The Future of Education Report 2014
The Future of Education Report 2014
The Future of Education Report 2014
In collaboration with:
2 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
3 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
4 ABSTRACT
The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
ABSTRACT
Technology is having an unprecedented impact on education; its future is being
shaped by current and emerging technologies that are drastically changing the way
in which learning and teaching are experienced. Education is increasingly becoming
individualised, customised and more accessible as a result of combining open source
technology, the Internet, mobile and multi-faceted technology, virtual learning
environments and learning analytic technology. This report reflects on the innovation
and the complexities that are currently emerging in education as a result of these
technological advancements. Building on this, the report will examine why these
technologies are changing the landscape of education and how they will be pivotal in
achieving the United Nations goal for universal education by 2015.
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5 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
Contents
6
EXECUTIVE SUMMARY
INTRODUCTION
11
11
Web 2.0
12
16
18
21
24
Digital Literacy
25
29
30
Cloud Computing
32
34
38
39
40
43
44
Game-Based Learning
47
48
50
Learning Analytics
53
54
Digital Assessment
56
62
Conclusion
64
Report Team
66
Bibliography
6 FOREWORD
FOREWORD
Technology has started radically
changing the lives of those in and
dedicated to education, but the
transformation has only just begun.
This white paper explores, and explains
what the future is likely to look like for
teachers and students, and examines
what the implications might be for
institutions currently involved in the
industry. The good news is that there
will be massive improvement in the
lives of students, teachers and parents.
The bad news is that people in the
institutions that have shaped this
industry historically will be left behind
if they do not help their organisations
adapt; as there are new entrants
waiting in the wings with products that
are fundamentally better at serving
the interests of the customers. A
revolution awaits.
We examine this revolution by
firstly building a detailed theoretical
foundation, and then supplementing this
knowledge with an engaging set of case
studies which look into services offered
by new entrants that have delivered
amazing outcomes for their students
and for which there appears to be
insatiable demand.
In the modern landscape, ensuring
excellent quality of education is just
as important as the typically more
emphasised focus on increasing the
quantity of those in education, at
any level. This is where educational
technology has such a substantial
impact not only does it greatly
improve the interactivity, and
engagement of the educational
Through better
understanding and
utilization of these
incredibly powerful
new revelations in
educational
technology, we
can prepare future
generations for
whatever may lie
ahead.
7 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
EXECUTIVE SUMMARY
In the last century, society has
dramatically changed, however the
way in which we prepare ourselves has
not. The world is rapidly moving online
and, until now, education has largely
been restricted to the physical world.
A revolution in education is underway,
as technological advancements
allow education to be customised,
individualised and universally
accessible. Independent learning is at
the forefront of the paradigm changes
that are shaping the future of education.
This report will highlight and critically
assess the current technological
advancements that are bringing
innovation into what has historically
been a rather stagnant sector.
This report looks at the future of
education with regards to the impact
which technology has had on the sector
as a whole. This impact should no
longer be revolutionary; it has become
a necessity for society. The United
Nations Millennium Development Goals
have emphasised the urgency to deliver
universal primary education by 2015. The
most pivotal technologies to achieving
this will be the Internet, Open Sources
and Mobile Learning Devices. These
technologies are portals through which
students across the world can access
education cheaply, from any location
and at any time, shattering the rigidity
and barriers associated with traditional
educational institutions.
Education will not only be more
accessible, it will be highly adaptive
and customised. Technologies such
as cloud computing, 3-D printing
8 INTRODUCTION
Introduction
The way in which learning is experienced has begun to change. Technology is
impacting education to such an extent that educators and industry-professionals are
claiming a revolution is underway. Students are no longer restricted to hierarchical,
top-down, traditional learning environments. Increasingly, students are offered an
individualised and adaptive form of education that can be accessed anywhere and at
any time. This change in the learning experience could not have come at a better time.
The new generation of students are increasingly digital natives (Prensky, 2001), who
view technology as a non-remarkable feature of daily-life. The impact of technology in
education is no longer new and exciting; it has become merely a necessity.
Yet the idea of a revolution in education is not new, and is seen by some as akin to the
story of the boy who cried wolf. In the 1920s, Thomas Edison claimed that television
would largely replace textbooks; in the 1930s, Benjamin Darrow predicted that radio
would challenge the role of teachers and textbooks; and in 1984, Seymour Papert
suggested that computers would become the key tool for education. Paperts prediction
is only just a reality. However, nearly a century later, schools deliver education in much
the same manner as they always have.
This educational revolution is different to all previous paradigm changes in education
because of how technology is used in daily-life. Technology, in particular the Internet,
Web 2.0 platforms, mobile devices, computers and virtual realities have become a
standard part of how society functions. What makes the
technology discussed in this report innovative, unlike
previous technological advances, is that together, they
remove the need for schools to constantly invest in
maintaining, updating or upgrading hardware. Previously
it took educational institutions all the running you
can do, to keep in the same place (Carroll, 1865) but
now, thanks largely to Bring Your Own Device (BYOD)
initiatives, cloud computing and the Internet, that will no
longer be the case. Moreover, as digital natives are more
than comfortable with this technology, the development
programs necessary to implement them will only be
required by those unfamiliar with digital technology. This
report will discuss how the digital age is leading to a
fundamental shift in how we manage education.
Open Sources and the Internet are the first innovative
technologies this report will discuss. The importance of
Massive Open Online Courses (MOOCs) and Web 2.0
platforms shall be highlighted as technologies that are
9 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
promising to revolutionise the infrastructure of education. MOOCs and the Web 2.0
defy the traditional barriers of education and offer it on a decentralised, universally
accessible level. This section, consequently, emphasises the importance of digital
information literacy in an increasingly online world. Both MOOCs and Web 2.0 are
Open Source technologies that have resulted from the Internet, and from the drastic
changes the Internet has caused in how people communicate and process information.
The second section of this report covers the revolutionary qualities of mobile and
multi-faceted technology. Mobile and multi-faceted technology is revolutionising the
way society provides education to students. Cloud computing is one such noteworthy
technology. Cloud computing changes how educational institutions store information
and, ultimately, where students can access this information from, whilst mobile learning
devices are the portals through which education is accessed. Mobile learning devices
also allow students to be more independent with their learning; providing a customised
educational experience. Furthermore, 3-D learning technology like 3-D printing is
being increasingly incorporated into curriculums to make education more interactive
and engaging for students. Education is increasingly becoming a fully-customisable
experience, shattering its traditional rigidity.
