Introducing 

Prezi AI.

Your new presentation assistant.

Refine, enhance, and tailor your content, source relevant images, and edit visuals quicker than ever before.

Loading…
Transcript

Scenarios

Most students entering college for the first time this fall were born in 1997.

The average first-year identified with

a tech brand in elementary school.

The global

digital

environment

Digital

Balkanization

Hardware

ecosystems

i*, Google, Microsoft,

Nokia, Amazon, RIM

content in silos

Formats

and standards

competing standards

rare interoperability

Cloud and

storage

Hotel California servers

Social

media

YASN default

Intellipedia model

always-on

stovepipes

shortener cartel

broken up

Collaboration

tools

collaboration systems vendor-specific and platform-constrained

  • SAP Streamwork, Google Wave,

Mozilla Raindrop

Videoconferencing

Parallel channels

Government

Government 2.0 < silos

1/2 of nations: WWW

content control policies

1/4 also arrest

content producers

language gaps

remain huge

Copyright

ACTA world

DRM is a default

more $ than print in 2014

authorship clear

Semantic

Web

competing platforms

and projects

Gaming

content all

divided and supported

by platform

Hardware

competing device ecologies

vendor lock-in

Library

proprietary dbs

TEACH Act strong

Facebook Quora

scholarly Waves

cyberinfrastructure

firms + nonprofits

Course

management

systems

BB across

campus

BB fighting

antitrust

Google's

Courses>Apps

ebooks

vendor prism

vendor-specific,

platform-constrained

Administrative

computing

competing

computational

platforms

  • Datatel vs Peoplesoft vs Banner etc.

Data

crunching

on-campus data analysis:

  • recommendation systems
  • data-enabled counseling
  • trending topics from courseware
  • faculty publications

"data science management" function/ position

Professional

development

Mostly certification

or platform-specific

Digital

projects

Project management culture

The Long

Great

Recession

Most students entering college for the first time this fall were born in 1997.

The Great Recession hit

when they were in 5th grade.

Software

ecosystems

Hardware: disposables

vs long-term tinkering

software struggle:

long-term vendor relationships

vs open source

some campus

clouds, slowly

consumer clouds

for cost savings

open content

consumption

general

More video feeds

and conferences

as travel drops

Heavy IP protection driven as economic necessity

ebooks

slow to grow

much .edu + DIY

gaming booms

(people want to

be entertained)

human computing is pervasive

  • gold farming
  • Mechanical Turks

6-year replacement cycles

less print,

more ebooks

Scholarly

communication

Production in slump

  • adjuncts dominate
  • support funds low

Collaboration

tools

videoconference

meetings: default

The Wide

Open World

The majority of first-years

have had at least one PLE

in high school or before.

  • HTML 5 world
  • Flash is scarce

Rapid cycles of

malware and

attacks

inter-cloud

interoperability

competition drives

growing adoption...

...and persistent

fail whales

democratic

curation

real-time Web:

always on

Wikileaks movement

toppled a government

language gaps

have decreased

authorship

unclear

Campus

life

most content comes

from off-campus

Diverse

scholarly

forms

Crowdsourced

review

Open source CMSes

  • in majority
  • declining classes

Most ERPs are open source

some ERPs: interinstitutional

students and staff involved in

global recommendation networks

"data science management" function/ position

most projects include

crowdsourcing aspects

World

of Points

The majority of first-years have had

some formal learning in games.

3d video,

powerful sound

the norm

gaming is the world's leading culture industry

  • average age of a gamer is 50

Persistent user

profiles, media

Simulations for policy

European Living Earth Simulator in play

Semantics grow via

new markup by games

human computing is pervasive

  • CAPTCHAs in email

campus library as game

  • points to reward traffic
  • metadata-eliciting games

Game development,

game-built content

is commonplace

Imbrication

Nation

Real-world objects have had digital tags

since elementary school.

AR media tools

widespread

visual search

  • object recog
  • face recog

sensor nets

global

gesture-based

interfaces: most

hyperlinked

world of things

social objects:

  • Twittering fridge

Policy battles over AR

content and access

Languages:

AR translation

3d printing across

the curriculum

place as library

geolocated scholarship

private and public

campus spaces redesigned

based on tracking

residents' use of space

Five Ways of Looking

at college campuses in 2015

gaming, virtual world

environments used

Hardware

ecosystems

Software

ecosystems

Formats

and standards

Cloud and

storage

Social

media

Collaboration

tools

Videoconferencing

Government

Copyright

ebooks

Semantic

Web

interoperability

a challenge

Gaming

Hardware

Library

Scholarly

communication

Course

management

systems

ebooks

Collaboration

tools

Administrative

computing

Data

crunching

Professional

development

Digital

projects

Learn more about creating dynamic, engaging presentations with Prezi