Showing posts with label future of education. Show all posts
Showing posts with label future of education. Show all posts

Wednesday, 5 October 2016

The Future Coming Into Focus

This isn't the end, it's just a stage of evolution
(an annoying one).
We quickly get used to the idea that things will always stay the same.  For a while there it looked like we'd all be on desktop computers, then laptops became more common and wireless internet matured in response to it.  With stable wireless data, computers shrank again and changed form into smartphones.  We're still living in the age of handheld touchscreens but that too is beginning to change, and I've been lucky enough to get a glimpse of what's coming next.

Last year we got some SHSM funding to explore virtual reality in our software engineering class.  Students quickly integrated the HTC Vive we got into their software engineering process and were able to turn out 3d environments that they could then explore and perfect in much higher resolution within the immersive VR space.  This year we've joined Foundry10, a VR research group, and are participating in research into how students react to and assimilate VR into their learning (it's a powerful tool).


There are moments when technology pivots rather than simply modifying an existing process, and VR feels like one of those moments.  The way we design interfaces and software as a whole will have to evolve to meet the demands of VR.  Repetitive models and game-play might work on a screen (that kind of game-play itself evolved out of the even more passive watching of television), but it doesn't work in VR.  Immersion demands better everything.


If you think desktops take up a lot of room in a class,
you ain't seen nothing yet!  Don't cross the tape when

someone is immersed in VR!
I've only had the Vive up and running in the classroom for a couple of months, but hundreds of people have passed through it, experiencing VR for the first time, and their response never gets old.  The sense of immersion can be quite profound.  As you move your head you remain in the digital space, you can't see past the edges of a screen.  At this point your mind does a lot of the heavy lifting, placing you within the elsewhere that you find yourself in a way that no window-like monitor ever could.  Students coming out of VR often look like they are awakening from a dream.

VR is the whole shebang, you're somewhere else.  With headphones and goggles on you might forget you're in a classroom at all (students have).  The Vive is heavy, and wired to a powerful desktop PC, so there are limits (now being addressed), but as a first step into a new form of media immersion it raises a lot of interesting questions.  A student who reads about D-day might have a minor emotional response to a well written piece on it.  That same student watching the opening scenes in Saving Private Ryan will have a more visceral response.



A student in a well made VR simulation of D-day might end up with a virtual form of PTSD.  That kind of VR experience doesn't exist yet, though developers are hard at it and I give them only a couple of years until we've re-jigged software development to catch up with the demands of VR.  When that happens we will be able to experience history (or fiction) first hand in a visceral way.

The kind of immersion VR offers raises a lot of questions, but it also creates some unique learning opportunities.  If you need to grasp 3d scientific principles, like, say, how elements bond in chemistry, a VR headset would be invaluable.  If you want to grasp geological concepts in a real world (ie: 3d) context, then a VR headset can place you inside an earthquake.  It's in the softer disciplines, like history or literature, that opinion can creep in.  VR, with its sense of immersion and involuntary emotional response, would make a powerful tool for indoctrination.


Google Glass was a jab into a future we weren't ready
for.  Future augmented reality lenses will seamlessly
allow us to flit between the real and the digital.
I, for one, am just happy to see the end of a touchscreen in everyone's hands period of distraction.  In 20 years people looking at smartphones will be a gag everyone laughs at (can you believe we did that?).

Immersive screens don't just mean alternate realities, they also mean augmented realities.  When we aren't experiencing deep, emotionally powerful virtual experiences, we will be accessing digital information without taking our eyes off the world around us.  A digital revolution that is about enhancement and powerful immersion is going to be an educational treasure trove.

Friday, 14 February 2014

One Day Edtech Will Amplify Pedagogy Rather Than Stealing From It

Pedagogy ORIGIN: late C16th: from French pédagogie,
from Greek paidagōgia , from paidagōgos,  
Sometimes etymology can be wonderfully ironic.
This one is complicated.  Trying to work out the relationship between pedagogy, technology and money is the trial of our times.

The other day Alanna was reading a passage about how little technology has affected pedagogy.  Rather than revolutionize how we teach, technology has merely become a new, more efficient medium for the same practices, it's done nothing to advance pedagogical practice.  This got me thinking about the relationship between pedagogy and technology.  As I was pondering those two, money crept in, as it always does.

