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The Future of Education Report 2014

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1 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

The Future of E-Ducation:


The Impact of Technology
and Analytics on the
Education Industry
KEYWORDS: Education,
Business Model Innovation,
Technology, Edu-tech
Paradigms, Global
Science & Technology,
Internet, Massive Open
Online Courses, (MOOC),
Open Sources, Web 2.0,
Education Cloud, Mobile

In collaboration with:

Education, 3-D Learning


Tools, 3-D Printing,
Education Games,
Educational Assessment,
Learning Environments,
Learning Analytics, Flipped
Classrooms, e-CRM.

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

This report is dedicated to:


Malala Yousafzai Education Activist
fighting for the right to education and for women

Because the right to


education is universal

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.

Report Project Team


Project Head & Editor: Nicolas De Santis; President of Gold Mercury International
Project Coordinator/Co-Editor: Chon Kemp, Corporate Affairs, Gold Mercury
International
Writer/Researcher: Morgan Bennett, Research Fellow, Gold Mercury International
Project Advisors: Eduardo De Santis, Chairman of Gold Mercury International, Sherry
Coutu, Chairwoman of SVC2UK and Dr. David McNally, Director of Digital Systems Macmillan Science and Education

Social Media
Twitter: @GoldMercury, #EdTech, #E-Ducation
Youtube: http://www.youtube.com/user/GoldMercuryChannel
Tumblr: goldmercury.tumblr.com

5 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

Contents
6

FOREWORD by Nicolas de Santis, President of Gold Mercury International & Sherry


Coutu - Chairwoman of SVC2UK (Silicon Valley Comes 2 the UK)

EXECUTIVE SUMMARY

INTRODUCTION

11

Open Sources and the Internet

11

Web 2.0

12

Case Study: EdModo

16

MOOCs (Massive Open Online Courses)

18

Case Study: Minerva University (upcoming)

21

Case Study: Veduca

24

Digital Literacy

25

Case Study: EBI Project


29

Mobile and Multi-Faceted Technology

30

Cloud Computing

32

Case Study: Knewton

34

Mobile Learning Devices

38

Case Study: Sistema UNO - SANTILLANA

39

3-D Learning Tools

40

Case Study: Raspberry Pi and MOOC

43

Virtual Learning Environments and Learning Analytics

44

Game-Based Learning

47

Case Study: Kahoot!

48

Virtual and Remote Learning Platforms

50

Learning Analytics

53

Case Study: ClassDojo

54

Digital Assessment

56

Special Feature: How technology is disrupting education


and helping the poor By Dr. David McNally

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.

experience (quality), but it also brings


with it improved accessibility and
universality (quantity).
Educational technology is so
vitally important to these targets
because it can improve them both
simultaneously. These are two targets
which, policy wise, have historically
been targeted independently by
governments and institutions, as
they have previously involved very
different approaches. Educational
technology has combined these
approaches, and has accelerated
educations future trajectory greatly.
It is an exciting time to be involved in
the educational sector, regardless of
your role.
The revolution in E-ducation does not
just affect the way in which students
learn this particular paradigm shift
reverberates significantly deeper
than that. It affects the way teachers
teach, the way schools are structured,
the barriers between school and
home life, and perhaps on its most
profound level affects the trajectory
of the entire future of humanity. The
global future of mankind in these

modern, changing times, is uncertain,


unstable, and dynamic. In order for
future generations to adapt to such
uncertainty, and create sustainability, it
is vital that the way in which we teach
them to do so can also adapt with equal
dynamism. This is not the case with the
old educational paradigms. Through
better understanding and utilization
of these incredibly powerful new
revelations in educational technology,
we can prepare future generations for
whatever may lie ahead. By ensuring
that the avenues through which learning
is delivered are optimised for greatness,
we ensure that future generations can
launch themselves along the road to
greatness.
As such, this paper provides useful
policy suggestions and insights, in
addition to examining various powerful
examples of Edtech developments,
as case studies. Please join us in the
goal of trying to advance educational
development; an extraordinarily good
cause which will change the future of
mankind in wholly positive ways. This
report, is one of many important steps
which must be taken.
Nicolas De Santis, President of Gold
Mercury International
Sherry Coutu, Chairwoman of SVC2UK
(Silicon Valley Comes 2 the UK)

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

and learning analytics will transform


the norms of education. Students
will be more independent from their
educational institutions; education will
be more interactive and engaging, and
educators will be capable of monitoring
and providing individualised feedback
on an unprecedented level. Digital
natives, those born during or after
the introduction of digital technology
(Prensky, 2001), are already using
this sort of technology daily and see
it as a non-remarkable feature of
society today. The ubiquity of these
technologies will facilitate their
integration into educational institutions.
The paradigms of education have not
changed for nearly a century. Emerging
technologies and technological
advancements are bringing innovation,
offering new ways to provide education,
and challenging the education-industrys

landscape. The technologies at the


forefront of this revolution are divided
into three sections: Open Sources and
the Internet; Mobile and Multi-Faceted
Technology; and Virtual Learning
Environments and Learning Analytics.
The common feature of these
technologies is how they merge our
virtual and physical worlds. This
merging has its benefits, downfalls and
complexities, which will be discussed
with reference to each technology. Most
importantly, however, this report will
highlight that these technologies will
not only make it possible for the United
Nations Millennium Development Goal
of universal primary education to be
achieved by 2015, but they will also help
the world deliver a globally innovative,
engaging, customisable and accessible
education that students across the
globe deserve.

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.

Open Sources and


the Internet

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.

12 OPEN SOURCES AND THE INTERNET

Bringing the classroom-learning environment online through Wikis, blogs, podcasts,


bookmarks and social networks allows students access to the classroom anywhere
and at any time. Blogs are formally defined as frequently updated websites consisting
of dated entries arranged in reverse chronological order (Walker, 2005). They are
online, Open Source platforms that allow sequential entries like diaries or journals
to be posted and published for a global online audience. Blogs are used as learning
journals, gallery spaces, for peer reviews and as display platforms for problem-solving
exercises. They encourage students to reflect, think critically, respond to feedback
and to develop authenticity (Tomel, 2007). Blogs, however, are hard to monitor as the
authors primarily control the blogs; the teachers, therefore, are often unable to modify
or edit a students blog.
On the other hand, Wikis are designed so that numerous people can send,
receive and express ideas, edit someone elses work, or post links to other relevant
sources. In the education sector, Wikis are being set up to promote teamwork,

CASE STUDY:

EdModo

Using Social Media in E-Ducation


Edmodo is a social networking platform
which takes advantage of students
everyday, normalised usage of social
media sites such as Facebook. Edmodos
goal is to bridge the students social,
personal, life with that of their school
life, and bring their methods for
interaction closer together. Edmodo is
advertised as a free and safe way for
students and teachers to collaborate.
It can be most casually likened to a
Facebook, or a social network, for
schooling. Edmodo emerged in 2008
when co-founders Nic Borg and Jeff
OHara recognized the need for the
educational environment to evolve,
in order to reflect the increasingly
connected and online world. Since its
inception it now has over 29 million

teachers utilizing the solution worldwide


a figure which is nothing short of
astounding, and undoubtedly indicative
of the full extent of the modern
revolution in E-Ducation.
Edmodo is built on the principle of
embracing the modern shift in the
ubiquity of social networks, rather than
avoiding it; as has typically been the
case in most educational institutions.
Use of social networking platforms in
school has often been actively prevented
while on school IT systems; and has
always been considered a problem and a
distraction. Edmodo flips this stigma on
its head, and embraces it; by integrating
the schooling experience with the social
media experience. Edmodo allows social

networking to supplement and enhance


the school experience, rather than
hinder and distract the process. It allows
teachers, students and parents to safely
and actively share files, assignments,
concerns and thoughts online, among
one another, in an encouraging
environment. It also connects teachers
around the world to each other, by
providing a platform where they
can share and use other materials
recommended by teachers worldwide,
for any topic. It also keeps the teacher in
constant contact with the students, akin
to the way in which modern students are
constantly connected to one another
via their social networks. Teachers
can remind students of their duties, or
assist them with their assignments at
any time, allowing students to receive
a more personalized, flexible system of
education which exists outside of school
hours as well. Bridging the gap between
the students personal, and schooling
life, creates a more adaptable, flexible
experience for all involved.

13 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

Bookmark sites allow users to create


and categorise a library of websites,
images and other media.

continuous review and to develop sharing in a


conversational manner (Wagner, 2006). They are
used in brainstorming activities, knowledge creation,
collaborative writing exercises and group work. Wikis
are growing and adapting. For example, Wikibooks
is building an increasingly large platform offering free, user-edited online and
Open Source textbooks. However, it is difficult to track these contributions or
modifications, which makes Wikis prone to poor quality control, which is often the
downfall of the Wiki encyclopaedia called Wikipedia.
Social networking sites are similar to blogs and Wikis. They are websites people sign
up to in order to chat, post comments and share media. Participants must build a
network in order to participate. This offers students and teachers a private, interactive
network where they can communicate outside the classroom. Social networking sites
like Twitter and Facebook are increasingly used by teachers to keep parents informed

14 OPEN SOURCES AND THE INTERNET

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.

of class activities, to post homework or other reminders


for students, and to share the activities of different
classes with the rest of the school. In this way, social
networking sites are an online, Open Source extension of a class diary, acting as
another portal for teachers to guide students socially and intellectually.
Podcasts allow audio-based files to be created and distributed on a regular basis.
Podcasts are the foundation of the flipped classroom scenario as they allow students
to listen or watch education lectures anywhere and at any time. They are also being
used for case-based lessons, guest lectures, as supplementary course materials and as
support for distance learners. For secondary and tertiary education, Apples iTunes
University (iTunes U) enables educators to build courses based on podcasts, with
access to over 500,000 free public resources, using the iTunes U Course Manager. The
downside of podcasts is that they do not encourage collaboration or interaction.
Bookmark sites allow users to create and categorise a library of websites, images and
other media. These sites are used in a similar way to how an individual bookmarks
a website on his or her personal computer. Bookmark platforms are particularly
useful as they allow users to share their bookmarked websites with one another. For
example, if students are requested to visit certain websites for a school project, their
teacher can guide the students by creating a bookmark page, with all of the webpages,
on a platform like Delicious.com.
Web 2.0 platforms are encouraging students to work within a class community
outside the classroom, allowing students to share their contributions and inputs. The
Internet and these Open Source platforms have achieved global recognition as an
effective means of distributing high-quality, accessible educational materials to schools
in both developed and developing countries (New Media Consortium, 2013). Similarly,
these platforms are also being used to expand school curriculums by incorporating
informal in-class learning (New Media Consortium, 2013). Australian schools,
particularly in Victoria, are discovering how these Web 2.0 platforms can be used as
a part of schools literacy programs. James Farmer, a former technology lecturer from
Deakin University, Australia and Founder of Edublogs, explains how using activities
such as blogging changes how you learn, [it] motivates children to improve their reading
and writing literacy skills, gives them the chance to express their own thoughts and
opinions, often to a global audience, and enables them to collaborate with classes in other
countries, and with experts (Maslen 2013).
This sort of learning process also simultaneously encourages learner independence
and student collaboration. An online learning environment encourages students
to take a more active role in their own learning process by using technology to
search for and collate information, and publish and share their findings (Lim, Zhao,
Tondeur, Chai and Tsai, 2013). This promotes the ability to find, evaluate and put

15 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

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.

16 OPEN SOURCES AND THE INTERNET

MOOCs (Massive Open Online


Courses)
Emma Boyde from the Financial Times says that the agent provocateur of this
revolution in education is the MOOC. MOOCs are free, online courses with
open, unlimited enrolment. They provide access to courses being taught by
leading scholars and industry experts, and are being offered by the worlds leading
universities. The original three universities to offer MOOCs were Harvard, Stanford
and the Massachusetts Institute of Technology (MIT). The term MOOC was coined
in 2008 as a result of a learning theory course from the University of Manitoba,
Canada, which had enrolled 25 tuition paying students and some 2,300 online
students who paid no tuition. The first MOOC platform was launched in 2011 by
Stanford University. Stanford launched three MOOCs, each of which enrolled about
100,000 students (Prez-Pea, 2012). MOOCs then exploded across America as, by
July 2012, MITx.org, edX.org, Udacity.com and Coursera.org have been launched. As
of July 2013, universities from Germany, Australia, Brazil, Turkey, Lithuania, Israel,
Italy, India, and France offered MOOCs. Moreover, universities in the UK, Denmark,
China, Korea, Japan and Mexico, are planning to launch their own MOOCs by
the end of the year. This global explosion has made
MOOCs a disruptive technology in education.
online courses with

MOOCs are free,


open, unlimited enrolment. They
provide access to courses being taught
by leading scholars and industry
experts, and are being offered by the
worlds leading universities.