The third and final section of this report discusses the potential of virtual learning
environments and learning analytics for education. Todays fully inter-connected
and digitalised society has allowed peoples physical lives to merge with their virtual
ones. Soon, this will also be true for students. As students increasingly have access to
mobile learning devices, learning will occur more frequently via educational games and
virtual learning platforms. Students will be able to complete assignments, be corrected,
and receive feedback entirely via virtual learning
environments. These environments create learning
data that will allow teachers to continually assess and
accurately guide their students. This new technology
is referred to as learning analytics. Together, virtual
learning environments and learning analytics will solidify
the progression of education towards being a more
individualised, customised and adaptive system.
Despite promising to transform the paradigms of learning
and education in a manner that, for the first time, is likely
to be achieved, the technologies discussed in this report
are not without their complexities. By explaining how
and why education is undergoing rapid changes due
to technological advancements and societal needs, this
report will also highlight the benefits and downfalls of
customising the learning experience for each individual.
The future of education will be more individualised,
adaptive, customised and accessible than ever before; this
report will show you why.
11 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
According to Joi Ito, Director of the MIT Media Lab, these platforms are founded
by a belief system, a philosophy about the effectiveness of decentralised, bottomup innovation (Loyd, 2012). This viewpoint is particularly evident with regards
to MOOCs and Web 2.0, both of which can be accessed by anyone, anywhere
and at any time. These Open Sources are changing the way students experience
learning: they are offering more accessibility and new opportunities in how we
deliver and structure education. Indeed, new educational ideas and methods
focused on innovation are already being implemented, as seen by the IrauaritzLezama Foundations EBI project in Madrid. Open Sources are already disrupting
the infrastructure of current education systems, globally.
This section will explore the concepts of MOOCs and Web 2.0, why they are
disruptive education technologies and, finally, what effects they will have on our
educational environments. Educators and industry-professionals alike are promoting
the idea that education is in the early stages of a revolution, yet many involved in
education remain unconvinced. In discussing the complexities surrounding Open
Sources and the Internet, this section will demonstrate why MOOCs and Web 2.0 are
technologies to watch in education.
Web 2.0
The Internet has drastically changed how people interact, communicate and present
information. New platforms such as Wikis, blogs, podcasts, bookmarks and social
media sites including Facebook and Twitter have adapted the original website
platform in such a way as to coin the term Web 2.0. Web 2.0 is, therefore, not a new
technology: it was coined in 1999 by Darcy DiNucci and merely describes the new
ways web pages are being made and used. It is now not uncommon to see Web 2.0
being used by students and teachers alike as tools to support learning. However, this
technology is also being used to extend students learning environments beyond the
classroom (New Media Consortium, 2013).
The world is moving online, but until recently this has not been reflected in
classrooms or in curriculums across the world. The worlds students, particularly
those in primary and secondary education, are digital natives (Prensky, 2001)
who understand how to navigate and use the online world. Geoff Maslen of the
Sydney Morning Herald explains how the education system owes its students to
use technology as well as they do to help them succeed in their own education
(Grossman and Loyd, 2012). More willing educators believe this will be achieved
through the use of Web 2.0 platforms.
CASE STUDY:
EdModo
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information to use. The same cannot be said for many traditional course materials
which can be cumbersome, unchanging and particularly costly for K-12 schools
(New Media Consortium, 2013). Moreover, Web 2.0 platforms encourage greater
collaboration between students. These platforms are designed so that participants
can have input into, comment on and share the work of others. This creates a much
more engaging educational context because it gives students more opportunities
to participate, provides greater access to additional information and provides more
opportunities for students to learn (Lim, Zhao, Tondeur, Chai and Tsai, 2013).
However, as briefly mentioned above, the Internet and Open Source platforms are
also allowing for innovative adaptions to the current infrastructure of education.
Open Source platforms are being used by Wikibooks and the CK-12 Foundation
to provide students with free, online textbooks and digital books. Indeed, the
movement to online class materials is becoming increasingly popular, particularly
for traditionally cumbersome and expensive materials like textbooks. In Poland, the
Prime Ministers Office has mandated Open Source textbooks for students in grades
four to six (Blommestien, 2012). Elsewhere, schools such as Los Angeles USC Hybrid
High School are adapting the Internet and Open Sources in other ways. Schools like
USC Hybrid are now offering students flexible schedules, highly integrated online
components and personalised learning plans to keep students engaged and focused on
success (USC Hybrid High School, 2013). The mission of this particular school is to
graduate 100% of its students to be socially and academically prepared for success in
college and the workplace (New Media Consortium, 2013). This mission statement
highlights that schools are now realising that a well-rounded education includes
providing students with real-world experience, engagement and, most importantly,
digital literacy.
Although the Internet has drastically changed how people communicate and process
information, this change is only starting to be implemented in schools. Web 2.0
platforms may not be considered a disruptive technology as they have become a
part of everyones daily life. However, if these platforms are further used to extend
students learning environments beyond the classroom we can only imagine the
possibilities. The education industry and society in general have yet to decide whether
a dependence on Web 2.0 technologies is a good thing or not. These platforms are
criticised for feeding digital natives (Prensky, 2001) factoids of information via
headlines or in 150 characters and as a result are preventing them from learning
to critically analyse or evaluate. Web 2.0 platforms and their affinity with distance
education will be particularly important in achieving the United Nations Millennium
Development Goals in Education (UNMDG). In 2011, 57 million primary school aged
children did not attend school (United Nations, 2012); goal 2 of the UNMDG aims
to achieve universal primary education by 2015. This goal is unquestionably relevant
to education and is important to keep in mind throughout this report as many of the
technologies mentioned will be pivotal to achieving it.
17 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
rise: to 9,000 in the UK and to $60,000 in the US; tertiary education is increasingly
becoming an unaffordable expense. McKinsey & Co. highlights how most people do
not realise that this new way of teaching and learning, together with employers growing
frustration with the skills of graduates, is poised to usher in a new credentialing system
that may compete with college degrees within a decade. Conversely, Googles Chief
Technology Advocate Michael Jones sees MOOCs as the birthplace of movie star
global educators who could stream-line and combine the worlds best courses into a
few premium offerings. Mr Jones goes so far as to say you would end up with a dozen
[course versions] of each possible topic done brilliantly and a lifetime legacy for all future
CASE STUDY:
Minerva University
Redefining the Ivy League for the future
Minerva University is an educational
start-up based in San Francisco, USA,
whose aim is to completely redefine
the American landscape of Ivy League
elite education, a sector whose
business model has been stagnant
for nearly a century. One particularly
groundbreaking aspect of Minerva
University is its use of the online
learning environment, and learning
analytics. This use of the online
environment facilitates the decoupling
of place from the learning experience.
