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2016 Horizon Report

By Clive Young, on 5 February 2016

It’s that time of year again. Every year the NMC Horizon Report examines emerging technologies for their potential impact on and use in teaching, learning, and ‘creative inquiry’ within the environment of higher education.

The report, downloadable in PDF, is compiled by an international body of experts and provides a useful checklist trends, challenges and technologies in the field and provides a useful benchmark of what is most talked about at the moment.horizon2016

The key trends identified in the in the short term are

  • Growing focus on measuring learning
  • Increasing use of blended learning designs

Longer term trends are: advancing cultures of innovation, rethinking how institutions work, redesigning learning spaces and a shift to deeper learning approaches.

Key ‘solvable’ challenges are the same as last year

  • Blending formal and informal learning
  • Improving digital literacy

More difficult challenges are; competing models of education (e.g. competency-based education in the US), personalising learning, balancing our connected and unconnected lives and of course keeping education relevant. “Rewarding teaching”, from last year seems to have been, ahem, solved.

The important developments in educational technology they identify are in the short term are

  • Bring your own device (BYOD), same a last year
  • Learning analytics and adaptive learning

Longer-term innovations are; augmented and virtual reality, makerspaces, affective computing (interpreting/simulating human emotions) and robotics.

As usual there are useful commentaries and links throughout. Once again, encouraging that quite a few of these ideas are already being implemented, trialed and discussed here at UCL.

Innovating pedagogy – 2015 trends report

By Clive Young, on 9 December 2015

Innovating-Pedagogy-2015-cover-large-211x300

Innovating Pedagogy 2015 is the latest annual report from the Open University highlighting new forms of teaching, learning and assessment with an aim to “guide teachers and policy makers in productive innovation”.

The scope is similar to the US Horizon reports, but presents a useful UK perspective.  It is of course sometimes difficult to differentiate the meaningful from the merely modish in such futurology (see for example Matt Jenner’s analysis of Horizon’s trend-spotting). However such reports definitely have an impact on the discussion around technology in education, even if initially only at the level of “buzz-word bingo” for those in the know. A fellow learning technologist last week accused me of “incidental learning” when, during a pause in our teaching session, he caught me reading a random handout left over from some previous class.

The current crop is;

  1. Crossover learning – connecting formal and informal learning
  2. Learning through argumentation – developing skills of scientific argumentation
  3. Incidental learning – harnessing unplanned or unintentional learning
  4. Context-based learning – how context shapes and is shaped by the process of learning
  5. Computational thinking – solving problems using techniques from computing
  6. Learning by doing science with remote labs – guided experiments on authentic scientific equipment
  7. Embodied learning – making mind and body work together to support learning
  8. Adaptive teaching – adapting computer-based teaching to the learner’s knowledge and action
  9. Analytics of emotions – responding to the emotional states of students
  10. Stealth assessment – unobtrusive assessment of learning processes

A fascinating list with several novel concepts (to me anyway), the report gives a quick overview of why the OU thinks these are or may be important and includes handy links to further reading.

The authors also identify six overarching pedagogy themes that have emerged from the last four reports: Scale, Connectivity, Reflection, Extension, Embodiment and Personalisation.

Digital Literacy at UCL

By Moira Wright, on 24 June 2015

In my notes for this blog are the headings which include student networking, UCL digifest, partnership working, UCL Teaching and Learning Portal, Westminster Briefing and UCL QAA HER, UCL ChangeMakers and Lego. This list is a somewhat typical of the diverse aspects to my newly created role as Digital Literacy Officer at UCL (I think under 2 years still counts as new?). A lot of ground to cover in this post so will try to be economic with my words (for those that know me – no easy thing).

Firstly some highlights from the London Digital Student Meet-up (LDSM).

Early in June a group of 50 students and staff from different institutions in the London area met for a morning at UCL to discuss digital literacy and student engagement projects. LDSM was co-organised by LSE and UCL and aimed to provide a platform for student networking it was open to all students. To ensure a high ratio of students the invite stipulated staff were welcome as long as they were accompanied by students.