MOOC providers are offering MOOCs as an alternative


to traditional education. MOOCs offer students
traditional course materials such as readings, quizzes
and problem sets. Students are taught via video lectures,
can participate in online discussions and study groups,

17 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

MOOCs are revolutionary in offering students free,


world-renowned education that can be completed
anywhere and at any time. Stanford Professor Ng explains
how MOOCs are revolutionary for the way in which they
change the economics of education. In particular, they allow
one professor to teach not just one student but 100,000
(Grossman, 2013).

and can communicate


with teaching staff.
MOOCs also vary in
whether they impose time
restrictions that mimic the
university experience, or
allow students to work at their own pace. MOOCs predominantly offer tertiary level
education and target students over the age of 18. However, with parental approval,
students from the age of 13 are encouraged to participate in different courses. Some of
the open source platforms that offer tertiary-standard MOOCs are Coursera.org,
Edx.org, futurelearn.org, Udacity.com, OpenupEd.eu, openlearning.com, and
Ulearniversity.com.
Although each MOOC platform performs a similar function, they each offer
something different. Coursera.org and EdX.org are virtually similar. They both offer
courses from globally leading universities in a wide range of topics from humanities
and social sciences to medicine and business. They encourage students to learn at
their own pace, but to complete courses within a time frame that mimics a traditional
university course. Coursera.org and EdX.org offer their students feedback though
interactive assessments and discussion platforms. OpenupEd.eu is very similar,
aside for the fact that it focuses on offering courses from European universities.
Openlearning.com is the Australian equivalent; it offers courses in a variety of
topics that are both time-restricted and self-paced. Futurelearn.org is based at the
Open University, and provides MOOCs from over 25 different UK Universities, in
collaboration with huge cultural and educational institutions such as the British
Council, the British Library, and the British Museum. Particularly important to this
platform is that it encourages online learners to interact with one another, a principle
known as community supported learning. Conversely, Udacity.com doesnt promote
itself as a university course provider. It offers courses largely based on computer
science, mathematics and business for all ages. Udacity does not restrict students to a
time frame and tries to offer courses for all types of students, including high-school
aged students. It is also unique in offering its students virtual field trips all around
the world via its short video lectures. Ulearniversity.com offers a MOOC platform
where tertiary and secondary-level teachers can create online, Open Source platforms
themselves. It subsequently allows any student or learner to access the content. Each
of these MOOC platforms present and deliver the same products to learners although
they are offered in a manner of different ways.
MOOCs are revolutionary in offering students free, world-renowned education
that can be completed anywhere and at any time. Stanford Professor Ng explains
how MOOCs are revolutionary for the way in which they change the economics of
education. In particular, they allow one professor to teach not just one student but
100,000 (Grossman, 2013). Moreover, as traditional universities fees continue to

18 OPEN SOURCES AND THE INTERNET

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.

Minervas online courses aim to be not


only Harvard quality, but also half the
price of a typical university course $10,000 a year, to be precise. Minervas
founder, Ben Nelson, says that by
creating an educational experience that
is built from online resources [Minerva]
wont be subject to the same scarcity
of resources that besets institutions
today, allowing the universitys
resources to be focused on more
important areas.

At Minerva, students are required and


encouraged to change location every
semester (by moving to a new country
or city), in order to maximise immersion
in different cultures and languages,
and develop life-changing networks of
connections and relations. These types
of skills and this form of immersive
learning cannot typically occur in
traditional university structures; due
to their place embedded (campus)
nature. While the university will offer
no foreign language courses or support

19 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

As traditional universities fees


continue to rise...tertiary education is
increasingly becoming an unaffordable
expense. McKinsey & Co. highlights
how... 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.

humans (Armitage, 2012). But for now, MOOCs are


merely online versions of courses offered by some of the
worlds leading universities. They are also, supposedly,
as rigorous as any standard course offered by the
university in question. MOOCs, most importantly, can
be taken by anyone, no matter what their background is
or pre-existing qualifications are. Moreover, MOOCs are
currently free, although they regularly offer the student
a certificate of completion. MOOCs therefore promise
to burst the current education bubble and democratise education (Loyd, 2012), but
only if they can promote themselves as true alternatives to educations traditional
learning environments.

in that regards, Nelson states that: if


youre not trilingual by the end of your
four years, you wont graduate. While
the first year of Minerva University
will involve living on the Keck Graduate
Institute (KGI) campus in San Francisco
(a city widely considered to be one of
the most thriving, diverse metropolises
in the world) the remaining three years
of their university career are spent
adapting, living, and learning new
environments and locations. To this
end, Minerva has pledged to open two

new residence halls each year from fall


2016 onwards, in locations around the
world. Though the university itself will
not open until the end of 2014, Minerva
University looks to be one of the more
promising developments in educational
paradigms thus far.

20 OPEN SOURCES AND THE INTERNET

However, not everyone sees the


stagnation of the MOOC revolution as
a bad thing. Teachers, like the professors
in San Jose State Universitys Philosophy
Department, see MOOCs as the final
force to replace professors, dismantle
departments, and provide a diminished
education for students in public
universities (Grossman, 2013).

Daphne Koller, Co-founder


and Co-Ceo of Coursera and
Nicolas De Santis, President
of Gold Mercury International
at BETT Education Forum,
London 2013.

The Open Source platforms that provide MOOCs


may, however, find it difficult to offer themselves as
sustainable replacements to traditional education. This
is because of how difficult it is for MOOC providers
to replicate the invigilated, rigorous assessment used
by traditional tertiary institutions. MOOCs currently
ask students to agree to a traditional honour code, provide quizzes and assessments,
most of which are peer-graded. A growing number of MOOCs also offer students a
certificate signed by the lecturer (for a fee) once the course is satisfactorily completed.
However, despite this, most MOOCs remain unaccredited by universities and
employers. For example, even though Colorado State Universitys Global Campus
accredits a computer-science course offered by Udacity.com if the students can pass
a proctored exam, Stanford University (where the companys founders teach) refuses
to offer credit for the same course. Moreover, even though the American Council of
Education has recommended five Coursera.org courses for accreditation by American
Universities, the universities that offer these courses do not themselves accredit
the courses. This is a result of MOOC providers being unable to offer invigilated,
rigorous assessment. Without finding an online parallel for traditional assessment and
accreditation, the revolution of MOOCs may be short-lived.
However, not everyone sees the stagnation of the MOOC revolution as a bad thing.
Teachers, like the professors in San Jose State Universitys Philosophy Department,
see MOOCs as the final force to replace professors, dismantle departments, and
provide a diminished education for students in public universities (Grossman, 2013).
It seems unlikely that it will be possible to convert MOOCs into revenue sources for
universities which are already struggling financially (Cuban, 2013).
The issues that surround tertiary-level MOOCs are less of a concern in MOOCs
offering kindergarten to grade 12 (K-12) courses that promote themselves as teaching
aids rather than as replacements. The Khan Academy offers over 4300 videos covering
K-12 Mathematics, Science and Humanities subjects in 10-minute segments (The Khan
Academy, 2013). The Khan Academy also offers an adaptive assessment environment
that enables students to practice topics at their own pace. It is pioneering MOOCs
in primary and secondary level education and it will be the K-12 MOOCs that make
flipped classrooms a real possibility. A flipped classroom refers to a scenario where
students would be assigned an informative video lecture as homework. Katie Ash in
Education Week explains how the term flipped classroom comes from the idea of
swapping homework for classwork (Ash, 2013). This allows class time to be used for
hands-on activities that apply the knowledge learnt at home. The flipped classroom
scenario gives teachers more time to support a students learning journey, rather than
merely correcting the errors on the students homework. K-12 MOOCs, therefore, may