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CASE STUDY:
Veduca
truly disrupt the current education system. If the flipped classroom model becomes
the norm, the classroom will become more flexible and student-centred as students
move from being the product of teaching to the centre of learning (Nagel, 2013).
Despite this, these instructional videos will not and cannot replace professionallytrained teachers. Indeed, the increasing prevalence of Open Sources and the Internet
in K-12 classrooms will shift the teachers role from being the information source to
a more complex role of negotiating lesson objectives with students, providing a varying
degree of support for different students, monitoring students progress, and encouraging
reflection on classroom activities (Lim et al., 2013).
Beyond expanding to include K-12 courses, the MOOC model is being adapted in
other ways. TED, a non-profit organisation dedicated to ideas worth spreading,
(TED, 2013) has started offering videos for students under the catch phrase TEDED: Lessons Worth Sharing. TED-ED builds upon the flipped classroom scenario
as they encourage lessons to be customised around their educational videos. Users
can then distribute the lessons publicly or privately on TED-EDs platform and track
their impact on the world, a class, or an individual student (TED, 2013). Similarly,
the University of the People adapted and incorporated the Open University model
23 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
and MOOCs platforms. Launched in 2009, University of the People is the worlds first
purposefully tuition-free, online university. It is a non-profit organisation that aims to
provide universal access to quality, online university education for qualified students.
Students are merely asked to cover the cost of exams at the end of each course. For
students who are unable to pay this amount, the university has set up a MicroScholarship Portal that enables donor contribution for students in need of financial
assistance.
Although the MOOC may continue to be adapted and improved, the online learning
environment it introduced to society will continue to drastically change students future
learning experiences. The MOOC model, especially for K-12 classrooms and distance
learning platforms, promises to become a part of the standard education process.
Digital Literacy
Digital literacy is becoming educations largest challenge in adapting to new, disruptive
technology. Teachers do not receive enough training in order to use technologies to
their full potential and our digital natives (Prensky, 2001) are unable to critically
examine and evaluate the information they find online. A deficiency in teacher
training is the main barrier to successfully implementing technologies throughout
schools and to teaching students how to
navigate technology critically and efficiently.
The more MOOCs and Web 2.0
Being comfortable, proficient and able to
platform progress and are adapted to
critically use technology is a definitive part
educational use, the more the role of
of digital literacy. Digital literacy is now
teachers will shift from being providers as important and functional as numerical
literacy. Literacy, generally, refers to how
of information to being guides.
well someone can use printed, written and
digital information to function in society,
to achieve their goals, and to develop their knowledge and potential (Educational
Testing Service, 2013). However, digital literacy is defined somewhat differently; it
refers to a multi-faceted skill that covers the ability to find, use, interpret, modify
and create a variety of digital media (New Media Consortium, 2013). This definition
however, implicitly refers to two separate aspects of digital literacy. The first is
general technology or computer literacy; in order to successfully function in society,
it is increasingly necessary to understand how technology works and how to use
it. The second is information literacy; the ability to critically sort through digital
information that has not been taught with the Internet in mind. This latter aspect
of digital literacy is what will make teachers more important as schools further
adapt to the Internet and Open Source technology. As mentioned before, the more
MOOCs and Web 2.0 platforms progress and are adapted to educational use, the more
the role of teachers will shift from being providers of information to being guides.
These new guides will be steering students towards learning digital literacy. This is
typically referred to as the flipped classroom model, where students drive their own
education and teachers guide and assist them.
25 The future of E-Ducation: the impact of technology and analytics on the education industry
CASE STUDY:
27 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
28 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
Mobile and
Multi-Faceted
Technology
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As technology advances and becomes more readily available, mobile and multifaceted technologies are becoming standard tools in education. Indeed, this is
why digital literacy is becoming an issue of great importance that educators and
policymakers need to explore further. A modern educational environment now
includes learning platforms such as cloud computing, one-to-one device systems,
interactive white boards and 3-D printing. Mobile and multi-faceted technologies
are revolutionising the way we teach, particularly in the way we structure and
deliver education. Students are encouraged to become more engaged with their
learning as mobile technology allows them to work on the school network from
anywhere, and at any time. Remote or distance learners will benefit the most
from this technology, as schools which already offer distance learning will be
able to offer their entire network as a resource to students alongside structured
lessons. The interactive platforms of multi-faceted technology are also engaging
students more as learning becomes a more active experience.
Unlike the barrier defying qualities of the Internet and online sources, however,
mobile and multi-faceted technologies threaten to impose a technology divide
(Spector, 2013). Students from lower socio-economic backgrounds are likely to be
disadvantaged by the age and quality of their technology, especially in Bring Your
Own Device (BYOD) schemes. Moreover, the use of mobile devices and Open Source
education is shifting, and, according to some in the education industry, threatening
the role of teachers. Like the concerned professors in San Jose State Universitys
Philosophy Department, some teachers are concerned that mobile, Open Source
education will make them unnecessary parts of educational infrastructure.
This section will discuss cloud computing, mobile learning and multi-touch devices,
explore why they are disruptive education technologies and, consequently, what
effects they will have on our educational environments. Industry-professionals and
certain educators are trying to make mobile and multi-faceted technology a necessity
in education. Some educators, however, remain unconvinced by the technologies
benefits. In discussing the complexities surrounding mobile and multi-faceted
technology, this section will demonstrate why cloud computing, mobile learning and
multi-touch devices are technologies at the forefront of change in education.
Cloud Computing
Cloud computing is the practice of using a network of remote servers hosted on the
Internet to store, manage and process data, rather than using a local server. Since the
launch of the first, Open Source Cloud platform, cloud computing has become the
storage platform of choice. The CDW-G 2013 State of the Cloud Report highlights
that in 2012, cloud computing was increasingly adopted for the cost savings and
efficiency it could deliver, improved user mobility it offered and the increased
opportunity for innovation it provided (Wong, 2013). For example, Lakeside School
in Costa Rica is using cloud computing so that an entire lab of workstations can be
maintained using just three computers. This new system will allow the school to save
money on energy, software support and hardware costs. Cloud-based sharing services
such as Dropbox and Google Drive have also incorporated cloud computing into our
personal lives. Cloud computing offers educators the possibility to revolutionise the
structure and delivery of education.
Cloud computing may not be a disruptive technology in the same way MOOCs and
Web 2.0 platforms are. The disruptive nature of the Cloud, says Wayne Hawkins
(an IT Supervisor from IPS Online) is that its not just a portal system its a
single-sign-on solution (Wong, 2013). Once users are authenticated, they can use
the programs anywhere and at any time. Schools are using cloud computing to
provide students with easy, simple access to teachers lesson plans, and the ability
to submit their homework or access educational programs and websites that the
school subscribes to. Students can now also access and work on their files anywhere,
increasing the efficiency and flexibility of homework. This platform of cloud-based
sharing is expanding the opportunities available for collaboration in education.
