Conference Report on the ELI/EDUCAUSE Annual Meeting, 22-24 January 2007 Omni Hotel-CNN, Atlanta, Georgia, USA Amy L. Fletcher, Ph.D. Political Science June 2007 Background ELI (EDUCAUSE Learning Initiative) is a non-profit professional community that focuses on the links between technological innovation and enhanced teaching and learning. The 2007 meeting in Atlanta, Creating a Successful Learning Culture: Connecting Learners, Communities, and Information, provided deep immersion in the theory and practice of cutting-edge learning technologies such as: Virtual worlds Massively-multiplayer games Social networking User-created content. The conference also allowed attendees to network and learn via a variety of presentation formats. In addition to traditional panel presentations, the program included workshops, Experience IT sessions, innovation demonstrations, poster presentations, and learning circles. This conference report focuses on items of particular relevance to the University of Canterbury. Highlights 1. The Horizon Report (2007 Edition) The most interesting presentation that I participated in was the featured session on the 2007 Horizon Report: Six Technologies to Watch. The Horizon Report is part of an in-depth foresight exercise, co-produced by the New Media Consortium (NMC) and EDUCAUSE/ELI, which analyzes emerging technologies in higher education over the short, medium and long-term. 2 This year’s report also identifies six major challenges in the higher education sector: New forms of work and assessment made possible by digital technologies do not fit well within traditional processes of professional development and/or student evaluation. Academic leadership should encourage these new forms of scholarship, research and creative expression, but has generally been slow to develop new evaluation criteria for either faculty or staff. Intellectual property law and copyright norms continue to affect how scholarly work is done, and to complicate the provision of high-quality and easily accessible Web-based content. The gap between media tools and media content remains, with the latter lagging far behind the former in both sophistication and pedagogical utility. Collaborative learning also requires new forms of assessment. Higher education will likely continue to face increased pressures to respond to multiple types of student cohorts, with the use of mobile and personal devices increasing. The six technologies showcased in the 2007 report are listed below: Time Horizon: One Year or Less 1. User-Created Content 2. Social Networking Time Horizon: Two – Three Years 3. Mobile Phones 4. Virtual Worlds Time Horizon: Four – Five Years 5. New Scholarship/Emerging [Digital] Forms of Publication 6. Massively Multiplayer Educational Games 2 3 Throughout the group presentation on this report, the presenters stressed that the key question is what are the missing pieces required for this technology to be implemented effectively in higher education? Taking Virtual Worlds as one example, several participants noted the widespread assumption that tools such as the widely used Internet site, Second Life, can and should enhance learning; however, little empirical evidence exists to support this assumption. Moreover, the time constraints and professional norms of academia as it currently exists means that incentives to pursue this sort of research are notably lacking and can, in fact, damage the career progress of scholars in cases where value is placed on traditional disciplines, and inter-disciplinary research (particularly with respect to technology) is subsequently marginalized. Staying with the Virtual Worlds example, other participants raised important questions such as: 1) 2) 3) 4) Can faculty who’ve resisted IT to this point ‘leap-frog’ certain stages (such as Blackboard) and succeed with these next generation tools? If so, what pressure does this put on IT Departments and support services to work across increasingly different levels of faculty interest, motivation, and expertise? What are the ethical implications for faculty, support staff, and students when well-intentioned experiments with IT fail? What are the psychological implications of using 3-D immersive technologies for higher education, and what norms can be developed to handle potential problems with respect to student identity and authenticity? As technology grows increasingly sophisticated, these sorts of questions are relevant to all advanced educational technologies. Moreover, the gap between the savvy student’s social use of these tools—and the lagging expertise of many faculty members—could raise serious issues of legitimacy and relevance in the classrooms of the future. 