London Digital Student Meetup, June 2015

The event had come about from attending the Jisc CAN conference in April with 3 UCL students. They had participated as panel members and given elevator pitches on the UCL digifest – which they had all worked on as volunteers. Hold the date for UCL digifest 2016 – February 24-26th

Feedback from the UCL students had been that meeting other students and hearing about their projects had been one of the main benefits in participating. That, and a conversation during the conference with Dr Jane Secker, Copyright and Digital Literacy Advisor from London School of Economics about the limited number of opportunities for students to network convinced us both that an open informal student networking event would pique interest.

London Digital Student Meetup, June 2015The morning was very informal with a lot of time in the agenda for discussion and networking and a world café table topics and Lego*. From the anecdotal evidence I heard at this event it is clear that student digital literacy projects are proving to be increasingly impactful and insightful for those involved.

Jane introduced the event with reference to the Jisc six capabilities model. The model is being updated and modified from the seven capability model. The new model (awaiting release) includes wellbeing.

Peter Chatterton was next up for a talk and group discussion about the Jisc Change Agent Network . There were also updates about the pilot for the SEDA Institutional Change Leader award – which is just about to complete its first iteration this summer – the news is that there are plans are to run it again in the new academic year.

Helen Beetham then introduced a draft of the new Jisc Benchmarking the student digital experience tool which was made available to participants for consultation. The tool has been designed to provide institutions with a benchmarking framework to help improve the student digital experience – awaiting release – but once complete the tool will then be rolled out to universities via the NUS ‘student voice’ network. The work is part of the Jisc Digital Student project and once launched will really help universities to assess institution provision against existing evidence of student expectations.

By the end of the morning several things had become apparent to me. And they are, digital literacy must be embedded as a cultural approach in organisations, and is a life-long learning need, that giving ownership to students in this debate is mission critical and joined-up. The other thing was how universal the love of Lego is and how useful a tool it is for engagement*. We have future venues offers from two participants and plans to take them up.

Work has started on the new Digital Literacy pages for the UCL Teaching and Learning Portal. An exciting first project for the Digital Literacy stream of UCL ChangeMaker projects with students developing content for the student pages. The excellent UCL ChangeMakers programme is making this possible and has just completed its successful pilot year with an impressive list of projects – summaries of UCL ChangeMakers projects are available by following this link . I am really looking forward to working on more digital literacy student projects in the new academic year.

The Westminster Briefing I attended with Fiona Strawbridge last week in St James was full of useful information for the upcoming QAA Higher Education Review of UCL with the theme Digital Literacy that UCL has self-selected. UCL will present a snapshot of digital literacy at UCL for the review so I was really looking forward to hearing what Gemma Long, Review Manager from QAA had to say. Firstly we heard that the two themes chosen (employability and digital literacy) were chosen as they are ‘areas that are particularly worthy of further analysis or enhancement’ no surprise for anyone – particularly those who had read the House of Lords Select Committee report on Digital Skills which was released in February. QAA seems realistic in where they think universities are in developing digital literacy for their students but the emphasis has to be on staff developing the capabilities and confidence in their own digital skills sufficient to meet the student needs and expectations.

John Craig, Senior Director Education and Research, HEA talked about the idea of an information society where information expands and becomes more accessible with digitization accelerating this trend and a society that could become victim to Information Obesity “a failure to turn information into knowledge…..as physical obesity is not simply too much food, so information obesity is caused by more than just information overload” (Andrew Whitworth).

Katherine Ready was next – she is Digital and Information Manager from the Open University shared the really excellent open resource Being Digital – a collection of short activities designed by the Open University Library Information Literacy group for developing digital and information literacy. You can choose developed Pathways where learning is on a particular theme so you can work your way through a topic and gain a deeper understanding.

Charlie Inskip from UCL Department of Information Studies then discussed some of the findings from research funded by SCONUL as part of a wider project, Research Information Literacy and Digital Scholarship funded by Research Information Network (RIN). The findings highlighted the importance of teaching, research and technical skills in developing resources and a need for library and information staff to continually develop their digital literacy skills. He concluded that ownership of digital literacies should be shared across and amongst institutions and services and is not the purview of one stakeholder and the ever changing and flexible landscape of digital literacy and an awareness of the continuously changing context is required to successfully meet the current challenge.

 

Footnote on Lego

*I had been inspired by a presentation I had seen recently which had introduced me to the concept of ‘Serious Lego Play’ . (Alison James at the CRA conference in Plymouth)

Also noted on 11th June that the University of Cambridge announced plans to establish a (link to) “LEGO professorship of play in education, development and learning” alongside a research centre, with £4 million of donations from the LEGO Foundation – news must have got out!

