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Director of Emerging Technologies
ISECON Presentation Emerging Technologies: What New Students are Expecting in the Classroom David McDonald, Ph.D. Director of Emerging Technologies ISESON 2007 Pittsburgh, PA November 1-4, 2007
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Seven New Realities for Educators (Lee Rainie – Director, Pew Internet and American Life Project) Expectations of the Next Generation of College Students
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Media and Gadgets are a Ubiquitous Part of Everyday Life.
Truth 1 Media and Gadgets are a Ubiquitous Part of Everyday Life.
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Young Adults (18-29) 43% of young adults listen to radio on devices other than radios. The old perception of media content delivery is forever change − computers (76%), laptops (34%), iPods, (35%), cell phones (13%)
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Young Adults (18-29) 20% of young adult TV viewers occasionally watch
shows on something other than TV sets – computers (70%), laptops (36%), cell phones (16%), iPods (7%)
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Young Adults (18-29) 13% of young adult internet users have placed a phone call via the internet 19% have used webcams to connect with others in remote locales
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New gadgets allow people to enjoy media, gather
Truth 2 New gadgets allow people to enjoy media, gather information, and carry on communication anywhere
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Mobile Devices Young Adults vs. Us (> 29…Sorry)
73% of adults own cell phones 77% of young adults own them
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Mobile Devices 55% of adults own digital cameras
62% of young adults own them 51% share photos on the internet
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Mobile Devices 30% of adults own laptops
53% of college students own laptops 34% log on wirelessly
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The Internet (especially broadband) is at the Center of the Revolution
Truth 3 The Internet (especially broadband) is at the Center of the Revolution
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Broadband Makes Video a Big Part of the Internet Story
66% of broadband users have watched online video 44% have watched YouTube videos
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Different People Use the Internet
Truth 4 Different People Use the Internet in Different Ways
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Differences by Gender Men > Women • Be online on a typical day
• Use wireless devices/connections • Get news/politics • Search on hobbies • Browse for fun • Online banking, auctions, stock trades • Job-related research • Swap music files • Sports • Create content • Use dating sites • Access adult content Women = Men • Use search engines • Check weather • Games • Research/buy products • Store/display photos • Use online invitations Woman > Men • Appreciate and instant messaging • Health information • Religious information • Seek online support • Research travel • Probe genealogy • Maps/directions
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Differences by Generation
Young • Instant message • Watch video • Wireless • Dating • Housing • New jobs • P2P services • Play games • Cultural information • Rate things • Adult content Gen X / Boomers • Transactions • Get news / politics • Health • Job-related research • Information for new jobs • Religious information • Seek online support Seniors • • Weather • Get maps directions • Research travel
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Differences by Race/Ethnicity
Caucasians • Be online • Broadband • Wireless / PDAs • • Perform most kinds of transactions • Get news/politics • Do job-related research • Create content • Seek hobby information • Listen to audio/watch video African-Americans • Information for new jobs housing • Browse for fun • Religious information • Play games • Cell phones Latinos • Access cultural content • Download/share files • Instant message • Get sports information • Research travel • Cell phones
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Multi-tasking is a Way of Live for the Coming Generation
Truth 5 Multi-tasking is a Way of Live for the Coming Generation “In the not-too-distant future, many people will find it almost inconceivable to do only one thing at a time” − The Attention Economy, Davenport & Beck
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Prepare for the Next Generation NOW
Source: The Kaiser Foundations Prepare for the Next Generation NOW
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Source: The Kaiser Foundations
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Truth 6 Ordinary citizens have a chance to be publishers,
movie makers, artists, song creators, and story tellers
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Content Creation Young Adults vs. Us (> 29…I Already Apologized!)
