design for Learning
    • Review of ADA standards
    • Alt text for images
    • Choosing Colors
    • Semantic Document Structure
    • Screen readers and other assistive technology
  11. (15 minutes) Personal Learning Networks
  12. (15 minutes) Wrap-up – Questions, Comments, Indignant Remarks