21 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

CASE STUDY:

Veduca

Content from the worlds top universities, accessible in one place


Veduca is a Brazilian Ed-Tech company
which is aiming to democratize access
to top quality higher education around
the world, and improve peoples lives in
a sustainable way through education,
by providing high quality educational
video content. Veduca offers a
highly accessible platform through
which content from the worlds top
universities is aggregated, translated,
subtitled, and made available to the
general public via Veducas online portal.
So far it is one of the most promising
and fast growing Ed-Tech start-ups in
Latin America, with over 200 million
video views, 150,000 registered users,
and more than 5,600 classes from 20
top universities around the world.
Statistically speaking, Brazilians are
among the most engaged students in
the leading MOOCs that have sprung
up in the US, but the English language

remains a particularly strong barrier


to wider participation; and it is this
barrier which Veduca aims to tear
down. The Veduca platform translates
and makes this top quality educational
content freely available to their users;
collecting, localising and contextualising
it for Brazilians. It very quickly became
established as a platform which anyone
could use, anywhere, to gain access to
the best possible education.
Veduca, in alliance with O Estado De Sao
Paulo (the second biggest newspaper
in Sao Paulo), created an interesting
algorithm known as Content Sense.
The algorithm is able to interpret the
newspapers articles, and shows the
reader related and translated video
lectures from top universities around
the world. This supplemented an area
which has always been considered of
primacy to a well-rounded and high

quality education; the necessity for


wider reading and outside learning.
Content Sense, allows users to really
understand and grasp the concepts and
applicability behind their wider reading
for daily topics.
In partnership with the University
of Sao Paulo (widely considered the
largest and best university in Latin
America), the Veduca platform serves
as a major step towards realising
the future of online education, in the
form of certification; by creating the
first online MBA (Masters Degree in
Business Administration) in the world,
in Engineering and Innovation. Veducas
online MBA is unique and revolutionary
in so many ways. In Veducas online
MBA, the student simply pays if they
wish to be considered for certification;
accessing the course content is free.
Another contrast with typical MOOC

22 OPEN SOURCES AND THE INTERNET

certification is that Veducas MBA is


actually issued by the Brazilian Ministry
of Education, so it has significant
real value compared to other online
certifications, which are typically not
backed by official organisations.
Veducas course is especially powerful
because its approach to teaching has a
great focus on real world applicability;
the content is delivered and engages
in a way which attempts to ensure that
the student actually learns and really
understands the MBA content. Veduca
founder Carlos Souza aims to account
for industries and sectors in Brazil
where there is a shortage of talent and
knowledge; a prime example being the
engineering sector. The Veduca MBA
was designed to address this gap in
the market and output experienced,
talented leaders in this lacking sector.
Carlos has a bright vision for the future
of Veduca in this aspect, and is planning
future courses designed to create and
foster further talent in other areas in

which Brazil is lacking, making Veduca


a highly relevant and transformative
educational institution.
Veduca provides a personalised
learning plan, which infers from the
students activities and set objectives
(specified by said student) what the
student does or does not know, and
therefore needs to learn to fulfil the
requirements for the course. This is
built around the philosophy that every
individual requires their own unique
education based on their strengths,
weaknesses and experience. Veduca
co-founder and Chief Financial Officer
Marcelo Mejlachowicz explained this
system using himself as an example.
Veducas MBA is divided into 8
disciplines, one of which is finance.
Marcelos background prior to Veduca
was 15 years of experience in the
financial sector, and thus if he were to
participate in the MBA course, it would
be unnecessary for him to learn a great

deal about that particular discipline.


The Veduca platform would adapt to
his knowledge of this field and instead
emphasise subjects his experience
might cause him to be weaker in; such
as marketing. Such individualised and
personalised educational experiences
are undoubtedly one of the most
powerful and unparalleled strengths
of online courses, and in many aspects,
Veduca is leading the way in this field.
Veduca is creating an unprecedented
and accessible experience which is very
much at the forefront of the revolution
in E-Ducation, not just in Latin America,
but around the world.

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.

24 OPEN SOURCES AND THE INTERNET

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:

The Interactive Basic Education


(EBI) Project: Santa Maria la
Blanca school in Madrid
A new business model for the future of personalised schooling
The EBI (Interactive Basic Education)
Project is a Spanish educational
innovation project created by the
Foundation Iruaritz Lezamas Centre for
Educational Innovation, in partnership
with Microsoft. The EBI Project offers a
methodological alternative to transform
schools through the use of technology.
The Foundation Iruaritz Lezama
advises schools who want to implement
their system of individualized
instruction, through use of EBI. They
work closely with Microsoft in order
to ensure that teachers, students, and
administration have access to EBI, and
the abilities and skills needed to make
EBI into a useful tool for improving
the educational process, and the
curriculum. The foundation provides
the structure necessary to provide a
personalized educational experience to

each student, tailored to their abilities


and desires in life.
The EBI project achieves these goals
by making changes at 3 fundamental
levels to the nature of the teacher,
the presence of technology, and
the role of the student. The role of
the teacher and student are altered
through an operational plan, and the
implementation and use of technology
is influenced through the technological
plan. The methodology is as follows:
The Foundation Iruaritz Lezama
makes an initial presentation to the
prospective school, showing them
their best example EBI Centre; the
Santa Maria la Blanca school in Madrid,
which is one of the Foundation Iruaritz
Lezamas member schools. Showcasing
the school and its success using EBI is

usually enough to convince prospective


schools to adopt the EBI methodology.
After the initial demonstration, the
Foundation Iruaritz Lezama then
visits the prospective school and
makes a diagnosis of the existing
technological equipment, teaching
structure, and space that the centre
has, in order to determine the course
for implementation in a tailor made
proposal. A team of professionals
makes this diagnosis, and a proposal
of the minimum requirements is stated;
and if necessary the Foundation Iruaritz
Lezama offers their advisory services.
The diagnosis of the school depends
on many factors like the number of
students and teachers, the distribution
of spaces, the types of construction;
a good diagnosis is important, as it
facilitates the proper implementation of
the system.