 

UniVRsity – augmenting higher education with VR

By Matt Jenner, on 5 May 2015

Virtual reality (VR) has been hanging around for the best part of all your life and you’ve probably never tried it. But soon you might – it’s getting close to the mainstream. Gaming is often the focus for immersive technology but movies, simulations, social media, marketing and ‘edutech’ all have eyes on VR; curiously experimenting with what’s possible.

What is VR?

“Virtual reality is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment”
TechTarget.

Hanging around the tributaries

VR is booming in early innovation tech circles and it’s keen to play on the main circuit with the other tech that is taking over improving lives. We don’t know if this will happen, obviously, but for the sake of learning, we’re exploring what’s going on in VR and being in e-learning, we’re doing it with an educational focus. New major technologies don’t tend to come around that often, the Internet was pretty major, as were smartphones and social media. Game-changing, life-changing, readily accessible technology isn’t made easily. But when it comes; you’ll know it.

VR might not ever go mainstream, and that’s OK. 

History

The promise of virtual reality has always been enormous but has never quite lived up to the hype. The idea that you put on goggles, physically go nowhere but transform into anywhere is magical. With modern VR, this is increasingly viable – but that’s not always been the case.

VR in 2014 – “it was able to cross that threshold into presence where your brain is saying ‘Well, this is real’ and that difference is fundamentally the difference between VR that’s a promise and VR that’s actually here.”
Cory Ondrejka, co-creator of Second Life and VP of engineering at Facebook

VR was pretty bad in 1980s/1990s and did not get popular. Computer graphics were pixelated and that has a huge impact on the VR experience. You might remember any of the period between 8-bit games and Sony Playstation / Microsoft Xbox. Gameplay was compelling but the graphics were not close to realistic. The term ‘video game’ has always been slightly jarring; but now in the early 21st Century the live graphics rendering of computer graphics is very advanced; games and videos are becoming indistinguishable.

Evolution of Lara Croft

Evolution of Lara Croft 1997 (Eidos Interactive) to 2014 (Square Enix)

Convergence of graphics and video

Computer-generated imagery (CGI) has become very popular in the films industry. In early movies — like Jaws — big mechanical contraptions convinced us to be terrified of open water. Jurassic Park and Terminator II used CGI to encourage the real idea of fantasy and global destruction. The movie and games industries are merging; at least in terms of technology and invention. Blending CGI into real scenes has come a long way since Who Framed Rodger Rabbit; it’s now barely noticeable until something crazy-expensive or physically impossible happens. The offshoot of this is one industry can take the advances discovered elsewhere and then apply in their domain (or just gobble them up).

Virtual Boy by Nintendo and a screenshot of a game. Released 1995.

Virtual Boy by Nintendo and a screenshot of a game. Released 1995.

1990 – VR != Popular

The first steps into VR, mine at least, were to try a ‘Virtual Boy’ from Nintendo. The image above shows what it was like. Few but the dedicated player wanted one of these, Nintendo’s console didn’t sell well and sadly now they are expensive collectable items on shelves and clogging up eBay.

1990/2010 – VR = wha?

Mostly silence, ideas brewing and related technology advances…

2010 onwards

Oculus Rift released in 2012

Oculus Rift released in 2012

Bang – it begins. A particular Kickstarter project got some attention and raised over $2m from a modest $250k goal. The early backers got development hardware and some even had to build it themselves from kits. This, by the way, in development technology circles, only excites people. In 2014 the second development kit for Oculus was released and many more people began to play and make VR. Oculus Rift was leading the field and  many others were joining in.

MIT Technology Review - VR headsets - how they work

MIT Technology Review – VR headsets – how they work. Source.

Oculus and others created headsets which when worn surround your eyes with into a virtually simulated space. When you turn your head, the space changes to naturally turn with you. Look up, see up, go down, yup – down it goes. It’s the same for any other direction. During 2014 Oculus Rift was purchased by Facebook for $2bn. If VR needed extra attention; it got it in 2014.

Going mainstream – a few challenges

Google released 'Cardboard' a low-threshold version which converts smartphones into VR machines (kinda...)

