EdTech World Forum 2022
In this presentation, Professor Debbie Holley reflects on the digital solutions proposed to scale and solve our digital educational requirements of the future. What are the challenges and opportunities afforded by technologies, and who will benefit and how? In a time where education becoming increasingly commercialised, what are the changing balances between public and private funding, the requirements for a different set of workforce skills, and the needs of those wishing to access education? The recent pandemic has resulted in rapid change and innovation, and the contested role of where learning will take place is receiving unprecedented attention.
2. “The future is human, and the future of
learning is immersive. In the future,
learning will take the shape of a story, a
play, a game; involving multiple platforms
and players; driven by dialogue and
augmented with technology, an interplay of
immersive experiences, data, and highly
social virtual worlds”
State of XR and Immersive Learning
Outlook Report (2021)
4. The class of 2030
Link here
A paradigm shift for the class of 2030
By the time today’s kindergartners
enter the workforce, activities will
substantially change across most
occupations and will increasingly
require the application of expertise
and creative problem solving, as well
as collaboration, management, and
the development of people.
5. The microsoft
class of 2030
Collaboration platforms give students
new opportunities to interact and
work together and provide teachers
with new ways to engage their own
professional communities, create
customizable lesson plans, and
provide real-time, personalized
feedback to students.
Tools that support personalized
learning approaches will elevate,
rather than diminish, the critical role
of the teacher.
Artificial intelligence (AI) gives
teachers and schools new ways to
understand how students are
progressing and allows for highly
customized, timely, and targeted
curation of content.
Mixed reality creates immersive
learning experiences for students that
foster increased cognitive and social-
emotional growth.
6. Personalisation
• Re-imagining workspaces,
learning spaces and educational
spaces
• Feedback and feedforward
• Virtual coaching
• Micro credits
• Seamless flow in, through and
out Universities and workspaces
(University of the Future bringing Education 4.0 to life
FICCI report 2018)
7. Augmented offers
different affordances..
It is an overlay of virtual
media onto images of
real present objects
using a viewing device,
typically a smart phone
camera.
• Image credits on resource page
8. we
Open access book and report
https://link.springer.com/book/10.1007/978-3-030-51316-0 and http://whc.unesco.org/en/list/208
University research
http://riegl.com/uploads/tx_pxpriegldownloads/185-2.pdf
We and our students can go anywhere.....past or future.....
9. Use of data to inform decision-
making
•Make use of students' engagement and performance data to support
•Attainment
•Success
Make
•Identify the factors leading to success
Identify
•Gain early warning of potential issues
Gain
•Develop intervention strategies
Develop
• personalised development plans. Develop materials to stretch high
achievers and support under-performing students
Personalise
With thanks to Dr David Biggins, Bournemouth University
10. Privatisation
• Collaborations between educators, governments
and industry needed to scale up and utilise the
affordances of educational technology
• The balances and power relations between public
and private money needs re-balancing and
regulatory frameworks aligned
• The voice of all users represented – where are the
students?
• And the intellectual property outputs of partners
agreed
11. Privacy
• Every person is unique, with
individual behavioural
characteristics: how one moves,
coordinates, and uses their body. In
this paper we investigate body
motion as behavioural biometrics for
virtual reality. In particular, we look
into which behaviour is suitable to
identify a user....(Pfeuffer et al 2019)
12. Come back with a warrant
for my virtual house...
• XR devices in your home [which is
now arguably the place of study too..Debbie]
can also collect all-encompassing audio and
video, along with telemetry about your
movements, depth data, and images. This
data can be used to build a highly accurate
geometrical representation of your home.
• Augmented reality may pose unprecedented
dangers of a dystopian future. But with
strong policies, robust transparency, wise
courts, modernized statutes, and privacy-by-
design engineering, we can hold back that
dystopia and reap the rewards of this
technology.
• And we can then offer genuine access to high
quality, fabulous, open and shared
learning....
DEEPLINKS BLOG BY KURT OPSAHL | OCTOBER 5, 2020
ELECTRONIC FRONTIERS FOUNDATION
A note of caution...
13. "The more highly technically skilled we are, the more time we spend on line –
more likely we are to become digitally addicted..."
Concluding thoughts:
• We think we are safe...and can
safeguard those in our care
• Our assumptions need to be
challenged
• Education is key...
*deepfakes *eye-tracking *finger-tracking* hacking *IP addresses-* ransomware * identify theft * fraud *phishing
14. The way forward?
See the new EU DigComp
frameowrk 2.1
• The EU set up a community of practice to revise and update
the EU DIGICOMP framework
• Working groups were established and ours was 'WP7 Safety
and Security'
• Digital health and wellbeing came under this broader heading
• Protecting devices, protecting personal data and privacy,
and protecting health and well-being as a pre-requisite
essential to avoid threats to physical, emotional, and personal
health.
• The revised EU framework sets out a pathway for
a comprehensive understanding about what AI systems do/do
not; how do AI systems work; how to interact with AI systems
for different daily routines
15. Selected References:
• Carretero Gomez, S., Vuorikari, R. and Punie, Y., DigComp 2.1:
The Digital Competence Framework for Citizens with eight
proficiency levels and examples of use, EUR 28558 EN,
Publications Office of the European Union, Luxembourg,
2017, ISBN 978-92-79-68006-9 (pdf),978-92-79-68005-2
(print),978-92-79-74173-9 (ePub), doi:10.2760/38842
(online),10.2760/836968 (print),10.2760/00963 (ePub),
JRC106281.
• Cheng, Cecilia; Li, Angel Yee-lam (2014):
Internet addiction prevalence and quality of (real) life. a
meta-analysis of 31 nations across seven world regions. In:
Cyber-psychology, Behavior, and Social Networking 17 (12), S.
755-760.
• Lee, M. J. W., Georgieva, M., Alexander, B., Craig, E., &
Richter, J. State of XR & Immersive Learning Outlook Report.
Immersive Learning Research Network; Walnut, CA: 2021.
• Leung, L. and P.
Lee, The influences of information literacy, internet addiction
and parenting styles on internet risks. New Media and
Society, 2011. 14(1): p. 117-136.
• Pfeuffer, K., Geiger, M.J., Prange, S., Mecke, L., Buschek, D.
and Alt, F., 2019, May. Behavioural biometrics in vr:
Identifying people from body motion and relations in virtual
reality. In Proceedings of the 2019 CHI Conference on Human
Factors in Computing Systems (pp. 1-12).
16. Image credits for composite
image on slide 6
Clockwise from top left:
•Pavlova, S. (2020) How 6 Brands Are Using Augmented Reality
(and How You Can Too) ThreeKit. Website:
https://www.threekit.com/blog/6-brands-using-augmented-
reality-in-ecommerce
•Andrew Makarov, A., (2021) MobiDev 10 Augmented reality
trends in 2021, Website:
https://mobidev.biz/blog/augmented-reality-future-trends-
2018-2020
•Thompson, J. (2018) Is Augmented Reality Transforming The
Web Design Industry? KIJO.
Website: https://kijo.co.uk/blog/augmented-reality-web-
design/
• Prabhu, S. (2017) by Sanket Prabhu What is Augmented Reality
and How Does It Work? AR Reverie.
Website: http://www.arreverie.com/blogs/how-ar-work/
•Marr., B. (2018) 9 Powerful Real-World Applications Of
Augmented Reality (AR) Today, Forbes. Bernard Marr.
Website:
https://www.forbes.com/sites/bernardmarr/2018/07/30/9-
powerful-real-world-applications-of-augmented-reality-ar-
today/