Pedagogy is a rather terrifyingly open concept, but I've always found its breadth to be its saving grace.  With a sweeping definition like "the method and practice of teaching", pedagogy is applicable to the full spectrum of teaching and learning, and that range is truly staggering.  Pedagogy can be found in everything from the coach who reduces their players to mush after a hard practice to the use of a chalkboard in a math class.  It lives in the first turn of a wrench by a budding mechanic and the circling of a grammar error by an exhausted English teacher.  That pedagogy is in everything related to teaching and learning is its greatest strength, it becomes an ideal in an education system that otherwise exists as a series of compromises.

In our real world of compromise pedagogy often makes uncomfortable demands.  This is where money sneaks in.  When we consider sound pedagogy, we consider best teaching practices to maximize learning.  But we don't go searching for best practices in an ideal environment, instead we attempt as much effective pedagogy as the money allows.  Good pedagogical practice costs money.  Educational technology costs (a lot of) money.  Both are reaching for the same finite, decreasing pot of funding; this can't end well.

Does this mean more money always equals better pedagogy?  Not at all, but pedagogy is one of the first things you see diminish in money challenged situations.  Poor schools tend to lack the student to teacher ratio or basic equipment to provide strong pedagogy.  Rich schools can offer smaller class sizes and better trained teachers, both of which support sound pedagogy.  That these pedagogically proven concepts have to compete with the same funding that feeds ed-tech is where the equation gets more complicated.

Digital technology, an expensive new medium of communication, offers unprecedented access to information and democratizes publication.  There is no doubt that it is important as both a skill to learn and a tool with which to learn other things (though education seldom recognizes that distinction and just assumes digital natives magically know how to make technology an effective tool).

Outside education, digital communication has revolutionized everything from manufacturing to broadcasting.  Inside education it has let students type the same essay assignment they would have done on pen and paper twenty years ago, though it has made plagiarism easier.  Instead of making a poster for a presentation, students can now make digital presentations.  All technology has done in education is to offer a faddish means of producing the same old work we've always done.  That faddishness appears to take care of the dreaded engagement problem, which excites many boring people.

Digital technology hardly seems revolutionary in the school context.  If all we're using it for is as a replacement for paper then it's just a new, more expensive, less environmentally friendly way of doing what we've always done.  If technology doesn't have an additive relationship with pedagogy it's a lost cause, and from what I've seen it doesn't.  It does however take a lot of limited funding away from other, proven pedagogical strategies.

The money creep goes further than stagnant pedagogical practice.  It turns out you can make a lot of money convincing educational systems to buy in to technology.  Even if your teachers aren't considering digital pedagogy, someone still gets rich pushing it.  There is no doubt that money and technology go hand in hand, and with limited funding, as edtech eats more everything else gets diminished by necessity.

When ed-tech eats a big piece of the education pie the assumption arises that the technology itself provides the pedagogy, so you don't need to (that appearance of engagement pushes this thinking).  Giving students already overdosing on habitual, uninspired technology use technology in the classroom is a recipe for pedagogical disaster.  The relationship between technology and the actual process of learning is tenuous at best.  It only gets worse if we assume the use of technology will magically produce engaged, productive learners.  Engaged maybe, productive?  Not so much.  This peaks when the teacher then throws the same assignment they've been doing for fifteen years on a Google-doc and calls it 21st Century learning.  What we end up with is a poor learning environment ripe with distractions that encourages the same habitual use students are already mired in.

The engagement we're so excited about in educational technology is a smoke-screen.  It is little more than us giving addicts access to more of what they already have too much of and don't know how to effectively leverage.

***

What is digital pedagogy?  What does digital educational technology allow us to do better in terms of the actual learning process?  Until we answer this question edtech is nothing more than an expensive environmental disaster that has us producing digital dummies.

To appreciate what technology could do for education it might help to see what it's doing for
The Third Industrial Revolution
everything else.  Manufacturing, once a large scale, capital driven process, is becoming accessible to smaller and smaller concerns.  Where once you had to buy million dollar milling machines and the experts to maintain and run them, you can now manufacture complex parts in a small machine shop using digital tools.  Not only  does this free us from a production line mentality, it also frees us from production line products.  We're moving further and further away from Henry Ford's idea of product customization.  Digitization is allowing for smaller runs of customized parts in more niche workshops.  As the Economist says in the link above, this really is the birth of a third industrial revolution, the re-democratization of craftsmanship and personalization in production.


Broadcasting has been staggered by digitization.  From a music industry that was forced to change decades of old habits to television that has had to diversify offerings just to remain relevant in a world that can suddenly tell its own stories, digital media and the internet have fundamentally changed how we see ourselves in media.


