What trends do you expect to have a significant impact on the ways in which colleges and universities approach their core missions of teaching and research?
- Timeshifting – technology is allowing us more and more freedom to choose when and where we want to have an experience (Diana Oblinger)
- Distributed Cognition/Social Networking (Diana Oblinger)
- Visualization – 3-D can hold more info than 2-D (Diana Oblinger)
- Increasing Individualization the explosive growth of self-publishing is just one example; Flickr and other online communities also encourage individualization of the experience; peer-to-peer has some interesting social dimensions that faciliate this as well (Diana Oblinger)
- Mobility – People increasingly want their technology to go (Diana Oblinger)
- IP again - see previous notes in Question 4 about walled gardens versus open content (Bryan Alexander)
- Consumption to Creation - Web 2.0, aka the Programmable Web, aka Web as platform. The move from Web 1.0 applications, aka the Read/Write web to Web 2.0 (e.g. RSS, folksonomic tools and net documents mentioned above). Follow the Wikipedia link wrapped around Web 2.0. Click here to see a visualization of this movement. Also the Web 2.0 Meme Map produced by Tim O'Reily posted on Flickr. More visual representations. (Nick Noakes)
- Remix and learn - Mashups of Web 2.0 applications. Click here to view a Web 2.0 Mashup Matrix. A new (coalescing?) group of people are pushing the web and are arguably a 'small pieces, loosely joined' type of distributed 'group'. Mashups here refer to mixes of Web 2.0 applications such as Goodle Maps, MSN Earth and Flickr. I think this is important because it is the spread of the remix culture that John Seely Brown and others discuss moving pervasively into all forms of learning. (Nick Noakes)
- The new Services Ecnomy - Traditional departmental silos will have to be strongly bridged to give students the necessary education to work in a Services dominated economy. Using the language and needs of the digital natives ( interactivity, instant gratification, immersion, etc) colleges will teach sciences, economics, ethnography, etc, to all students using new media, including games. (Jean Paul)
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