Sunday, April 28, 2019
Somewhere over the rainbow - the shifting perspectives of the Horizon Report
The full version of this year's Horizon Report is now available, published by Educause who rescued the publication from the threat of extinction last year. Each year a global panel of experts nominate trends in educational technology that will make an impact in the short, medium and long term and also identify key challenges facing higher education in the coming years. The report is often criticised since the same technologies seem to move backwards and forwards on the horizon and sometimes even disappear for a while before returning. This year's report is no exception with mobile learning predicted to go mainstream in the next couple of years, having been a feature of several reports in the past. Many other technology trends such as learning analytics, gaming, virtual reality and blended learning have been on the horizon for quite a while but somehow never really make the transition to mainstream practice.
Probably the most interesting feature of this year's report is a section, Fail or scale? (pages 33-39), that examines three trends that have featured in previous reports but have still not become an integral part of higher education practice: adaptive learning, virtual and augmented reality and gaming/gamification. Three experts present their analysis of why these phenomena haven't made the transition and all three analyses have some common ground. All of them have very sound cases for adoption but they all demand major changes to existing structures and models. Bryan Alexander's analysis of gaming in education makes a comment that could well be applied to many other technology trends featured in the Horizon Report over the years:
A new technology—especially one that requires significant research and training—needs to be able to work across the curriculum and in sufficient numbers to merit institutional investment. Faculty members can carry such a technology forward to some extent, but only if they are knowledgeable and engaged with it and if they can sufficiently support the hardware or software. Otherwise the technology will only appear at best in a small segment of a college or university.
Some technology applications have made the transition and become essential elements of the university's operations, such as the learning management system, lecture capture and anti-plagiarism software. It could be claimed that the reason that these applications have succeeded is that they have not challenged the traditional structures and models of higher education, they have simply added a digital version of what we do already (ie. lecture, work in defined classes and classrooms). The potential of many other technologies that so often feature in Horizon reports can only be realised by making radical changes to the way we teach and learn. As a result, they often get bogged down by all the other changes that have to take place before they can be fully implemented. Many new technologies require significant investment to realise their full potential, as outlined by Nicole Weber in her analysis of adaptive learning technologies:
With so much potential, why has adaptive learning not scaled quickly? One of the largest challenges is the investment (e.g., time, money, resources, and vision) needed to implement and scale these courseware products.
In the case of virtual and augmented reality (mixed reality), Kevin Ashford-Rowe highlights the barriers of the hardware required to implement the solutions successfully. In short, the inconvenience and expense of the VR visors make it impractical as a mainstream technology:
In his February 2018 article “3 Reasons Augmented Reality Hasn’t Achieved Widespread Adoption,” AJ Agrawal, argues that—in this order—it is due to a combination of ergonomics, basic utility, and corrective lenses. In short, no matter the benefits, “no one wants to wear a pair of goggles on their head during daily routine” (ergonomics); “even the most mind-blowing AR glasses won’t matter until they look ‘normal’ enough for everyday wear” (basic utility); and, given that three-quarters of the US population need corrective lenses, “it goes without saying that smart glasses need this option [corrective lenses].” He also points out an important distinction that should be made between VR and AR—AR possesses a natural advantage in that the information being displayed is integrated with what is in front of the user.
My conclusion here is that maybe we should not simply criticise reports like Horizon for changing their predictions and timescales but instead look at why it is so hard to change traditional educational structures. Tradition is the hardest barrier to break and it takes many years for any innovation to break through. The idea that we can see the impact of technological innovation in terms of such a short time scale as the next five years is probably flawed.
Read more on this in an article in Campus Technology, 3 Ed Tech Trends Stuck on the Horizon (and Why).