26 OPEN SOURCES AND THE INTERNET

The first plan which is put into place


is their operational plan, where a
curriculum is designed for each student
and adapted according to their level and
capacity. This is individually determined.
The best way to allow each students
level to be accurately assessed is to
change the role of the teacher.
To do this, the EBI Project splits the
traditional role of teacher, up into
two distinct sub-roles. The analyst,
or specialised teacher, is in charge of
the direction, support, and personal
advising of each student; being careful
to note the interests, expectations,
weaknesses, strengths and necessities
of each individual. Teachers create
the individual plans and curriculums
for each student, and coordinate on a
personal basis with each student and
their parents. The tutor, fulfils much
the same role as the traditional teacher;
guiding the students through their
individual curriculum and facilitating
their learning.
The next important step is to put
the IT framework into place, to allow
students to make the most of the
many advantages of technology.
Once the teachers are properly
trained and established into their
new roles, the Foundation Iruaritz
Lezama then ensures that all teachers
in the institution possess the basic
technological literacy necessary to
use the new IT systems, regardless of
their subject speciality. The EBI Project
has several training programmes for

this purpose, and coordinates this


all through Microsoft support. EBI
Centres typically have 1 laptop or
tablet per student with 100% Wi-Fi
coverage, to allow students to learn in
an individualized, flexible and creative
manner. All classrooms also have
projectors and digital boards, as well
as speaker systems and workshops.
The Foundation Iruaritz Lezama
ensures that adequate advice is given
in order to optimize the costs for each
school. Each student having their own
individual laptop gives unparalleled and
unprecedented flexibility and creativity
to every student; provided their usage
is mediated correctly by the teacher
another important aspect to the
teacher training which the Foundation
and EBI offer.
Once the teachers have acquired
sufficient training, the Foundation
Iruaritz Lezama defines the
performance plan to inform students
and families about how to use this
equipment. The plans are customized
on a case-by-case basis, though they
could involve strategies such as: web
information, meetings with student
representatives, meetings with
parents, audio-visual resources, tutorial
meetings, etc. Reducing the hurdles
which students face with regards to
technological literacy, allows them to
focus their attention on maximising
their creativity and utilizing the
beneficial aspects of the technology to
their maximum.

Once the entire process of


implementation has been carried out,
the Foundation certifies the school
as an EBI Centre, and their work is
complete. EBI Centres have been
applauded all over Spain for boosting
participation in extra-curricular
activities, greater concentration,
creativity and satisfaction from
students, and significantly enhanced
interaction between teachers and
students. Rather than modifying the
now ageing and traditional teaching
structure to accommodate new
technologies, the Foundation Iruaritz
Lezama have rebuilt teaching and
schools from the ground up, to provide
the best possible educative experience.
It is a truly progressive and robust
reinvention of the educational process,
incorporating many of the aspects which
this report has outlined as being key for
building the educational paradigms of
the future.

27 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

Eduardo De Santis, Chairman of Gold Mercury International


with Father Luis Lezama, founder of Lezama Foundation and
the EBI Project at the Santa Maria la Blanca School (which is
an EBI Centre).

Isabel Solana and Pedro Lezama of EBI Project and Nicolas


De Santis, President of Gold Mercury International, with
EBI Project students at the Santa Maria la Blanca School
in Madrid.

28 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

Mobile and
Multi-Faceted
Technology

29 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

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.

30 MOBILE AND MULTI-FACETED TECHNOLOGY

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

Cloud-based platforms such as


email, video or other hosting
services; subscription-based
software tools; and a wide choice
of collaborative applications (New
Media Consortium, 2013), remove
the pressure placed on schools to
continuously update their hardware.

their hardware. This collaboration is not limited to the


students. Parents are also being encouraged to use the
Cloud, so they can view their childrens work, check
attendance and grades, and communicate with teachers
via email. (Wong, 2013) By changing how schools
store information and, therefore, how we structure
education, cloud computing is changing how education
is delivered.

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.

32 MOBILE AND MULTI-FACETED TECHNOLOGY

Adopting cloud computing in educational institutions is, however, stagnated by issues


surrounding data security. As the Cloud (public clouds) is based on the Internet, it is
not always a secure educational network. To combat this, cloud computing providers
are creating private and hybrid Clouds. Private Clouds are maintained on a private
network and offer users the most security. However, users are still required to maintain
and support all the technology infrastructure and software, which often eradicates the
cost-saving benefits of cloud computing. Hybrid Clouds utilise the benefits of both
public and private options through multiple cloud providers. They allow data to be
appropriately placed in Clouds that meet security requirements. This model, however,
eliminates the aforementioned single-sign-in advantage of cloud computing, as users
must manage multiple security platforms and ensure that there is communication
between the individual platforms. Despite these issues, CDW-Gs 2013 State of the
Cloud Report finds that 42% of K-12 schools and organisations surveyed are currently
implementing some form of cloud computing (New Media Consortium, 2013). Since
cloud computing is still new to the education industry, this figure is promising.

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

weaknesses, and adapt the course


content accordingly. Knewtons
platform consolidates data science,

time. When assessing a students


performance in one area, Knewton can
therefore predict where the student

statistics, psychometrics, content


graphing, and tagging, to generate
dynamic course content based on the
students particular understanding and
degree of proficiency. For example,
if a student were to make a mistake
on a real-world problem based math
question, but in their answer were able
to demonstrate a key understanding of
the core mathematical content, the next
aspect of their course would adapt to
instead focus around facilitating better
understanding of applying theoretical
knowledge to practical problems
rather than the traditional method of
reiterating that same core concept.

will fail in the future, and thanks to


the interconnectivity of educational
concepts, and Knewtons ability to
interpret these connections, why the
student will fail. The platform can then
restructure the content appropriately,
to build on the students weaknesses.
Knewtons educational technology
platform is leading the revolution in
creating an adaptable, personalized
educative experience, by allowing
courses and educational providers to
create a dynamic, highly detailed course
which accounts for more than just
simplistic performance metrics.