Google released ‘Cardboard’ a low-threshold version which converts smartphones into VR machines (kinda…)

A good way for tech to be mainstream is for it to be useful and affordable. Google released ‘Cardboard‘, not to directly compete with Oculus, but mainly as a tech-demo / developer eye-opener. Costing more like $20 and using all the wizardry of your smartphone & some lenses, Cardboard proves that consumer-grade hardware is [pretty much] already here. It’s not very physically aesthetic, or comfortable, but it works and it’s in your pocket right now.

Smartphones might hold a part of the promise for consumer-friendly, cheap, VR and VR-related development. Hardware manufacturers are in a bit of an arms-race to get their smartphone-extenders into people’s homes. But there’s no major killer-app, yet. In other words; no-one knows why they want this & that’s problematic.

And that’s where we are right now. 

VR in education

I would be confident to say this isn’t yet a field. Few people are active in the space of education and virtual reality. But that’s not a reason to be disinterested; in fact this is a great time to get involved, play, learn and understand more.

Developing VR content

This part remains tricky – creating multimedia content usually means a lot of talk and tech for the creation, and use of, video, images and text. 3D is not a commonly cited ‘media’ within the multimedia toolkit. Support is specialist/ non-existent and creation costs can grow quickly. This casts doubt over the rise of VR in education; but there’s no evidence to suggest this should remain the case.

VR and Video

Kodak SP360 camera records in 360 degrees, playback can then be 'discoverable'

Kodak SP360 camera records in 360 degrees, playback can then be ‘discoverable’

Video appears like this in a recording - but is then mapped onto a sphere, so it's then visibly flat again (think: Earth).

Video appears like this in a recording – but is then mapped onto a sphere, so it’s then visibly flat again (think: Earth).

Video, largely, is easy to make – turn on a camera and ‘do your thing’. Strapping on a VR headsets puts you in a world which you can be connected to and feel a part of. VR and video means a user can move (turn, pan, tilt) within that capture (or live) experience.

Kittens

Yeah, kittens.

Yeah, kittens.

In one example the camera is placed in a centre of a cage. Using your head enables you to turn around and watch felines play, eat, sleep etc. I have never felt so small; watching tall humans walk by from my tiny cage. TALK TO ME BIG SCARY PEOPLE! I felt like a kitten. I wondered what do kittens think? Are they scared or just kinda sleepy? Kitten empathy came easily. A similar, more serious but less cute, outcome has emerged at the UN who are using VR to capture life in Syrian Refugees, and the daily life of people.

Augment, not replace, real

VR does not replace real experiences. Mostly. Instead you can explore places or things in VR that are just not possible. This might be because of cost, feasibility, scale or simply ‘freedom’. For example travelling to the sun or through the nervous system would be really, really hard, especially if you wanted to return home afterwards. Reliving, interactively, an event or experience is a huge challenge. Seeing every possible angle requires many eyes. With VR opportunities arise that were only imaginable before. VR, however, can be used to just add a new layer, perspective or experience onto the existing.

In education VR offers chances for connecting, disseminating, exploring or revisiting – and probably more.

Connect

Loneliness is cited as a problematic component of distance learning. I am not sure, yet, if VR can solve this challenge. But loneliness can come in many forms; if one is simply not feeling part of a group or culture; then I see this as a very cheap way of connecting someone to their campus, cohort or subject. International flight, as a means of connecting people, seems potentially wasteful. Instead VR might offer opportunities to connect people in ways we’ve never quite had before or just simulate stuff we do right now, meeting, talking, showing, etc.

Disseminate

Using VR to share findings with others. A top researcher may never have the time to explore all their findings, patterns, data, visualisations or other outputs from their research. With VR others can explore it as much as they like. There may brew open, shared environments – imagine ‘Physicsverse – a space to dump all your experiments’ simulating known physical rules, VR users can go and play, and combine, all the experiments. Maybe even discover something new..?