Cloud-based platforms such as email, video or other hosting services; subscriptionbased software tools; and a wide choice of collaborative applications (New Media
Consortium, 2013), remove the pressure placed on schools to continuously update
31 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
For educational purposes, one of the most important aspects of Cloud computing
is the flexibility it provides to support a myriad of mobile devices. The importance
of mobile devices will be explained in the next section. But whether institutions
would like to implement a BYOD, one-to-one initiative, or whether they would merely
like to equip classrooms with mobile computing carts of laptops or tablets; cloud
computing strengthens their IT infrastructure in order to be able to accommodate
these various possibilities. For example, the launch of mobile devices such as Googles
Chromebook, a low-cost laptop that relies on ever-present Internet connectivity,
cloud-based software and storage, is forming an era where equal access to technology
is a real possibility. This year Malaysia joined the Philippines among the nations
that have announced educational system reform through the use of Chromebooks
cloud-based software. Cloud computing used in this manner is nothing short of
revolutionary and will have a significant impact on education globally. Felix Lin,
Director of Product Management for Chrome OS at Google, says to date, more
than 3,000 schools worldwide, from Edina, Minnesota to Point England, [and] New
Zealand, have deployed Chromebooks (Wood, 2013). Therefore, by providing schools
with the flexibility and simplicity of a single network, cloud computing is changing
the face of education by creating the foundations required for mobile learning. In fact,
cloud computing is changing the way in which we deliver educational content.
The Cloud is also being used creatively for education outside schools, especially with
regards to the delivery of education. Nokias cloud-based program called Mobile
Mathematics is transforming education for distance learning and especially education
in the developing world. This project, already implemented by 200 South African
schools, offers students free mathematics lessons for grades 10 to 12 (Nokia Developer,
2013). This cloud service can be accessed via any web browser on any computer
or mobile device. Moreover, it allows students to continuously test themselves and
receive instant feedback on their answers even outside of the classroom, (Nokia
Developer, 2013) from computerised-auto-correction. Similarly, the aforementioned
Khan Academy was among the first to take advantage of YouTubes cloud-based
sharing platform for educational purposes. Cloud computing makes it easier for
teachers to shift their curriculum online and to initiate the flipped classroom model.
The Cloud is therefore an important part of the revolution in education that is
promoting personalised learning outside the classroom.
CASE STUDY:
Knewton
A new platform to
personalize educational
content and adaptive
learning
Knewton are pioneers in the exciting
new field of adaptive learning, having
created a platform which allows
educational providers to create
the most personalised educational
experience available. The Knewton API
is a platform which allows educational
providers (such as Pearson) to
personalise their content on an
unprecedented, vast scale. Knewtons
API performs sophisticated, realtime analysis of reams of student
performance data, to identify a
students particular strengths and
33 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
34 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
Most young people today have access to some sort of mobile learning device: be it
a smartphone, tablet computer, e-book reader, or a laptop. Smartphones are devices
holding both the qualities of a mobile phone and a computer. Tablets are typically
differentiated from smartphones by their size and technical capabilities. A tablet, or
tablet computer, is a computer contained in a flat, touch screen and, generally, do
not have analog telephonic capacities. Both serve as conveniently sized video players,
conferencing tools, high-resolution still and video cameras, browsers of email, the
Internet and Web 2.0 platforms, and are rich gaming platforms. There is also an
embedded hands-on approach within these devices as a result of their touch-screens.
E-Book readers such as Kindle, Kobo and Nook are designed specifically for reading
digital e-books, articles and periodicals. Although smartphones and tablets can
function like e-book readers, the readers are differentiated by their designs that mimic
35 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
37 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
CASE STUDY:
39 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
chemistry students, especially older students who are learning molecular chemistry,
particularly benefit from using 3-D printing in this manner as they can print out
models of complex proteins and molecules as seen in 3-D Molecular Designs Model
Gallery (3-D Molecular Designs, 2013).
Similarly, but with a stronger focus on soft skills, a new curriculum in New Zealand
utilises 3-D printing so that students can create their own chess pieces (New Media
Consortium, 2013). This style of learning emphasises the skills necessary to complete
all aspects of the process from design to creation. Science students at Buford Middle
School in the US are using 3-D computerisation and printing to craft their own
sound speakers from plastic and paper. It is interesting to see how much international
attention the US education system has received from introducing 3-D printing in the
curriculum (McKenzie, 2013). A correspondent of Japans Nippon Television, Takashi
Yanagisawa, explains how this international interest is largely a result of what effect
the introduction of 3-D printing at this level will have for the future of job training
in the US (McKenzie, 2013). Therefore 3-D learning tools, particularly 3-D printing,
are unique in their ability to engage students, teach them soft skills and also train
them in more vocationally focused skills.
CASE STUDY:
41 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
Virtual Learning
Environments and
Learning Analytics
43 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
Game-Based Learning
Young people have played computer and online games with enthusiasm and
persistence since the 1960s and 1990s, respectively. Now computer and online games
are more prolific and popular than ever before. Educational institutions, as a result
of having mobile learning device initiatives and cloud computing, are harnessing the
same determination, enthusiasm and persistence that are brought out of students
when they play games. Cardiff teacher Gareth Ritter explains how a lot of the kids in
[this] school play Call of Duty. If they fail a level they wont give up, theyll keep doing
it. Weve got to bring that into the classroom (Vasagar, 2012). Game-based learning
seems likely to become the most effective way to teach students fundamental concepts
which would have previously been learnt via repetition and written exercises.
Game-based learning is much more engaging than traditional methods of teaching.
Students generally commit to games because they are both fun and challenging. Du
Sautoy, holder of the Charles Simonyi Chair in the Public Understanding of Science at
Oxford, explains how educational game-developers are trying to tap into that quite
45 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
committed effort that kids put into gaming (Vasagar, 2012), but to progress through
the levels of knowledge that students must get through to understand a particular
subject. Game-based learning is being used in everything from mathematics and science
to history and languages. These games are not designed to replace the teacher; they
are designed to highlight the areas that students are struggling with in the game, and
therefore particular concepts of a subject. Teachers will be able to focus their attention
on the students who need it, during class hours and without holding back the overall
progress of the class. Games are positioned in such a
way that students will enthusiastically engage in learning
Game-based learning seems likely
without direct instruction from the teacher and without
to become the most effective way
boring, repetitive questions from a textbook. Game-based
learning will allow teachers to deliver a more attractive,
to teach students fundamental
customised and adaptive education to their students.
concepts which would have
(Minecraft, 2013). It allows teachers to tailor the game to their lessons. Minecraft
is often described as first-person Lego (Minecraft, 2013) and allows students to
explore concepts like husbandry and architecture in two different modes: survival
and creative. In a virtual world via an avatar, students are able to collect the resources
necessary to make specific materials that can then be
used in a variety of real-world experiences. The same
technology that drives these three educational games
can also be used to teach science and languages;
students can virtually explore the human body or they
may have to answer written and oral comprehension
questions in a foreign language in order to complete
activities or pass through levels in the game (Vasagar,
2012). As educational games become more popular and
advanced, the possibilities for their use in education will
be endless.