Knewtons powerful, adaptive


platform makes this possible, and
the infrastructure unlocks the vast
quantities of data which can be gleaned
from a students performance, in real

33 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

Cloud computing is changing the


way we store digital information and,
therefore, how IT networks provide
information to its users. This change
is important for education. Students
will become more mobile, flexible
learners as they are increasingly able
to access information and software
anywhere.

Cloud computing is changing the way we store digital


information and, therefore, how IT networks provide
information to its users. This change is important
for education. Students will become more mobile,
flexible learners as they are increasingly able to access
information and software anywhere. Schools are
gradually able to encourage students to use educational
software at home and in their spare time. Students,
especially university students, are increasingly able to
hand in assignments or view lesson plans at any time, from anywhere in the world.
The ability of cloud computing to provide this type of efficiency and flexibility will
particularly benefit learners who are unable to access traditional forms or places of
learning as demonstrated by Nokias Mobile Mathematics Cloud-based program.
Globally, cloud computing promises to become part of the standard education
infrastructure and, as a result, will play a pivotal role in achieving the United Nations
Millennium Development Goals in Education.

34 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

Mobile Learning Devices


Mobile learning was redefined with the introduction of
smartphones in 2001, mobile applications in 2008 and
tablet computers in 2010. By 2013, these mobile learning
devices, alongside laptops, have become incredibly
capable, useful, and ubiquitous in the developed world.
More importantly, mobile learning devices are naturally
encouraging exploration and learning in adults and
children alike (New Media Consortium, 2013). The
New Media Consortium 2013 Horizon Report says the distribution of these mobile
learning devices defy traditional patterns of adoption; schools and consumers alike have
decided these devices are necessities, even economically disadvantaged families find ways
to make use of mobile technology. (New Media Consortium, 2013). As the world is
moving online, Web 2.0 platforms and flipped classroom models become the norm,
it is becoming imperative that students have constant access to mobile computing
devices. Mobile learning devices, if implemented in educational institutions correctly,
promise to make education individualised, customised and accessible for every
student. Mobile learning devices are also increasingly necessary for students and
educators alike, if they are to partake in the aforementioned revolution of education.

Mobile learning devices, if implemented


in educational institutions correctly,
promise to make education
individualised, customised and
accessible for every student.

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

The last mobile learning device, the


laptop, has become so popular in everyday society that most households own
at least one. Laptops alongside the
aforementioned mobile devices have
redefined mobile learning.

the qualities of books. They optimise portability by


being incredibly light and thin; they avoid the harsh
backlight of the aforementioned devices to increase
readability in the sun; and they have a much longer
battery-life. A single e-reader is capable of holding
the digital equivalent of up to 1,400 books (Amazon, 2013). The last mobile learning
device, the laptop, has become so popular in every-day society that most households
own at least one. Laptops alongside the aforementioned mobile devices have redefined
mobile learning.
A part of mobile learning devices significance for education is the rising popularity
of Apps. The word app is short for application and refers to, typically, a small,
specialised program that can be downloaded onto most mobile learning devices.
Tablets and smartphones are specifically designed to be optimised app platforms.
Apps are very useful for educators and students alike as learning tools. They range
from annotation and mind-mapping apps, diary and journal apps, to apps that allow
users to explore the stars in the night sky or examine the minute particles that make
up a chemical. Apps and mobile learning devices together enable users to learn and
experience new concepts wherever they are, often across multiple devices (New
Media Consortium, 2013). In the year 2013, ABI Research estimated that mobile device
users would download 70 billion apps (New Media Consortium, 2013). Schools
that teach younger students have pioneered the use of apps in education. Apps on
interactive platforms like tablets allow young students to explore, interact and learn
fundamental concepts through games and interactive materials (discussed later).
Although apps are a new and exciting tool for educators, they are unavailable to
students unless they are provided with mobile learning devices.
Schools are implementing the use of mobile devices in one of three ways. The first
method is known as the one-to-one initiative. Schools from Australia to Finland are
looking to acquire mobile learning devices that can be provided to each student. The
initiative aims to provide every student with a laptop or tablet so that they may have
independent access to a computer at school and at home. Justin-Siena High School in
California will be implementing a one-to-one pilot for the 2013 academic year. Students
will receive an iPad and are excited about having to carry fewer traditional learning tools
such as notebooks and textbooks (Dills, 2013). Students will also be able to work on
the same task, software and hardware anywhere and at any time. The teachers are also
excited; they will no longer be confined to reserving computer labs in order to access
the Internet for class activities (Dills, 2013). However, despite programs like the Finnish
Molla project which aims to introduce kindergarteners to new media on platforms
like the iPad, Esa Kohtamki of the Pori Education Board in Finland highlights,
its impossible for us to guarantee a working computer for everyone (YLE, 2013).
Similar impossibilities are arising in other countries where one-to-one initiatives were
pioneered. For example, in 2008, Australia implemented a one-to-one initiative, where
967,000 computers were installed in secondary schools for a total of $2.4billion (Karena,