2. Podcast IT: Preparing Faculty for Academic Podcasting This was another highly useful session. The University of Tennessee’s “Podsquad” demonstrated one path to a successful implementation of podcasting in the university classroom. They emphasized that while learning focuses, rightly, on the student, it is nonetheless essential for IT staff to ‘put themselves in the mindset’ of faculty, even where faculty resistance to technology may seem silly and/or self-serving. In particular, this group argued that it is essential to make the use of podcasts as seamless, unthreatening and easy as possible, even to the point at the initial stages of providing information that (to IT staff) might seem obvious, and also to ‘hand holding’ the lecturer through the first course. (Note: I convened this session). 3 4 3. Achieving Wider Use of Innovations in Educational Technology: Findings from the MIT/Microsoft iCampus Study Stephen C. Ehrmann, VP and Director, The Flashlight Program, The TLT Group and Phillip D. Long, Senior Strategist for Academic Computing and Director of Learning Outreach for iCampus, MIT, convened this session. Questions canvassed here included: What barriers inhibit wider adoption and institutionalization of facultydeveloped software? What strategies should universities, corporations, and foundations use to overcome these barriers? The presenters argued that higher education is ‘still trapped in a guild model of innovation’—a model that business left behind a long time ago because it faced the realities of ‘creative destruction’ via technology much earlier than the universities. They also noted that faculty networks and incentive structures remain content and discipline based, and that it is extremely rare to find a professor that is able and willing to bridge his/her discipline and the educational innovation community. Of special interest to Canterbury was the repeated observation that the University of Queensland has been ‘very aggressive in innovation.’ 4. Hello, Mr. Chips: Toward Robotic Tutors in Higher Education? I should also note that the UCTL grant enabled me to co-present at a session on my current work with the Virtual Instructor Pilot Research Group (VIPRG). VIPRG, sponsored by the IEEE, explores the pedagogical and technical factors involved in the use of virtual instructors (ranging from 3-D avatars to robots) in the classroom. This session, co-presented with Daniela Marghitu (Faculty, Auburn University) and Donna Russell (Faculty, University of Missouri-Kansas City), demonstrated initial findings that the effective use of virtuality in the classroom depends less on technology and more on contextual and cultural variables that differ across learning environments and nationstates. Conclusion I focused in this report on four major and effective sessions that I think have particular relevance to the University of Canterbury. However, I am happy to provide additional information about sessions and resources, should the UCTL find this useful. This was a 4 5 resource rich conference, and I gathered a variety of useful items including ELI Papers (freely distributed) and pamphlets from the ELI series “7 things you should know about . . . .” The ELI papers are: 1) An Overview of E-Portfolios; and 2) Ensuring the Net Generation is Net Savvy. The items from the 7 Things you should know about (series) include: 1) Augmented Reality; 2) Collaborative Editing, 3) Social Bookmarking; and 4) Blogs. These and a variety of other resources are freely available from the EDUCAUSE/ELI resource library at: http://connect.educause.edu/ Finally, I would like to note that I was invited, in May 2007, to present at the first annual conference of the Virtual Instructors Research Pilot Group at Georgetown University in Washington, DC. A generous National Science Foundation travel grant enabled my attendance, and I developed themes and ideas for presentation here that emerged, in part, from the discussions at ELI in January. At this second conference, I persuaded the project directors of VIPRG to expand the research project to include a new subcommittee (that I will likely chair) on the Ethical, Legal and Social Implications of Virtual Instructors in the Classroom. I find this a happy outcome, and one facilitated by the UCTL grant and the opportunity to attend a prestigious and international conference such as ELI. I am pleased to have been given the opportunity to become more familiar with ELI/EDUCAUSE’s work, to present my interim work on virtuality/robotics in the classroom, and to extend this work to further presentation in Washington, DC. Please accept my sincerest thanks to UCTL for the generous award of a University Teaching and Learning Conference Grant. I would highly recommend future ELI conferences to faculty and staff across all disciplines who are interested in high-quality work on technological innovation and learning. Amy Lynn Fletcher Senior Lecturer Political Science Amy.fletcher@canterbury.ac.nz 5