Game-based learning is just one other way for the
virtual world to merge with our physical world. Using
games as a part of standard educational infrastructures
and landscapes is revolutionary because of the fluid,
engaging and customisable educational content they
As educational games become
promise to offer students. The most controversial
more popular and advanced,
aspect of game-based learning is how much data it
the possibilities for their use in
produces about students progress, productivity and
education will be endless.
learning speed; this barrier to implementation will
be discussed further in the learning analytics section.
This issue of data, however, is an issue beyond education it is very much a part
of our daily 21st century life and should not be a barrier to implementing gamebased learning initiatives. Data is good for education as it allows for better guidance.
If educators can make every student engaged and enthusiastic in learning, they
should be encouraged. Game-based learning is likely to be a pivotal part of making
education accessible to all types of learners and that is why it is at the forefront of
innovative technologies in education.
47 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
CASE STUDY:
KAHOOT!
Game-based digital pedagogy for the classroom
Kahoot! provides a prime example of
game-based learning, employing the
flipped classroom model to create
an experience which is engaging and
exciting for students. Kahoot! allows
teachers to create quizzes using an
easy drag and drop interface on any
internet-capable device, using embedded
videos, imagery, graphs, etc, based on
educational content. It also gives the
teachers the power to look at public
quizzes based on course material,
giving them access to a huge library
of educational games and quizzes for
students. Each student can access and
participate in the quiz through their own
mobile device, and fosters a competitive,
friendly atmosphere. For example, while
students will be able to see whether they
got each individual question wrong or
not, at the front of the class, typically
displayed on a projector or interactive
whiteboard, they can see the classs
overall results on a chart, without
48 VIRTUAL
The Future
LEARNING
of E-Ducation:
ENVIRONMENTS
the Impact of
AND
Technology
LEARNING
andANALYTICS
Analytics on the Education Industry
49 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
Other types of VLEs, specifically virtual and remote laboratories, are new
technologies, not just for education. Virtual and remote laboratories are at the
forefront of this new technology and are easily adapted into our current educational
infrastructure. Virtual laboratories are web applications that emulate the operation
of real laboratories and enable students to practice in a safe environment before using
real, physical components (New Media Consortium, 2013). These virtual laboratories
allow students to access them at any time and from anywhere, but they also allow
students to practice various experiments until they can execute them precisely and
confidently. For example, the Drosophila Virtual Lab is a biology-based virtual lab
that allows students to engage in experiments with digital fruit flies (Drosophila,
2013). In addition to the laboratory activities, the site allows students to take quizzes,
write reports and participate in surveys (Drosophila, 2013). In comparison, remote
laboratories provide students with a virtual interface between them and a real,
physical laboratory. Students are able to operate the laboratories equipment and
watch the experiments or activities unfold via a webcam on a computer or mobile
learning device (New Media Consortium, 2013). The University of Technology in
Sydney has the world largest remote laboratory facility. The university highlights how
the experiments vibrate, move around and make noise, exposing students to a real-world
learning experience in their own time and as often as they want (UTS, 2013), from
behind a computer screen. As a result, both virtual and remote laboratories offer
new teaching and learning possibilities for poorer and
distance educational institutions alike.
Grattan Institute shows that some students may be nervous about data records
being kept for other purposes (Cummings, 2012), such as employers wanting to see
applicants learning profiles. However, addressing this concern will involve simple data
and privacy protection which is easily solved by policy. What should be concerning
is the potential for the data collected by VLEs and other such platforms to be used
as assessment, but the next section will elaborate on this further. VLEs offer both
students and teachers an unparalleled, interactive and informative educational
experience in this way VLEs are particularly beneficial for our educational
infrastructures.
VLEs are the ultimate learning environment beyond the classroom because they often
mimic the traditional landscape of education. They are a part of the technologies
changing how we deliver education because they are reinventing how, when and
where learning can take place. The difference between VLEs is highlighted by the
difference between MOOCs and game-based virtual worlds; the differences between
virtual and remote learning platforms were exemplified by comparing virtual and
remote laboratories. These differences are important as they highlight the variety of
possibilities for individualising, customising and making VLEs accessible for every
student. The adaptability of VLEs will make them the easiest innovative technology
to implement within our current education systems. VLEs are, therefore, not
revolutionising education, they are reinventing it in such a way that education will
defy traditional barriers such as income, gender and distance.
Learning Analytics
Analytics were first used in business for targeting potential customers via
personalised advertising, using customer data. Learning analytics gain crucial
insight for educators, industry-professionals and researchers on students affinities
51 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
student data, or to process how students have reached a particular conclusion. Thus,
although data collecting technologies and learning analytics have the potential to
revolutionise how we assess and monitor students, they are not currently at a stage
where they can be standardised into our education system.
More and more educational software is learning to provide students with an
adaptive, customisable education, and learning analytics is an instrumental way
to capitalise upon this development. Software like AlwaysPrepped is beginning to
harness aforementioned technologies like Khan Academy, other Web 2.0 and cloud
computing platforms to provide teachers with a single point of reference to view
students progress individual and as a class (Always Prepped Inc., 2013). Similarly the
NSW Syllabus of the Australian National Curriculum monitors how students reason
through mathematic problems and provides personalised feedback with Mathspace,
developed by a group of educators, programmers and data scientists. It also provides
teachers with analytics reports on their students. Moreover, companies like Kno are
using learning analytics. Kno is an e-textbook company that has launched a Kno Me
tool that allows students to reflect on their study behaviour while using e-textbooks
(Kno Inc., 2013). However a group of Harvard University professors have developed
a Cloud-based learning analytics and assessment system called Learning Catalytics.
Recently acquired by Pearson, and offered as complete solution for managing the
interactive classroom (Learning Catalytics LLC, 2013), this software allows teachers to
ask their students open-ended questions and receive feedback in real-time. Learning
analytics is a new and exciting technology for educational institutions of which seems
poised to change how educational institutions monitor and assess their students.
Data collection is at the forefront of the transformation of education, as it will allow
Open Source and mobile technology to individualise and customise education.
