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Coevolution the change of a biological object triggered by the change of a related object e.g. pollinators and their flowers e.g. organelles and eukaryotic cells Probably this  cooperation-driven  evolution is more important than  competition-driven  evolution
Coevolution of technology and society a change  in society and culture triggered by the change of technologies that we create electric light – changes to society as a result – changes to electric light phones – how we communicate – mobile phones recorded music – how we entertain ourselves – mobile music Internet – how we work, play & communicate – convergence
 
(Programs of study) Aggregated demand Unrealised opportunities
Institutions  behave as  Island States
Institutions  behave as  Island States Not the right model for  a connected world
What if  we could live in a world where  scarcity  is no longer  a  key driver ?
. . . where technology  mediates success that depends on  collaboration . . .
Education 3.0
http://www.firstmonday.org/issues/issue12_3/keats/index.html Education 3.0
Education 3.0 Emerging but not yet here
 
Reusable learning  content - students - institutional The choices students make - Individual  - Credibilit y Collaboration - Cross    institution - Decentralized - Non-   institutional - Individual Recognition of learning achieved -  derived from RPL Characteristics of Education 3.0
Reusable learning  content - students - institutional The choices students make - Individual  - Credibilit y Collaboration - Cross    institution - Decentralized - Non-   institutional - Individual Recognition of learning achieved -  derived from RPL Characteristics of Education 3.0
From: Individuals Information Teachers Location Aggregation Techno-newbies Single threaded Producers & Consumers Attending Trust: authoritative To: Community Communication Explorers Context Dispersal Techno-savvy Multi-threaded Prosumers Attuning Trust: triangular Fundamental state-change --Modified after a presentation by John Sealy Brown
Education 1.0 / 2.0 Education 3.0 Learning process ,  content  and  technologies  cross institutional boundaries Semi-permeable membrane Brick wall Institution Learning achievement Content Technologies Learning process Institution Content Technologies Learning process Learning achievement
 
Web   2.0
 
 
 
 
 
 
Recognition of Learning Achieved Can be derived from Recognition of Prior Learning (RPL) Learning may happen informally or formally, in the same institution, another institution or  without institutional mediation Tailored programs of study rather than pre-determined programs of study
 
 
Enterprise 2.0 Web 2.0 technologies in the enterprise Rich internet applications Software as a Service (SaaS) Hardware as a Service (HaaS) Web and http as a general platform The porous enterprise ( distributed applications )
 
Chisimba  – Chichewa (Malawi) word for the  framework  used to build a traditional African house  An object-oriented  framework for rapid development of distributed, Web 2.0-enabled software applications e.g. KEWL3 eLearning platform
AVOIR Network
 
 
Free/Open Educational Resources International Standards and Specifications
 
 
Low cost podcast project
UWC initiatives in Education 3.0 Strategy Free/Open courseware Lecturer focused Student focused Scholarly FOSS Infrastructure & Support RPL Podcast Digital storytelling Rip-Mix Learners Offline apps Podcast Auto publish Chisimba (KEWL3) Rip-Mix Learn
 
 
 
Coevolution
 

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Education 3.0: How the coevolution of technology and society will change higher education over the next decade

  • 1.  
  • 2. Coevolution the change of a biological object triggered by the change of a related object e.g. pollinators and their flowers e.g. organelles and eukaryotic cells Probably this cooperation-driven evolution is more important than competition-driven evolution
  • 3. Coevolution of technology and society a change in society and culture triggered by the change of technologies that we create electric light – changes to society as a result – changes to electric light phones – how we communicate – mobile phones recorded music – how we entertain ourselves – mobile music Internet – how we work, play & communicate – convergence
  • 4.  
  • 5. (Programs of study) Aggregated demand Unrealised opportunities
  • 6. Institutions behave as Island States
  • 7. Institutions behave as Island States Not the right model for a connected world
  • 8. What if we could live in a world where scarcity is no longer a key driver ?
  • 9. . . . where technology mediates success that depends on collaboration . . .
  • 12. Education 3.0 Emerging but not yet here
  • 13.  
  • 14. Reusable learning content - students - institutional The choices students make - Individual - Credibilit y Collaboration - Cross institution - Decentralized - Non- institutional - Individual Recognition of learning achieved - derived from RPL Characteristics of Education 3.0
  • 15. Reusable learning content - students - institutional The choices students make - Individual - Credibilit y Collaboration - Cross institution - Decentralized - Non- institutional - Individual Recognition of learning achieved - derived from RPL Characteristics of Education 3.0
  • 16. From: Individuals Information Teachers Location Aggregation Techno-newbies Single threaded Producers & Consumers Attending Trust: authoritative To: Community Communication Explorers Context Dispersal Techno-savvy Multi-threaded Prosumers Attuning Trust: triangular Fundamental state-change --Modified after a presentation by John Sealy Brown
  • 17. Education 1.0 / 2.0 Education 3.0 Learning process , content and technologies cross institutional boundaries Semi-permeable membrane Brick wall Institution Learning achievement Content Technologies Learning process Institution Content Technologies Learning process Learning achievement
  • 18.  
  • 19. Web 2.0
  • 20.  
  • 21.  
  • 22.  
  • 23.  
  • 24.  
  • 25.  
  • 26. Recognition of Learning Achieved Can be derived from Recognition of Prior Learning (RPL) Learning may happen informally or formally, in the same institution, another institution or without institutional mediation Tailored programs of study rather than pre-determined programs of study
  • 27.  
  • 28.  
  • 29. Enterprise 2.0 Web 2.0 technologies in the enterprise Rich internet applications Software as a Service (SaaS) Hardware as a Service (HaaS) Web and http as a general platform The porous enterprise ( distributed applications )
  • 30.  
  • 31. Chisimba – Chichewa (Malawi) word for the framework used to build a traditional African house An object-oriented framework for rapid development of distributed, Web 2.0-enabled software applications e.g. KEWL3 eLearning platform
  • 33.  
  • 34.  
  • 35. Free/Open Educational Resources International Standards and Specifications
  • 36.  
  • 37.  
  • 38. Low cost podcast project
  • 39. UWC initiatives in Education 3.0 Strategy Free/Open courseware Lecturer focused Student focused Scholarly FOSS Infrastructure & Support RPL Podcast Digital storytelling Rip-Mix Learners Offline apps Podcast Auto publish Chisimba (KEWL3) Rip-Mix Learn
  • 40.  
  • 41.  
  • 42.  
  • 44.