36 MOBILE AND MULTI-FACETED TECHNOLOGY

The BYOD program encourages


students to take responsibility for their
own learning through a medium they
are incredibly familiar with. Finnish
authorities consequently estimate that
within the next few years, 60 to 70% of
students will bring their own mobile
learning devices to school (YLE, 2013).
2013). Unfortunately for students and teachers, the funding for the initiative ended on
the 30th of June 2013 and the Australian Prime Minister Kevin Rudd seems unwilling to
re-finance the initiative. Because of the expectation involved in providing the one-to-one
initiative to every new student, as well as the support costs involved in continuing and
updating the initiative, the one-to-one initiative is unappealingly expensive and difficult
to implement.
As a solution to the increasing costs of the one-to-one initiative, schools across Europe,
North America and the Asia-Pacific are talking about and implementing a Bring Your
Own Device (BYOD) initiative. The new interest in BYOD programs is also a result
of educators attitude shifts in regards to mobile learning devices like smartphones.
Schools are now encouraging their students to make use of devices in their homes and,
increasingly, at school. The BYOD initiative is also being considered as a solution to the
financial problems of Australias one-to-one initiative, as most students already bring
their own mobile learning devices to school (Karena, 2013). Yet the BYOD initiative
may also be beneficial to educators for other reasons. In the Texan Katy Independent
School District, one of the pioneers of the BYOD program, the Director of Technology
Lonnie Owens found surprising results: Discipline issues went down and test
scores went up (Barseghian, 2013). The BYOD program encourages students to take
responsibility for their own learning through a medium they are incredibly familiar
with. Finnish authorities consequently estimate that within the next few years, 60 to
70% of students will bring their own mobile learning devices to school (YLE, 2013).
The BYOD program, however, poses some issues for educational institutions. Tina
Barseghian, editor of MindShift at KQED, explains how the BYOD initiative threatens to
introduce a technology gap and reduce the equity of education between students of the
same age, but of different incomes. She explains how, even without the BYOD, there are
already technology disparities between students of different income schools. Barseghian
references the findings of the Pew Research Report which states 52% of teachers in
higher income schools already allow students to use their mobile learning devices in
class, compared with 35% of teachers in lower income schools. But BYOD programs will
help to remove this already present disparity rather than imposing technology like a
uniform, as in the one-to-one initiative, the BYOD program will allow schools to provide
technology to those who really need it. As a result of not being required to provide
all students with laptops, educators and governments will be able to compete within
the technological gap and provide poorer students with more advanced, expensive
technology. Although the BYOD initiative is in its early stages, it promises to be the
initiative that changes the way educators provide students with technology.

37 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

The third manner of introducing mobile learning into


classrooms is via mobile carts. Mobile carts are trollies
with a number of laptops and/or tablets so that teachers
may reserve a cart and, for a lesson, provide each
student with a mobile learning device in the classroom.
This is a more traditional method of providing students
Mobile learning devices will continue
with mobile learning and is simply a portable variant
to develop and progress, but as they
of the computer lab model. As a part of this model,
which is especially prevalent in English schools (Turel
do, they will increasingly change the
experience of learning in and outside of and Johnson, 2012), Interactive White Boards (IWBs) are
provided for teachers and students in classrooms. IWBs
the classroom.
enhance the function of mobile learning devices; as
teachers are interactively able to guide students, present
material and encourage active participation from students in front of the class. Despite
the fact that the combination of mobile carts and IWBs are seen as more traditional
forms of mobile learning, only 2% of Asian classrooms contain IWBs. Mobile carts
may then offer the opportunity for governments and educators alike to introduce the
use of mobile learning in to the classroom.
With the increasing use of mobile learning technology and the new focus on
interactivity, individualisation and customisation, educators are concerned that these
devices will replace traditional teaching techniques or will merely be a fashionable
gadget rather than a useful tool. The main solutions to these concerns will be
found in comprehensively training teachers. For educators who are comfortable
and confident with these new learning platforms, the mobile devices will increase
their time efficiency during instruction; allow teachers more time to focus on
particular students while others work independently; and will engage students with
a more hands-on learning environment. For educators uncomfortable with these
new platforms and devices, they will either have to slowly incorporate these new
technologies by adapting them into old methods: such as using online textbooks
(rather than physical textbooks), or they will have to move on; as they may become a
hindrance to potential future national policies. Mobile learning devices will continue
to develop and progress, but as they do, they will increasingly change the experience
of learning in and outside of the classroom.
Mobile learning devices have already changed how technology is used in education;
however, implementing them sustainably in our educational institutions is proving
challenging. The redefinition of mobile learning since the popularisation of
smartphones, apps and tablets has made learning more accessible, individualised
and customised for students everywhere. Any further progress in this education
revolution, which promises to be the case as shown by the later sections, will make
mobile learning devices even more pivotal in our daily lives than they already are. It
will therefore be incredibly important as to how educators and policy makers alike
choose to implement mobile learning devices in classrooms.

38 MOBILE AND MULTI-FACETED TECHNOLOGY

CASE STUDY:

Sistema UNO - SANTILLANA


Santillana/Moderna is the leading
educational publisher in the Spanish
and Portuguese speaking markets.
Santillanas Sistema UNO is an
innovative education programme in
Spanish, Portuguese and English that is
working towards modernising teaching,
designing and articulating digital and
printed academic content for all grades
of preschool and primary education.
Sistema UNO has a particular focus
on digital supplementary materials
designed specifically for classroom
work in all subject areas, teacher
training resources, school management
optimization, assessment, and family
participation.
The Sistema UNO programme
originated in Brazil, created by
education publisher Moderna

(Santillana), where traditional education


systems (Sistemas de Encino) have
been operating for years. Sistema
UNO aims to change education by
providing schools with new education
methodologies, centered around
technology. UNO provides students
with critical thinking skills that enhance
their problem solving abilities as
well as educating on key subjects
that create responsible and ethical
universal citizens. Sistema UNOs
process involves inserting new teaching
practices into schools and classrooms
which generate new teaching
strategies for students immersed in
a digial culture. Sistema UNOs digital
platform provides a Virtual Learning
Environment, known as Moodle,
for each school, which provides
reinforcement activities, expansions,

research and evaluation tests/quizzes.


In addition, they provide programmes
for teaching English (Sistema UNOs
programmes have a particularly large
focus on billinguality), with access to
video, audio, graphics, and supplemental
online materials. Finally, their platform
also provides digital resources for
teachers, and facilitates communication
between members of the educational
community.

39 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

3-D Learning Tools


Engaging with a virtual world via mobile, multi-faceted technology can still
be regarded as a passive activity, but 3-D learning tools promise to change this.
Education is increasingly focused on integrating soft skills, such as creativity, into
students repertoires and 3-D learning tools are becoming a popular solution.
Exploring the progress from designing 3-D images to producing 3-D objects has and
will continue to open up new learning possibilities.
Interactive demonstrations and increased participation
3-D learning tools emphasise active,
are encouraged generally by mobile, multi-faceted
formal and informal learning in an
technology, but are a focus of 3-D learning tools. 3-D
unparalleled manner for all levels of
learning tools emphasise active, formal and informal
learning in an unparalleled manner for all levels of
education.
education.
Advanced 3-D technology has existed since the 1990s, however, in the past 12 months,
3-D learning tools have taken off. 3-D learning is unique in that it reflects how
humans view the world, with children finding it especially difficult to understand
what is not visible (Bamford, 2013). Visual, tactile learning improves students
understanding, as they are are able to comprehend how the parts make the whole of
something. This more physical type of learning makes complex concepts more easily
understood. This physical, visual type of learning is provided by 3-D technology.
In the K-12 learning environment, 3-D learning tools are being used in a variety of
ways. In science and history classes, students with access to 3-D printing can make
and interact with replicas of fossils and artefacts that they would otherwise only
see behind glass in museums (New Media Consortium, 2013). Often, by creating
these objects themselves, and then being able to interact with them, the students
are much more eager to participate in a lesson that would otherwise be regarded
as dull. For example, at Concordia International School in Shanghai, students were
given the opportunity to explore miniature models of asteroid Vesta from the Dawn
mission, from a 3-D scanned image which NASA made publically available. Similarly,