Learning analytics harness data to provide educational institutions and students
alike with information that can be used for self-reflection, monitoring or assessment.
Learning analytics will be the technology that allows game-based learning and
flipped classroom scenarios to become a reality for educators and students globally.
Learning analytics is therefore, and despite its complexities, the key to the Pandora s
Box in this revolution in education.
53 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
CASE STUDY:
ClassDojo
Making the classroom more fun with avatars, games & points
ClassDojo is a behavioural management
program for younger students; an
analytics platform for behaviour
monitoring designed for parents,
teachers and students. In simpler terms,
it is a fun way for teachers to keep
younger students behaviour in check via
a system of feedback points, displayed
in real time. With a single click on a
smartphone, laptop, or computer, the
teacher can give real-time behavioural
feedback to students and parents,
through use of encouraging notifications
(Well done Josh! +1 for teamwork!).
ClassDojos recommended setup for
classrooms is to have the points on
display at the front of the class through
an interactive medium, in the form of a
projector or interactive whiteboard.
According to ClassDojo, more than
50% of teachers time in the classroom
is spent managing behaviour rather
than actually teaching ClassDojo is
designed to develop positive behaviour
over time, rather than the traditional,
less effective and more time consuming
model of enacting punitive measures
after the fact. By dramatically reducing
the amount of time between an action
and feedback for said action, the
reinforcement effect on the students
behaviour is significantly increased.
It allows parents to monitor their childs
progress via the platform to get a daily
breakdown of their childs behaviour.
This is positive in a number of ways, as
knowing their parents can assess their
daily behaviour motivates students to
behave better, as well as eliminating
Digital Assessment
Traditional educational assessment and accreditation is rigorously invigilated, yet
online assessment remains relatively anonymous and difficult to invigilate. Online
educational institutions like MOOC platforms currently try to bypass these barriers
by asking students to agree to a traditional honour code, by providing regular quizzes
and assessments, most of which are peer graded. Digital assessment, however, is
beginning to be used by traditional education institutions in Britain and the US.
This may help to overcome the assessment and accreditation barriers faced by online
educational institutions.
The digital assessment currently being used by traditional educational institutions is
based on analysed data provided by learning analytics. Britains largest exam board,
the Assessments and Qualifications Alliance (AQA) is trying to introduce computerbased exams that are interactive, meaning that harder or easier questions will be
generated on an individual basis, pending how a candidate performs. Dr Chris
Wheadon explains how the computer-based test would be a bank of questions, each
graded in terms of difficulty, and the program would pull up questions of appropriate
difficulty as the student progressed through the paper (Vasagar, 2012). Wheadon
emphasises that this test format would challenge students at a level appropriate to
each individual while also preventing students from feeling labelled and unmotivated
by test tiring in traditional test-formations (Vasagar, 2012). Nearly 11,000 students sat
the GCSE French pilot of this exam format across the UK in 2011.
In the US, however, Valerie Shute and Matthew Venture of Florida State University are
investigating a new assessment format that can be used within traditional educational
55 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
56 SPECIAL FEATURE
SPECIAL FEATURE
How technology is
disrupting education
forever and helping the
poor: the story of Maria
By Dr David McNally - Director of Digital Systems for Macmillan Science
Technology is being used to disrupt
all the disadvantages of the traditional
language learning model that limits
Marias ability to engage.
57 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
extremely long hours and has neither the time (it would take her up to 2 hours just to travel
from home to the nearest language school) nor the money (averaging $300 a month) to attend
a traditional language school with its fixed timetable, where attendance is required at the
physical classroom; where the curriculum and pace is the same for all students. Technology
is being used to disrupt all the disadvantages of the traditional language learning model
that limits Marias ability to engage. In this article, we will explore some of the driving forces
behind these changes and the opportunities they present for entrepreneurs globally as well as
democratising access to essential and life-changing education for people like Maria.
Needless to say, the Internet is an enabling technology for most of the change we will
discuss, but change is not something that comes lightly to the Education establishment.
For over 1,000 years it has remained largely unchanged. Students turn up at a classroom, a
teacher gives his or her lecture and students get the same course and pace regardless of
ability or personal circumstances.
Little wonder so many drop out something that technology is also addressing for higher
education in the US where a student that drops out of University dramatically reduces
their life chances and earning potential. Technology such as EBI-Mapworks allows the
University administration to spot students at risk (e.g. through a decline in attendance,
grades, engagement in sport and other activities or increasing visits to the health advisor)
By identifying at risk students, the University can intervene and offer assistance to help the
student overcome any personal difficulties.
The Classroom
The classroom was a great concept. It magnified the
bandwidth of education by bringing students together to
the source of knowledge. In the absence of the printing
press, hand copied books could not easily be distributed or
protected (they were extremely valuable). However, in the
21st century, classrooms are bulging at the seams or unfit for
purpose. At the larger international universities some first
year courses accommodate 2,000+ students in a single space.
58 SPECIAL FEATURE
There is far more demand than capacity, however the cost of that constrained capacity limits
the market in a classical economic sense.
The classroom of the future is virtual. Enabled by the internet, of course, but as Reed
Hastings, CEO of Netflix often says, it is broadband and specifically fibre optic networks that
facilitate the global distribution of video on demand video having the highest bandwidth
consumption of all media forms today. What this means is that a traditional lecture can
be viewed by anyone anywhere provided they have access to a reasonable broadband
connection (even if that is in an internet caf in the poorer regions of the world). In Brazil,
there is a high penetration rate of DSL connection at home: 55%(F-NAZCA Radar, April 2010).
Even Maria had a DSL connection in her home.
Online Tutoring
is proven to
increase student
motivation with
over 90% of our
students achieving
higher grades.
These global fibre networks are unleashing educational content to the audience that has
to date been unable to afford to attend the physical institutions and classrooms that
constrain access to education globally to those that have the financial resources to attend.
This is a powerful disruptive force in the Education space enabling low cost or even free
courses to be offered by companies like Veduca, the leading massively open online course
(MOOC) in Brazil. This force alone is democratising access to education globally and
eroding the traditional classroom concept. As we saw with
Maria, travel to a physical classroom can be too expensive
or just take too long to be practicable.
The Lecture
It was once said that Archimedes was the last man alive who
knew the entirety of human knowledge. In order to learn you
had no choice but to seek out scholars such as Archimedes
and listen to their teachings. 1,500 years later, this has been
re-enforced by the university system as the lecture (e.g. at
the University of Bologna and other places of formal learning).
