4 Realities: What does future Access to Education Look Like?

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4 Realities: What does future Access to Education Look Like?

Monthly environmental scan report

Trends identified, tested, projected

Stories about futures

Event and response

Creativity

Roles and times

Emergent practices and patterns

Integrate previous methods

Select drivers – environmental scan

Identify trends – Delphi reports

Test trends - extrapolation

Test propositions – prediction markets

1. Fall of the silos

2. Health care nation

3. Peak higher education

4. Renaissance

Content

Teaching

Access

Source

Global conversations increase, filter bubble pops

More access, more information

Lots of creativity

Information prices drop

Faculty creativity, flexibility grow

IT “ “ “

Academic content unleashed on the world

Industries collapse

Authorship mysterious

Some low quality tech (videoconf.)

Some higher costs

More malware + less privacy

Tech challenges

Outsourcing and offshoring

PLE beats VLE

Crowdsourcing faculty work

Information literacy central

Internet has always been open

Web <> money

Online identity has always been fictional, playful

Medical sector grows into leading US industry

45% of GDP

Ageing population

Byzantine finances

Treatment improvements

Greater presence in society

Baumol’s disease

More programs, more people, more tech

Increased feminization of student body

Space sharing w/clinics + hospitals

Some took premed-themed classes in high school

Medical heroes loom as large as sports figures

Many already familiar with eldercare practices

Academia experiences a serious correction

http://research.studentclearinghouse.org/files/TermEnrollmentReport-Spring2013.pdf

Demographic decline

Accelerated prices + sunk costs

Low public funding

Alternatives rising

Fewer, less crowded campuses

Very international student body

Low-cost programs ($10K BA)

Vocational tech classes are widespread in K-12

Apprenticeships are accepted in career paths

Colleges have always been transnational

Gaming

world

Classroom and courses

Curriculum content

Delivery mechanism

Creating games

Peacemaker, Impact Games

Revolution (via Jason Mittell)

•Joost Raessens and Jeffrey Goldstein, eds,

Handbook of Computer Game Studies (MIT, 2005)

•Frans Mayra, An Introduction to Game Studies

(Sage, 2008)

•Pat Harrigan and Noah Wardrip-Fruin, eds. Third

Person: Authoring and Exploring Vast Narratives

(MIT, 2009)

Changes in hardware, software

Part of undergraduate life

Learning content, both informal and formal

Career paths

Higher education landscape:

Accreditation: drives project-based, studio-style pedagogy

Libraries: gaming production, archiving

Professional development: distance, DiY

Faculty multimedia production is the norm

Most students identified with one+ game characters in K-12

Leading game developers are as well known as movie directors

Most of their work and school is gamified

1. Fall of the silos

2. Health care nation

3. Peak higher education

4. Renaissance

The blog

http://bryanalexander.org

On the Twitters

http://twitter.com/BryanAlexander

The email

bryan.alexander@gmail.com