39% of young adults share their own creations online, such as artwork, photos, stories, or videos 22% of online adults have done this
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Content Creation 33% have created or worked on Web pages or blogs for others, including those for groups they belong to, friends or school assignments 13% of online adults do this
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Content Creation 27% of young adults report keeping their own personal webpage 14% of online adults have their own page
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Content Creation 55% of young adults have created their own profile on a social network site like MySpace or Facebook 20% of online adults have such profiles
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Content Creation by Age
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Everything Will Change
Truth 7 Everything Will Change Even More in the Coming Years
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The J-Curve Laws Computing power doubles every 18 months Moore’s law
Storage power doubles every 12 months – disk law Communications power doubles every 2-3 years with improvements in fiber optics and compression – Gilder’s law Spectrum power is enhanced with efficiency improvements in spectrum allocation and use
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What Does All This Mean? − What the New College Student Expects…
Web 2.0 Podcasting (video) Ubiquitous computing Virtual Worlds High bandwidth networks
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There’s Portals, Then There’s Web 2.0 Portals
A collaborative environment that connects people, teams, and information A social network designed for viral growth Supports blogs and podcasts for each course Allows students to easily create their own Web content and design easily with “wikis,” “web parts,” and “widgets”
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Web 2.0 Portals Support two-way “alerts” and “invitations”
Students are notified when faculty make a change to their course Web sites Faculty are notified when a student uploads an assignment Students may invite others to join the portal community Group support Students within a group may share the same opened document Version control for static docs Vidoip and Voip Document libraries for case studies, assignments, etc.
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Approaches Taken by Universities Who Have Adopted Web 2.0
Vendor-driven (e.g., MS Sharepoint Portal) Pros • Cons Support • Initial expense Rigorous testing • Resistance by your IT Dept. Familiarity by students • Generic, not specifically designed for Used in the business world higher educational institutions Integrates easily with the applications currently in-place Johns Hopkins, Emory, Wake Forest, Stanford, Berkeley and UNC
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Approaches Taken by Universities Who Have Adopted Web 2.0
Open-Source Organizations Pros • Cons Free • No such thing as a “free lunch,” Contains most of the 2.0 features • Requires costly programmers to maintain Use by other higher education sites • Comes with no training Familiar to many transfer students • No warranty or QOS guarantees Support an open-source version of • Not used in the business community MS Office Harvard, Dartmouth, U. of Mich., MIch. St, U. of Arizona, ASU, (U. of California (various campuses), and many others
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PodCasting Today Means Video
Apple Computer has the first mover advantage Although iPods are not necessary iTunes U – a good alternative PodCasts – Best Practices Keep them short (5-10 Minutes) Off-load the work to students Remove boundaries Do not allow faculty to have individual ownership of Podcasts. Do not allow for the copyrighting of materials Start Small Podcasting is not ClassCasting
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Ubiquitous Computing Embedded computer chips are smaller and more powerful Their growth is an exponential corollary of Moore’s Law Increase power has led to a number of new interface devices iPods & iPhones Mobile phone w. video capability Computing devices in cars “Smart” homes Video in elevators, airports, etc.
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Virtual Worlds Business Week, ComputerWorld, Wall Street Journal, N.Y.T., The Economist, CNN, MSNBC, ABC, NBC, and CBS (big commitment) all extolled the virtues of Second Life
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Virtual Worlds Students create “Avatars” allows for inexpensive global navigation Easy-to-use interface Fun/easy to use Free to students Sparks students’ imaginations Excellent for teaching problem-solving
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High-bandwidth Networking
The U.S. Government has mandated they will conduct all business through the “new” Internet by 2008 (realistically, this will slide to 2010) The 100 GigBps Ethernet will be fully deployed by 2010 (ComputerWorld, Jan. 29) Speeds are currently 2000 times that of the current Internet The backbone networks are in-place The “last-mile” will ultimately determine adoption rate Fiber eventually will come to the desktop
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What Are the Implications?
Time and space no longer become an issue “Live” connections with anyone/anywhere in the world Synchronous connectivity will no longer have latency issues Wireless technology is keeping pace IBM research has developed a 600+Mbps chip for wireless communication Interfaces will radically change Voice and video recognition will be commonplace 3D content becomes a reality
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Questions?
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