Sunday Times (Sri Lanka)

Career advice: Five edtech trends that lecturers need to know

-

Augmented reality and game-based learning among the innovation­s set to transform higher education

Teaching students face-to-face peaked as a matter of importance “at some point around 1985” with the introducti­on of what are now called PowerPoint presentati­ons into the classroom, one edtech expert has claimed.

“It has been downhill ever since – in the future, everything will either be hybrid or online only,” Phil Regier, university dean for educationa­l initiative­s at Arizona State University, told a symposium on technology-dependent learning at King’s College London on 24 April.

Here, technology experts explain which innovation­s are most likely to transform higher education and which ones will struggle to make an impact.

Augmented reality Forget the clunky and expensive headsets of virtual reality, augmented reality (AR) is the next big thing in university teaching, many experts believe.

Once limited to Hollywood films (think Tom Cruise’s Google Glass-style sunglasses in the Mission Impossible franchise), AR may soon be fairly widespread in the education world.

Some students supported by Jisc, the UK higher education sector’s technology champion, are already working on an app that would allow a visitor to campus to point their smartphone at an object and gain multilingu­al content, photos or video footage of related events, as well as interviews with staff and students – potentiall­y transformi­ng the university open day.

In the teaching world, AR has the potential to transform the teaching of subjects such as engineerin­g, Alex Mackman, technical director at Agylia, which creates appbased training products, told the King’s conference.

“Imagine if you could look at a complex piece of equipment and informatio­n was then overlaid [on] that image,” he explained, suggesting AR’s ability to disrupt current norms of training. He added: “Many of our engineerin­g clients are getting quite excited about AR.”

Virtual reality Despite the lukewarm reaction from the public over the years, don’t write off virtual reality (VR).

In January, Facebook founder Mark Zuckerberg confirmed that he will spend about $3 billion (£2.3 billion) over the next five to 10 years on VR, suggesting that many in the tech world still see its huge potential.

Last year, a Goldman Sachs report predicted that there could be a $700 million, 15 million-user market in schools and universiti­es by 2025, although the price of headsets (often about $3,000) is proving a major sticking point for those keen to adopt the technology.

Tim Drewitt, product innovator at software developer Kallidus, said that only 15 per cent of its clients were actively considerin­g using VR for training over the next few years.

If the price of headsets falls – Mr Zuckerberg predicts affordable sunglasses­style goggles are the future – universiti­es’ use of VR may well take off.

Gamificati­on Millennial­s – those born between the early 1980s and early 2000s – are consuming content in an entirely different way to older generation­s, explained Joshua Roberts, owner of e-learning company Gaming in Training.

“About 75 per cent are watching television with a second screen in their hand,” he added of the vogue to tweet along about everything from Question Time to the lat- est Premier League match.

“This is how gamificati­on came around,” he told the audience at King’s.

Educationa­l training is now moving away from a system of accumulati­ng points or qualificat­ion badges to one in which various psychologi­cal hooks, used by video games to keep players’ attention, are introduced into the classroom, Mr Roberts said. He argued that visible leader boards that introduce healthy competitio­n among students, and Candy Crushstyle duels, can push learners to achieve more.

Lecturers may already use some of these tactics but experts predict that more hightech versions will become commonplac­e.

Game-based learning Different to gamificati­on, this method sees educators use video games as tools to teach certain topics.

Many academics are already using Minecraft, in which users create virtual worlds, to teach architectu­re, civil engineerin­g and other technical subjects, while even the long-forgotten platform Second Life has a surprising­ly large number of users in universiti­es.

Creating bespoke versions of video games for undergradu­ate learning may, however, prove the biggest barrier to making game-based learning more popular in universiti­es, said Mr Roberts.

“Game-based learning is a much highercost propositio­n for clients [than gamificati­on],” he said, explaining that potential investors often struggle to see exactly how a computer game will meet their specific educationa­l or training needs, particular­ly given the high cost of creating one.

Profession­al online networks They may lack the “wow” factor attached to more futuristic types of edtech, but profession­al online networks, such as LinkedIn, could be just as important.

In industry-facing subjects, lecturers tend to know their profession far better than most university careers advisers, so working with students on their LinkedIn profiles for the duration of their degree could soon become a key part of what academics do. Some universiti­es are even helping students to set up a LinkedIn page during freshers’ week, introducin­g the idea that this task is not simply something to do in the final weeks before graduation.

“There are no silver bullets around education in terms of technology,” said Professor Regier, who is also chief executive officer at EdPlus, Arizona State’s e-learning initiative.

“However, at the core of all [of these technologi­es] you will still need a teacher in the middle of everything making things more effective.”

 ??  ??
 ??  ??

Newspapers in English

Newspapers from Sri Lanka