Proposed Project Timeline

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AMSTERDAM ATHENS CAMBRIDGE CHICAGO FRANKFURT HONG KONG ISTANBUL JOHANNESBURG LONDON LOS ANGELES MADRID MANILA MELBOURNE MILAN MOSCOW MUMBAI MUNICH NEW YORK PARIS SAN FRANCISCO Sテグ PAULO SEOUL SINGAPORE STOCKHOLM TEL AVIV TOKYO TORONTO ZURICH


Focal Issue

What is the future of elearning, and the elearning industry, over the next decade?

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Critical Uncertainties

High acceptance Widespread adoption Technology empowers Aligns with human needs Driven by society

Conventional Institutionalized Centralized Established

Acceptance and adoption of technology in society

Sources of power, influence and new ideas

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Partial acceptance Patchy adoption Technology frustrates Runs counter to needs Driven by technology

Self-organized Diffused Decentralized Emergent


Unpacking the Critical Uncertainties 

Acceptance and adoption of technology in society

Underpinning this uncertainty are the following questions:

How fast will technology advance in the next decade?

Will be experience real breakthroughs in our understanding of how we learn, possibly through further research into the brain? Will technology allow for greater interaction and connectivity? Will scientific and technological progress move in a direction that is mostly comfortable - aligned with fundamental human needs, or will it accelerate in a way that seems discomforting - running counter to many of our deepest requirements and behaviors?

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Unpacking the Critical Uncertainties 

Sources of power, influence and new ideas

Underpinning this uncertainty are the following questions:

Who has control over, and mediates access to, learning?

Who is learning for? The individual or the institution?

Who creates new content that enables learning to happen?

How influential will new players and new countries be in changing the global landscape of e-learning? To what extent will attitudes, motivations and learning styles change as the environment changes? 5


Combining the uncertainties gives us the following matrix‌

Vanilla Sources of power, influence

Established

Back to the Future

Acceptance and adoption of technology in society

Technology empowers

Web of Confidence and new ideas

Emergent

U Choose

Technology frustrates 6


E-Learning in 2013: Summary Web of Confidence Technology T advances, power shifts to emergent players

Key Features Learners Empowered to control their own learning - using whichever means and models suited Willing to challenge the norms of the establishment Confident about their technology skills and resourcefulness

This is a world where learning is ubiquitous, but barely recognizable from previous decades. If the 1990s saw massive leaps in ICT capabilities, the following decade showed us exactly how these changes would transform society. It was nothing short of a power shift: those comfortable with technology - the digital natives - found ways to create their own learning experiences that fundamentally challenged the prevailing power bases created by educational policy - and governments had virtually no levers to stop it happening. The most exciting developments were taking place in vibrant Asian cities, where the technology and market-oriented changes had a dramatic, direct effect on the nature of education in those societies. There was a serious mistrust of large institutions, who wanted to control many aspects of peoples’ lives: what they bought, how they looked, and what they learned. Encouraged by instant connectivity, the examples of multi-player games, and some recent research indicating the powerful effects of informal learning, people found themselves with far more control over their learning than ever before.

Education

Corporations

Government

Forced to confront fundamental questions about the style and quality of their teaching

Flexible, innovative companies offer new forms of learning content and experiences

Loses central power and control over much of the education system

Compete with nonconventional rivals: businesses, charities and on-line community groups around the world

Less pressure to conform over rigid standards of training

Reassesses it position: becomes a broker and infrastructure provider: “A friend with knowledge�

Larger corporations struggle to match the ideas produced by start-ups and on-line groups

Offering far more customized modular, innovative learning experiences, pushing more content and interaction on-line

Encourage employees to enhance their creativity

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Lighter regulation of the education sector, and moves away from rigid protection of intellectual property rights


Scenarios: Summary U Choose Technology frustrates, power shifts to emergent players

Key Features Learners Many learners opt out of the state system, instead relying on more popular community learning groups More emphasis on informal, unstructured, learning, with only a small role for advanced technology Adult learners focused on practical, work-based learning

This is a world where e-learning is under-utilized. Thanks to deep economic problems, evidence of corporate corruption and a seeming inability of government to put these right, people have grown to mistrust the words and actions of Western political and corporate leaders. These doubts have combined with a general frustration about traditional models of education, leading to millions of people resisting the moves toward “technology creep” and more rigid enforcement of targets and standards. Technology doesn’t seem to offer a solution. Too often. technology seems to frustrate rather than empower. The most effective users of communications seem to be organized crime networks; spam clogs the networks and hacking sap peoples’ confidence in the security of the systems. People reassess the value - and means - of learning in society. Learning is conducted in small scale groups, more focused on the local needs of learners and the community. Technology is still used, especially to find out information. But on-line communities are an exception - the ties that pull people together seem to be very local. Government Education Corporations Smart organizations fill the gaps in funding for education, offering one of many alternatives to the state education system.

