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Liberal education in 2015

Experimental materials for presentation.
by

Bryan Alexander

on 9 July 2010

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Transcript of Liberal education in 2015

gaming is the world's leading culture industry
average age of a gamer is 50 campus library as game
points to reward traffic
metadata-eliciting games Simulations for policy Hardware
ecosystems Software
ecosystems Formats
and standards Cloud and
storage ebooks Videoconferencing Copyright Social
media Government Collaboration
tools Semantic
Web Gaming Campus
life Hardware Collaboration
tools Library Scholarly
communication Data
crunching Course
management
systems ebooks Professional
development Digital
projects Administrative
computing Digital
Balkanization The Long
Great
Recession World
of Points The Wide
Open World Imbrication
Nation The global
digital
environment Five Ways of Looking
at college campuses in 2015 i*, Google, Microsoft,
Nokia, Amazon, RIM HTML 5 world
Flash is scarce content in silos competing standards
rare interoperability DRM is a default ACTA world Hotel California servers more $ than print in 2014 content all
divided and supported
by platform shortener cartel
broken up YASN default Intellipedia model Government 2.0 < silos 1/2 of nations: WWW
content control policies 1/4 also arrest
content producers language gaps
remain huge collaboration systems vendor-specific and platform-constrained competing platforms
and projects competing device ecologies vendor lock-in vendor-specific,
platform-constrained always-on
stovepipes Facebook Quora competing
computational
platforms on-campus data analysis:
recommendation systems
data-enabled counseling
trending topics from courseware
faculty publications "data science management" function/ position Google's
Courses>Apps proprietary dbs scholarly Waves cyberinfrastructure
firms + nonprofits TEACH Act strong vendor prism software struggle:
long-term vendor relationships
vs open source 6-year replacement cycles open content
consumption
general More video feeds
and conferences
as travel drops videoconference
meetings: default slow to grow
much .edu + DIY less print,
more ebooks human computing is pervasive
CAPTCHAs in email European Living Earth Simulator in play Semantics grow via
new markup by games Wikileaks movement
toppled a government language gaps
have decreased democratic
curation real-time Web:
always on Most ERPs are open source
some ERPs: interinstitutional students and staff involved in
global recommendation networks most content comes
from off-campus most projects include
crowdsourcing aspects 3d video,
powerful sound
the norm visual search
object recog
face recog hyperlinked
world of things social objects:
Twittering fridge AR media tools
widespread sensor nets
global gesture-based
interfaces: most place as library campus spaces redesigned
based on tracking
residents' use of space Scenarios 3d printing across
the curriculum geolocated scholarship
private and public gaming booms
(people want to
be entertained) Heavy IP protection driven as economic necessity Parallel channels Rapid cycles of
malware and
attacks Production in slump
adjuncts dominate
support funds low Open source CMSes
in majority
declining classes Diverse
scholarly
forms Crowdsourced
review authorship clear authorship
unclear Policy battles over AR
content and access interoperability
a challenge "data science management" function/ position Mostly certification
or platform-specific 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. Most students entering college for the first time this fall were born in 1997. The Great Recession hit
when they were in 5th grade. The majority of first-years have had
some formal learning in games. The majority of first-years
have had at least one PLE
in high school or before. Real-world objects have had digital tags
since elementary school. human computing is pervasive
gold farming
Mechanical Turks Game development,
game-built content
is commonplace Project management culture BB fighting
antitrust BB across
campus Languages:
AR translation gaming, virtual world
environments used inter-cloud
interoperability consumer clouds
for cost savings some campus
clouds, slowly competition drives
growing adoption... Persistent user
profiles, media SAP Streamwork, Google Wave,
Mozilla Raindrop Datatel vs Peoplesoft vs Banner etc. Hardware: disposables
vs long-term tinkering ...and persistent
fail whales Semantic
Web Professional
development Hardware
ecosystems Videoconferencing Library Cloud and
storage Collaboration
tools ebooks ebooks Collaboration
tools Formats
and standards Government Course
management
systems Hardware Administrative
computing Social
media Data
crunching Gaming Digital
projects Software
ecosystems Copyright Scholarly
communication
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