The practice in a medieval university was for the instructor
to read from an original source to a class of students who
took notes on the lecture. This practice has persisted for a
thousand years. In terms of bandwidth amplification it is an
effective model especially when the source material is in
scarce supply, however, even in modern classrooms where
almost every student has a text book the broadcast model
is still dominant. Technology such as i>clicker, a device that
allows teachers to increase engagement, poll the students
in attendance and pivot their lecture based on the results, is
beginning to disrupt the lecture model.
The divide between rich and poor is being further antagonised
even today with the widespread use of private tutors for
children of school age. In London, according to the BBC, some
40% of school pupils now receive private tuition. Tutoring
59 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
The Course
The course is a pedagogical structure used to serialise and compartmentalise the delivery of
knowledge to students. It is an extremely effective way to teach subjects where knowledge
is built up on foundations and core concepts. However in our traditional model of education a
course has a timetable. The lectures happen on certain days
at certain times and cover certain parts of the course. If you
miss a lecture you miss that part of the course and need to
catch up. If you are struggling with the core concepts you will
increasingly struggle with more advanced concepts that rely
on the underlying core. Time, as they say, stands still for no
man (or woman) and is indeed the enemy of the struggling
student. At the end of a course there is often an examination.
A summative assessment meant to determine how good the
students knowledge is in the given subject being tested. You
cant choose when to sit your exam!
Once again technology is disrupting this model. Online
quizzing companies like SaplingLearning and Prep-U offer
continuous assessment capabilities where the proficiency
of a student in each concept is computed based on their
answers to every question attempted. Learning by quizzing is
an effective method for knowledge retention and algorithms
such as the Leitner model (for flash cards) or Item Response
Theory can be leveraged by software systems to improve
student outcome.
60 SPECIAL FEATURE
Self-paced study becomes entirely feasible when combined with access to online education
resources, online tutoring and peer to peer learning. More importantly, technology similar
to collaborative filtering (like Amazons recommendation technology) is being used to
recommend the pedagogical journey for each and every student based on their individual
performance and ability. This personalised model for learning is only possible through the
use of technology, advanced algorithms and data science. Companies like Knewton are
leading the way in development of adaptive learning solutions based on recommendation
engine technology. The key to personalisation is a deep understanding of the student their
proficiency at each and every learning objective and their own preferred or most effective
learning methods.
Affordable Flexible Blended Learning Changing Lives
EnglishUp combines many of the above disruptive opportunities to deliver a flexible blended
learning environment for English language students in Brazil. Online tutors provide individual
lessons, address problem areas and keep students motivated. Online video lessons and
quizzing allow the student to progress at their own pace and learning analytics are used to
improve the efficacy of the teaching. Flexible because it is personalised to each student and
they can proceed at their own pace, blended by combining self study and tutoring with on
demand classroom style knowledge delivery (online).
The Leitner system proposed by the German science journalist Sebastian Leitner in the 1970s. It is a simple implementation of the principle of spaced
61 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
By 2025, education
on technology platforms that combine
the best educational content, assessment
and adaptive algorithms to personalise
the user journey. These platforms will
combine self-study, peer learning and
classroom activities and the traditional
model will become increasingly
unimportant as the world gains low
cost high quality access to education
that has been impossibly for 1,000 years
and is now transforming the lives of the
poor and opening up real prosperity in
developing parts of the world.
62 CONCLUSION
Conclusion
Implementing technology in the landscape of education is not an innovative
concept. The practical implementation of the technologies mentioned in this
report is, however, innovative. Together these technologies are causing a shift
in the landscape of education. An increasingly decentralised, bottom-up format
is being favoured over the traditional hierarchical, top-down structure. This shift is
placing students as independent learners, rather than teachers as instructors, at the
forefront of delivering education. Teachers are increasingly becoming information
guides rather than educational instructors. Consequently students are being
encouraged, by these technological advancements in education, to take a more active
role in their own education. This, however, is only possible because of how these new
educational technologies have been used as a standard part of modern daily-life.
It has become the education sectors duty to use this technology as well as everyone
else does. This transformation of educational ideas and methods could not have come
at a better time as new generations of students increasingly see these innovative
technologies are mere necessities in their daily-life. The technologies highlighted in
this report are, therefore, called revolutionary because it seems that implementing
them will actually change the landscape of education. After all, many of these
technologies have become non-remarkable features of daily-life. The standardisation
of technology in every-day life has largely been a consequence of the Internet. The
Internet has fundamentally changed how society interacts, communicates and
presents information. The Internet has made digital literacy a fundamental skill of
the modern age, but also has been the key to the development, advancement and
implementation in education for most of the technologies in this report.
The common feature of the technologies in report is that they are moving education
into the virtual world. Web 2.0 platforms, MOOCs, cloud computing, VLEs and
learning analytics would not exist in the capacity they do today without the Internet.
63 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
The virtual world is also largely barrier free; it is universally accessible. It isnt
concerned with your gender, race, religion or socio-economic status and it can be
accessed at any time. Innovative educational scenarios like the flipped classroom
would also be impossible without the Internet. More importantly, these Internet
technologies will be pivotal in making education universal as they allow education to
be delivered cheaply beyond the classroom and via great distances. If, by 2013, these
technologies and mobile learning devices have already become globally ubiquitous,
there is a high potential of them becoming universal in the next decade. As the
physical world increasingly merges with the virtual world, it will be increasingly
imperative that students have secure and constant access to both the Internet and
a mobile learning device. However, this will simultaneously ensure that education
cannot be anything but individualised, customised and accessible for every student.
The major consequence of moving online and towards a virtual society is the
data trail this leaves behind. This data trail will allow education to be interactive,
individualised and adaptable, as it will record students preferences, strengths and
areas of improvement. This amount of data on students is a frightening concept
that has the potential to be misused. However, it
will also allow teachers to help their students on an
The technologies in this report will both unprecedented level. Class time will be revolutionised
reinvent and revolutionise education;
by game-based learning, Web 2.0 platforms, the flipped
classroom and learning analytics as teachers will be
they will make the UNMDG for
able to guide, monitor and support students on an
universal primary education achievable
individual basis. Students will also be able to utilise
by 2015, if correctly implemented, and
this data to reflect on their learning styles, progress
will also help us to deliver the globally
and set achievable short term and long term goals. The
innovative, engaging, customisable and
virtual online world can offer students the ability to
acquire and implement knowledge, experiment and
accessible education that our students
receive feedback in a safe environment that lacks the
and future generations deserve.
consequences of the real world such as failed tests and
broken science equipment.