1920s office, look familiar?
Over the course of the Twentieth Century education has been influenced by industrial methods of production even more than business itself.  The classroom, the school bell, the rows of desks, it all points to a Taylorist love of systematization.  It seeks to quantify and sort people in the most cost effective manner possible.  In order to do that it clings to ideas of standardization because it believes this leads to credibility.  It happily ignores sound pedagogy in a blind charge toward clinical efficiency, it's the most perfect example of a production line ever developed.

What if, as in broadcasting or manufacturing, education were to consider how digital technology could re-individualize education?  Instead of producing modernist widget-students we could use digitization to embrace radical customization.  The systemic methods we use in education - the marking, the timed classrooms, the report cards - are there to process as many students as possible as efficiently as possible.  We reduce them to numbers because we don't have the resources to treat them like people.  What if educational technology solved that problem instead of replacing paper?

A sufficiently complex Learning Management System would assist in assessment and maintain a current and complex analysis of student achievement.  We see this in a very rudimentary way in online systems like Code Academy, where students are able to review their learning and get acknowledged for their achievements but can only proceed when they have demonstrated sufficient understanding.  The immediate benefit is that each student can move at their own pace.  LMSs should be driving toward this level of complexity, instead they are used as replacements for handouts.

Digitization offers us an opportunity to individualize learning once again.  After a couple of centuries mimicking industrial practices education has a chance to reinvent itself as a digitally empowered, personally focused system of learning, like pre-industrial apprenticeships but on a massive scale.

What does a post-industrial, digitally enhanced, individualized education system look like?  In that relationship, technology enhances pedagogy, it doesn't eclipse it.  In that relationship there may be monetary efficiencies, but they are a byproduct rather than the point of technology implementation.  In no instance would pedagogy be financially victimized by educational technology.

If you're still 'teaching' information, you'll quickly find yourself irrelevant in a post industrial education.  In a world where information is abundant, the ability to access it is more important than the ability to afford a teacher to say it to you.  Skills development will still be a vital piece of the education puzzle, and skills based teachers who develop understanding through experience will always have a role, but information delivery is a dying art, assuming we begin teaching effective technology use.

The LMS used in future school is a constantly evolving construct that can access all facets of a student's learning.  This virtual assessment tool doesn't just review a student's ability to retrieve information, but instead looks at them holistically.  In assessing their skills and knowledge, a future LMS would consider learning habits and then suggest individualized tactics for producing best results.  A teacher would be able to see a student's zone of proximal development before trying to assist them (I have a live graphic playing in my head of what this would look like).  Your progress as a learner includes everything from demonstrated writing ability to the most complex numeracy you're shown.  It considers your patterns of absence, when you produce your best work and who you do it with.  That future LMS is actually an learning management system, not a glorified webpage.  It can reach across other systems to see examples of student progress in a variety of ways.  When a student activates their LMS it supports their learning and aids a teacher in both teaching and assessment.  Perhaps the modern, virtual equivalent of a paidagōgos.

Instead of being an onerous task done poorly by time harrowed teachers through a computer system that merely mimics the paper based reporting system before it, post-industrial student assessment is detailed, accurate, holistic and personalized.  The machine assists the teacher in customizing the education of each student instead of just producing neater, printed reports of letters, numbers and generic comment banks.

Wouldn't that be something, if digital technology were to amplify sound pedagogy and revolutionize our industrialized education system into something personally meaningful?  Until we break the mould and begin leveraging digital technology for what it is capable of, we're just diverting money from the task at hand: effective pedagogical practice.

Sunday, 6 November 2011

The Future of Tech IS Education!

TECH ENHANCEMENT: 2029

THE OPERATING SYSTEM

An open source, education focused OS based on Linux, LinED was used around the world and developed continuously by legions of users.  You couldn't access the school internet without installing LinED.  Students installed it as a second OS on their computers and many ended up using it as their primary system because of all the free/subsidized software they could get on it.  A student could outfit a LinEd machine with a full suite of media, gaming and productivity software for less than the cost of a single corporate production suite.

When on a school network designed for it, LinED feeds a continuous stream of activity to your school profile.  Percentages of time with certain web pages open, applications running, even data on eye movement when reading a screen.  Students have continual access to their own data, allowing them to self-evaluate around productive use of time.  This feed back loop was one of the key events that broke the cycle of digital irrelevancy in schools and prompted students to use digital tools effectively, rather than having website designers using them as business interests saw fit.  Using LinED encourages digital citizenship, and digital learning, keeping the massive distraction engine of the internet at bay while still offering students access to resources.  This could only happen in an open source environment; users have to own their thought space online.


