Ed Tech Trend Resources
General Resources
Links to materials that forecast the future of higher education and infer how these tech trends might be leverages to create the 'future'.
2020 Vision - Outlook for Online Learning 2014 and Beyond (Tony Bates - January 12, 2014)
Choices and Challenges - Lessons Learned in the Evolution of Online Education in Support of Workforce Development (Dr. Andy DiPaolo, Summer 2013 Association Conference Presentation - PDF coming)
What's Hot, What's Not - 2014, Campus Technology Article on Tech Trends
Below we have an identified trend, our definition of the trend for the purpose of the survey, and a list of resources. The links to the WA CTC uses of the trends will be filled out once the surveys are completed.
1. MOOCs-Massively Open Online Course
Definition from Wikipedia--A MOOC is an online course aimed at unlimited participation and open access via the web. In addition to traditional course materials such as video, readings, and problem sets, MOOCs provide interactive user fora that help build community for students, professors, and teaching assistants.
Resources
2. GAMIFICATION
Definition from "Gamification in Education: What, How, Why Bother?" Lee & Hammer (2011)--Gamification is the use of game mechanics, dynamics, and frameworks to promote desired behaviors.
Resources
3. MOBILE
Definition - Mobile devices are explicitly used as part of the teaching and learning process. Examples include B.Y.O.D. (Bring your own device), iPads, iPhones, Android phones and tablets, use of mobile apps, iPad carts, etc.
Resources
4. LEARNING ANALYTICS
Definition from the 2013 Horizon Report--Analytics is the field associated with deciphering trends and patterns from educational big data, or huge sets of student-related data, to further the advancement of a personalized, supportive system of higher education.
Resources
5. TESTING VERIFICATION (student authentication/certification - accreditation)
Definition--Testing verification is the use of software and techniques to assure the student is who they say they are when doing work, like proctor exams in an online environment.
Resources
6. BADGING AND CREDENTIALING OF LEARNING AND COMPETENCIES
Definition of badging and credentialing is to provide a digital badge for an acquired knowledge, skill, or ability in lieu of grades.
Resources
BadgeSafe (LTI app in Canvas App Center)
BadgeStack (LTI app in Canvas App Center)
Canvabadges (LTI app in Canvas App Center)
Open Badges (LTI app in Canvas App Center)
7. SOCIAL LEARNING AND PERSONAL LEARNING NETWORKS (PLNs)
Definition from Wikipedia: A personal learning network is an informal learning network that consists of the people a learner interacts with and derives knowledge from in a personal learning environment. In a PLN, a person makes a connection with another person with the specific intent that some type of learning will occur because of that connection. Also, known as social learning and personal learning environments.
Resources
8. COMPETENCY-BASED EDUCATION
Definition from Ed.gov--Transitioning away from seat time, in favor of a structure that creates flexibility, allows students to progress as they demonstrate mastery of academic content, regardless of time, place, or pace of learning. Competency-based strategies provide flexibility in the way that credit can be earned or awarded, and provide students with personalized learning opportunities.
Resources