This report has focused on how technology is impacting the future of education. The
impact of technology on education, however, is not reserved for the future; technology
is currently innovating the ideas and methods of education. It seems to be a very
exciting time to be a student, but the best thing about the technology discussed in
this report is that it allows all of us to be a student, anywhere, at any age and at any
time. The global population is educated to an unprecedented level and, yet, many
are still unable to receive primary education. The technologies in this report will
both reinvent and revolutionise education; they will make the UNMDG for universal
primary education achievable by 2015, if correctly implemented, and will also help
us to deliver the globally innovative, engaging, customisable and accessible education
that our students and future generations deserve.
64 REPORT TEAM
Report Team
Nicolas De Santis
President of Gold Mercury International
Nicolas De Santis is the President of Gold Mercury International. His career has been devoted to the
advancement of visionary leadership strategies and anticipatory governance practices. De Santis advises
international organisations, corporations and governments on national strategy, strategic visioning,
cultural transformation, business model innovation & global brand strategy.
With the advent of globalisation, he has more recently created a new framework to understand and
frame global complexity calledGLOGO The Global Governance Monitoring System. GLOGO organises
our planet in eight global areas (peace and security, environment, resources, culture, health, international
law, science and technology and economic policy). GLOGO includes a governance scale and rating system
to determine how decisions will affect future outcomes and sustainability. As an internet entrepreneur,
Nicolas De Santis was one of the founding management team of OPODO, the European online travel
portal and of BEENZ.com, the first digital global internet currency.
Sherry Coutu
Chairwoman of SVC2UK
Sherry Coutu is Chairwoman of Silicon Valley comes to the UK (SVC2UK). Sherry is an angel investor and
serves on the boards of companies, charities and universities. As an entrepreneur, Sherry established and
successfully sold two businesses in the financial services industry. The first (acquired by Euromoney plc)
has operations in more than 70 countries. The second was floated in 2000 on London and Nasdaq and the
company was valued at more than $1 billion before being acquired (by AMP plc). Charitable / Government
affiliations include the Princes Trust, Cancer Research UK and NESTA. SVC2UK is a not-for profit series
of industry supported events led by business leaders, investors and serial entrepreneurs and run by
students. It is designed to improve the ecosystem for entrepreneurship and drive sustainable growth in
the UK, Europe and beyond. SVC2UK organised the Education Summit 2013, hosting key entrepreneurs
who are leading the transformation in the world of education.
Dr David McNally
David is currently Director of Digital Systems for Macmillan Science and Educations corporate venturing
arm and Chairman of DC Storm, an online marketing analytics and optimisation company. He is a twice
graduate of St Andrews University. David has spent the last 15 years helping organisations navigate the
analogue to digital transition including the creation of Europe first digital video on demand platform
and transforming content distribution at BBC Worldwide. At Macmillan Science and Education, David
is driving the introduction of new and innovative digital education models that have the potential to
disrupt the Companies traditional textbook publishing businesses, but with much greater scalability and
global reach. Davids work is instrumental in discovering, developing and marketing innovative global
technologies and new digital products that make learning more engaging, pushing the boundaries of
where, when and how we learn: Teacher to student; student to teacher; and peer to peer.
Eduardo De Santis
Founder & Chairman of Gold Mercury International
Eduardo De Santis is the Founder & Chairman of Gold Mercury International. His interest in social
issues, governance and international affairs led him to create Gold Mercury International in 1961, to
improve international governance and corporate responsibility. He developed the Gold Mercury Awards
to recognise companies, organisations and governments that advanced good governance practices
and peaceful co-operation. The Awards have been presented to many global corporations and world
65 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
leaders since 1961, including US President Ronald Reagan, Soviet leader Leonid Breznev and Ellen
Johnson Sirleaf, President of Liberia. De Santis has focused his think tank work on the development
of anticipatory governance and foresight development tools, which he believes dramatically improve
decision making and governance. Eduardo De Santis is a Commander of the Italian Republic and was
recently awarded the Ordine della Stella dItalia OSI (Order of the Italian Star), by Italys President
Napolitano, for his services to the nation.
Morgan Bennett
Research Fellow, Gold Mercury International
Morgan has a Bachelors Degree in Philosophy (Honours) from the Australian National University and a
BSc in International Relations from the London School of Economics and Political Science. Her research
interests include transnational politics, international relations, political science and history. Morgan has
an active participation in a range of community activities and voluntary work including fundraising around
the world. She was the Community Liaison Officer for the United Middle East Society and has done large
fundraising activities for the Red Cross and the Victorian Bush-fire appeals. Morgan has also participated
in the Model United Nations programme where participants are required to research and represent the
opinions of a country in different UN bodies, like the Security Council.
Chon Kemp
Corporate Affairs, Gold Mercury International
Chon has a Bachelors Degree (Honours) in Geography from the London School of Economics and Political
Science. His research interests include European Politics, social identity, globalisation, and sustainable
development. He has a particular interest in technological development, and as a result his Independent
Research Dissertation: A Study of the Presentation of the Self in Online Communities, examined how
the internet has shaped human interaction and identity formation in powerful ways, across various
communities. Chon has also reported on the Princess Diana Inquest for Wilberforce Chambers, which
partly fuelled his passion for writing.
Claudio Navarro
Vice President, Gold Mercury International
Claudio is a Corporate Vision Strategist with over fifteen years of experience in the execution of global
projects and advises in the areas of global brand reputation and branding, education, global culture and
digital strategy. He advises corporations and organisations such as Google, PRISA, Canal+, Coca Cola,
Santillana and Lezama Foundation, Ministry of Culture of Spain, Municipality of Madrid and the Turkish
Chamber of Commerce.
Maria Mateos
Creative Studios, Gold Mercury International
Mara has a degree in Fine Arts from the Complutense University in Madrid where she specialized in
graphic design with honours, she complemented her studies at the European Institute of Design where
she focused on improving her skills in the editorial and branding fields. Maria has won several creative
awards and mentions in national and international competitions. Her work has been exhibited in several
cultural institution such as the Palazzo Grassi in Venice or Toletvn and Signes Foundation in Barcelona.
Mara has been part of Gold Mercurys Creative Studios since 2005 working on creative strategies for
global clients and think tank projects such as GLOGO the Global Governance Monitoring System.
66 BIBLIOGRAPHY
Bibliography
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[Online]. Maryland: Always Prepped Inc.
Available: http://www.alwaysprepped.com/
contactUs.jsp#.UgIvsmQ9rIw.
ASH, K. 2013. Latest Ed-Tech Tactics,
Barriers to Implementation, Discussed by
Expert Panel. Digital Education. Bethesda
MD: Editorial Projects in Educaton.
ASH, K. 2013. Educators Evaluate Flipped
Classrooms. Weducation Week. Bethesda
MD: Editorial Projects in Education.
67 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
68 GLOGO
69 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry
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goldmercury.org
2014 Gold Mercury International.