THE SOFTWARE

Within the LinED environment, students have quick and easy access to cloud based tools for learning.  But as a redundancy, these cloud based systems also install on-machine apps that allow students to minimize bandwidth use while maximizing productivity.  Network failure no longer means a loss of access to information. Students often fail to notice long return times on network/cloud apps because the work is balanced between their desktop machine and the cloud in such a way as to make bandwidth issues irrelevant.

An intelligent and responsive network enables much more efficient use of network resources.  Web access uses a complex algorithm to prioritize traffic, thus affecting loading times.  A student with a high social media activity and low performance in learning metrics find social media pages being deprioritized and loading more slowly, eventually stopping if they continued to allow themselves to be distracted.  Students who develop a balance between personal web use and learning never notice a slow down.  Students who prioritize learning on the network were rewarded by stunningly fast bandwidth.

Teacher grading is automatically synced with the student data and can be continuously checked by all interested parties.  Success not only means greater resource availability, but also offers support staff an opportunity to see class activity in a live environment, and intervene earlier in order to help students achieve an effective balance.

Any student with a LinED system is able to access apps and software at reduced rates, often free.  Students find that their LinED app ecosystem is rich with resources when compared to the private sector.  Even game companies buy into the system, offering reduced cost or free access to gaming environments tied to educational success.  Good students found themselves with free VirtuWoW and other game accounts on Learning+ servers, where they were able to socially network with other like-minded students, often leading to enrichment and collaboration that further supports them in the classroom and beyond.

This has greatly served to change the definition of student.

By developing a coherent feed-back system between education and technology, students (and teachers) find themselves in a blossoming ecosystem of applications, games and social networks that all benefit and spring from learning focus.  The subtext of learning colours all other opportunities, allowing the idea of continuous erudition to flourish within technology.

Developers quickly find that Learning+ communities online contain highly motivated, engaged and creative individuals, who make ideal Beta communities for developing new media and ideas.  They were willing to test and develop where most vanilla, private users merely wanted to use.  The resource begins to feed itself.

Identifying and rewarding life-long learners goes well beyond what is happening in schools, and has prompted a digital renaissance, eventually outpacing the "limited, short-attention-span, internet for quick gain and empty use" model that preceded it.  Developing interrogative digital citizens was key to this Web3.0 revolution.

THE HARDWARE

The mobilization of technology had already begun prior to the network catching up.  With advances in nano-technology which prompted leaps in quantum computing, mobilization went through a brief period of hyper-miniaturization.  Most computers now consist of small, hands-free devices that linked to interactive holographic displays.  A smartphone sized device now represents the computing power of a typical desktop machine from 2015.  With projected keyboards and screens, the smartphone evolves into the nexus for digital contact without having to carry energy and space intensive peripherals.

All of this was conceptualized prior to the takeoff in nano-technology.  Post nano-tech, manufacture has become a relatively straightforward process and the computer, finally, has become truly personal.  Modern computers act symbiotically with their users, recharging from their activity and enhancing their experiences.  The internet is no longer in cyberspace, cyberspace is now all around us.

In a typical classroom students walk into class with their PCs fully powered (recharged from the compression motion on shoes while walking).  The room's holographic projector links to each device, bringing the student online and showing them their own enhanced reality.  The card-like smartphone descendants students carry now are resilient, networked and self contained, redundant, self-charging and intuitively designed to enhance and focus, rather than distract and commoditize, their user's attention.  An app that distracts a user at a critical moment causing injury or damage is legally liable for their distraction.

It has taken many years of intensive reworking to make laws relevant to a cusp-of-a-singularity world.  In most cases, people prepared to step into the singularity do, though many stay behind to shepherd the lost and confused toward the light.

This was almost disastrous initially.  Until the networks and software became individually serving rather than serving marketing interests, the internet was a very dangerous place to be jacked into all the time.  The push for computer control on the roads came after a sharp upspike in accidents when personal holographics first appeared.

It wasn't until systems like LinED, and the vetted software it allowed, and other systems like VirtuOS that recognized that digital permanency meant that marketing couldn't be continuous and distraction was libelous.

Wearing a computer is now akin to putting on trousers, everyone does it one leg at a time, but everyone does it.