Explore

A camera can travel to places human bodies struggle with – in VR you can live the experience as if you were there. Gestures might control the robotic camera, and then you’ve got a live, immersive experience. Virtual worlds can be a model of fantasy or mapped out reality. Google have already snapped many of the world’s streets to a level of detail that you can now, in VR, go and walk down.  If you want to…

Revisit

VR provides a re-liveable experience for common, or abnormal activities. What is it like to be on the Apollo Space Programme, a kitten (see above), waking into a building, going down a hill on a roller coaster, skydiving from a plane or even being eaten by a cow. Video and models can capture or create the scenery but VR can let you visit time and time again. During each iteration you may focus on a different area; imagine a film where depending on which character you follow the film adapts to your viewing habits. Or you could rewatch that lecture, if you want to =) 

 

For now

I honestly have no firm idea but it’s really interesting to try and find out. We have some Oculus Rift and Cardboard VR kit to try and understand what it all means. The future is exciting in this space – but it’s not quite ready yet. VR will remain on the periphery for a little while longer. But don’t let that put you off; it could be quite transformational.

Augmenting our realities and working together

By Rod Digges, on 24 February 2015

Last year I had the opportunity to contribute to BASC2001 an interdisciplinary course looking at the world of objects, the stories they hold and how they are researched and represented.
Updating the materials for my contribution this year, part of which involves the different ways objects can be represented digitally, I came across a number of online tools that I thought it would be worth writting about, they demonstrate how much easier it’s becoming for those with no great technical expertise to create 3D models, Augmented Reality scenarios and also to collaborate in website design.

 The model above, a small maquette, made by a student at the Slade in the 1950’s was captured by simply taking a series of 25 photos and uploading these to http://apps.123dapp.com/catch/ a free cloud service that converts pictures into 3D models. The service provides an embed code that allows models to be placed in a web page but doesn’t allow annotation, https://sketchfab.com/ does, so the model files were re-uploaded there to provide the model shown above.

The creation of models like this is now a fairly simple task and once created newer online tools provide even more opportunities for the ways in which they can be represented; http://www.metaio.com/ has a downloadable Augmented Reality (AR) application (free for basic use) that allows models to be animated and viewed using ‘real world’ triggers like QR codes, images, or even locations.
By downloading an AR browser (from http://www.junaio.com/) to an Android or Apple mobile device these augmented realities can be viewed. If you’re interested in seeing for yourself, load the junaio browser onto your smartphone or tablet, scan the QR code below and then point it at the picture of the model below.

junaio_channel_378275_qrCode     Boy's head

 

As well as looking at ways of representing objects, students of BASC2001 have, in groups, to create a virtual exhibition of their allocated objects. While researching services that might help students with this task I came across https://cacoo.com – an online tool that allows users to simultaneously edit things like wireframe outlines for web sites – wireframing is a way laying out the essential structure of a website prior to ‘meat being put on the bones’, it’s an important step allowing teams to layout and discuss design decisions prior to committing to the work involved in realising a particular site.
One of the great features of the cacoo service is multiple editors can work simultaneously on the same page and view in realtime all the change that are being suggested. Another feature is that collaborators don’t need high level web design skills in order to contribute – an important consideration for students coming from a range of disciplines and having very different levels of digital literacy.
The ability to edit can be controlled by invitation only but, for the brave, layouts can set to be world editable like this one – https://cacoo.com/diagrams/Ubzjolw5T8HBAtTw

 

2015 Horizon Report – what are the six key trends in E-Learning?

By Clive Young, on 17 February 2015

nmc_itunesu.HR2015-170x170Every year the NMC Horizon Report examines emerging technologies for their potential impact on and use in teaching, learning, and ‘creative inquiry’ within the environment of higher education. The report, downloadable in PDF, is compiled by an international body of experts and provides a useful checklist trends, challenges and technologies in the field and provides a useful benchmark of what is most talked about at the moment.

The key trends identified in the in the short term are

  • Increasing use of blended learning
  • Redesigning learning spaces

Longer term trends are: growing focus on measuring learning, proliferation of open learning resources, advancing cultures of change and innovation and increasing cross-institution collaboration.

Key ‘solvable’ challenges are

  • Blending formal and informal learning
  • Improving digital literacy

More difficult challenges are; personalising learning, teaching complex thinking and the ‘wicked’ ones are competing models of education and the old chestnut, rewarding teaching.

The important developments in educational technology they identify are in the short term are

  • Bring your own device (BYOD)
  • Flipped classroom – same as last year

Longer-term innovations are; makerspaces, wearable technology, adaptive learning technologies and the ‘Internet of Things’.

As usual there are useful commentaries and links throughout. Encouraging that many of these ideas are already being implemented, trialed and discussed here at UCL.