Institutions facing major funding problems Large numbers of traditional schools closed, and universities forced to merge

New brands offer “learning stations”

Institutions begin to play a wider community development role Far less investment in e-learning, as there is a renewed interest in a basic understanding of learning

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Established technologies are used and applied to e-learning: games, reality TV. Provide learning & education as a means of early recruitment

Conducts a major rethink of education policy as more learners “opt-out” of the system Supports “citizen” organized learning and alternative learning environments Cuts back funding for e-learning programs, due to lack of demonstrated value


Detailed Scenarios: Summary Vanilla Technology advances, power retained by established players

Key Features Learners

Enjoy ubiquitous access to content - if they can afford it Rich provision of content and some interactive experiences Highly directed & controlled; limited amount of personalization Forced to fit with corporate and institutional requirements

This is a world of technology progress and productivity. An economic recovery continued to fuel the relentless march of connectivity, as developments like pervasive broadband create an acceleration in the amount of content and interaction that happens over networks. Society also learns how to deal with and use this information more wisely, as science helps us understand more about how we learn. Access to on-line sources is ubiquitous - for those who can pay. Powerful institutions - large corporations, governments and increasingly, global universities - set common standards and protocols for e-learning, and exert widespread control over intellectual property rights, ensuring that they see financial benefits in the rising demand for learning across the world. On-line learning becomes the default way that companies pursue training - it is far more efficient as information can be accessed easily. But there is a general sense of commodification: while technology does allow for some personalization of the learning experience, it is still largely constrained by the imagination of the designers within the consortia of corporations, governments and universities that dominate the learning fields.

Education

Corporations

Mergers across the education sector Emergence of powerful consortia of global virtual universities Research and teaching approaches constrained by government and corporate need

Use e-learning as the default route to large-scale training, delivering frequently at high volume and low cost Encourage the development of generic business skills and knowledge through business universities Large corporations have the resources to acquire smaller, smarter businesses

Drive towards high occupancy and high efficiency

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Government

Paternalistic attitude towards learners and citizens Invest heavily in alliances with large powerful corporations Pursue goals of greater access to education for all Regulates in favor of powerful institutions (e.g. IPR disputes)


Detailed Scenarios: Summary Back to the Future Technology frustrates, power retained by established players

Key Features Learners Fearful of security threats and identity problems if they learn on-line On-line qualifications are of no value to employers Accepting of more traditional teacher-learner relationships Learning experiences become more predictable, less technology focused and less innovative

The consequences of the 1990s technology boom only became apparent a decade later. The spread of the internet left a legacy of crime and anarchy across the world as identity theft, viruses and hacking crippled any attempts to use communications technology for the wider good. These impediments to global economic growth fell Particularly hard on the fast-growing Asian nations, dependent on global capital For their needed investment. People looked to Western governments and their economic models for security and solace. They distanced themselves from many elements of technology, leading to a retreat to more traditional forms of learning. This suited many governments, who were becoming increasingly concerned by the lack of results from their significant investments in e-learning. Academics agreed: Many argues that the internet had “set education back” 20 years. Schools and universities that emphasized traditional values and methodology of teaching were back in fashion. Learning became a lot more predictable again - which had its advantages in a turbulent world.

Education

Corporations

Facing a funding crisis, education systems start to polarize as students and governments place more value in trusted establishments Institutions rely more on traditional models of teaching, attracting more students from across the world

Look for any route to cut costs in a difficult economic climate Reject many e-learning initiatives as they mostly fail to produce ‘demonstrable value’ Revert back to far more traditional “in-house” training, and outsource training and development functions

Invest in new buildings and classrooms, less in information infrastructure

Move towards command and control hierarchical structures

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Government Reduced funding for E-learning, as poorer economic climate leads to cutbacks Focus more on control and ensuring security, leading to tighter regulation of many aspects of society: immigration, Internet, wireless etc. Pursue less innovative approaches to education policy, focusing on maintaining rigid quality standards


A framework for further questions 

These are very brief scenario summaries. They are meant to provoke further thinking about the possible causes and consequences of these worlds.

These scenarios can be used to frame questions for any organization involved in e-learning. For example… 

Who are your most effective competitors in each scenario? What are they doing? How could you learn from them?

What will your customers be looking for in each scenario? How can you best meet their needs?

What sorts of people would be most successful in each scenario?

What alliances would be most rewarding for your organization?

Are each of the 4 worlds plausible, knowing what we know today? Are any of these scenarios the “official future” for the e-learning industry? Are they expecting one to occur? Are they hoping that one occurs? What would be the consequences of each of these scenarios? How would the industry - in all its various forms - need to change? Is it possible for them to change? Are they geared up for it?

 

What innovations and investments would be needed to succeed in this scenario?

Do these scenarios challenge any fundamental assumptions that players in the industry are making at the moment?

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