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:

Raspberry Pi and MOOC


Promoting the teaching of basic computer science in schools
The Raspberry Pi is a prime example
of a 3-D Learning Tool which is giving
students in schools an unprecedented
hands on and kinaesthetic approach
to understanding both the hardware
and software aspects of computer
science. The Raspberry Pi is a piece
of technology which combines several
of the different types of technology
described in this paper; not only is it
a fantastic 3-D learning tool, but it
also provides access to open source
software and programming tools. It

is a credit-card sized single board


computer developed by the Raspberry
Pi foundation, which promotes the
teaching of basic computer science in
schools by providing a simpler, more
digestible platform for learning the
workings of technology. The primary
operating systems provided with the
Raspberry Pi revolve around various
distributions of Linux such as
Debian, Fedora, or the most commonly
supported (for Pi) Raspberian. Python
is utilized as the Pis main programing

language and one common feature of


all of these platforms is that they are
open source which facilitates easier
learning and creativity among students.
Raspberry Pi, in collaboration with
OCR and Cambridge University Press,
are creating a Massively Online Open
Course for GCSE Computing; the first of
its kind. It provides the first ever online
course linked to a formal, recognised
qualification, a GCSE; teaching students
on the course the material they need

41 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

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.

3-D learning tools extend beyond 3-D printing; however


they are much less common. Web platforms such as
123D Catch allow users to create 3-D images from
their own photographs. In Michigan at Grand Rapids High School, 123D Catch is
being used as the technological foundations for a summer school program on digital
holography (Jackson, 2012). The introduction of 3-D learning tools will also allow
older students to learn more complex concepts like computer-aided 3-D design and
3-D mathematical modelling. These applications of 3-D learning beyond 3-D printing
are particularly new for educators and institutions alike, yet, this does not present
an issue as most of the technologies being implemented are used and understood by
digital natives (Prensky, 2001), but also are adaptations of traditional teaching tools.
3-D learning tools beyond 3-D printing will therefore be more adaptable to our preexisting curriculums than 3-D printing which requires a new syllabus altogether.
3-D learning tools, particularly 3-D printing, are shattering the passivity of traditional
education. These technologies encourage an interactive, engaging and dynamic learning
environment where students experiences can go beyond the pages of a textbook. As 3-D
technology becomes cheaper and more readily available, students learning experiences
will change dramatically. Learning will no longer be restricted to understanding the
theory of something, it will become about experiencing the object itself.

to learn to undertake the GCSE exam.


It aims to address the fact that there
is a shortage of teachers available to
teach GCSE computing; a subject which
is seeing increasing importance in
these modern times. The resources for
Raspberry Pis MOOC revolve around
their comprehensive set of instructional
videos which students (the course is
fully open, anyone can sign up), can view
at their own discretion. The computing
course will become a mandatory
undertaking for UK school pupils from
September 2014. The MOOC provides
great flexibility in receiving the
qualification and learning the course
content. With the aid of a teacher, the
instructional videos can form part of
a wider curriculum, to consolidate the
learning which has already been done,

or used by kids at home to reinforce


what they have been learning at school.
Alternatively, if the student does not
have access to a teacher, the courses
content is comprehensive enough that
the curriculum can be learned without
a teacher.
Raspberry Pis MOOC is also unique in
that it is universally accessible. Many
educational online courses are only
accessible at the schools they are
signed up for, or require registration,
but Raspberry Pis MOOC is accessible
for free, and can be learned anywhere
in the world. The aim of the MOOC
is to provide engaging work for
both teachers and students so
alongside the 120 spine videos which
form the core learnings, there are

supplementary ribcage resources


which expand on concepts the students
may be interested in. The Raspberry
Pi plays a leading part in the video
series as a key 3-D learning tool for the
engagement of users.

Virtual Learning
Environments and
Learning Analytics

43 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

The increasingly online, mobile world we live in leaves an unparalleled data


trail, but this is a good thing for education. Students information collected from
their interaction with Web 2.0 platforms, MOOCs and cloud computing will be
increasingly important as Virtual Learning Environments (VLEs) and learning
analytics become more prolific. As more students are educated via the merging
of their physical and virtual worlds through mobile technology and dynamic
websites, it will be important for teachers to assess and monitor students progress.
Students progress will be monitored and assessed via VLEs and learning analytics.
VLEs are educational electronic learning systems based on online models that
mimic conventional in-person education. VLEs provide access to classes, tests,
homework, assessments, lessons and reading material in an equivalent manner to
traditional educational institutions. Typically VLEs provide students with real-time
interaction with their teachers through threaded discussions or instant messaging.
The aforementioned Open Source platforms are often classified as, or used within,
VLEs. The technologies at the forefront of VLEs, which are the focus of this report, are
game-based education, virtual and remote learning laboratories. These VLEs generate
massive amounts of data on the progress and style of learning of the students
who utilise them. Learning analytics are the measurement, collection, analysis
and reporting of this data. Learning analytics are increasingly used in education
to understand and optimise the subjects and learning environments that students
engage with. They are also increasingly used to monitor and assess students; an area
which has previously been a barrier to the proliferation of electronic learning within
educational institutions. Together, VLEs and learning analytics will transform how
educational institutions provide education and assess students.
This section will explain how game-based learning, VLEs, learning analytics and digital
assessment change the landscape of education. These embryonic technologies will be
developed further before they become a standard part of education across the world.
Teachers, parents, students and industry-professionals alike remain sceptical of the
amount of data these technologies produce, and what effect this will have on students
futures. In discussing the functionality and complexities of VLEs and learning analytics,
this section will demonstrate why and how they are the future of education.

44 VIRTUAL LEARNING ENVIRONMENTS AND LEARNING ANALYTICS

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

previously been learnt via repetition


and written exercises.

Game-based learning not only delivers education


in a very different manner to traditional learning
mechanisms, it also delivers a distinctive type of
education. It is the inherent learning process of games
that make them enjoyable for students. Game-based learning often engages the players
through a narrative or storyline that both rewards students progress, and allows them
to develop an understanding of consequentiality. These narratives also allow students
to engage in social, civic and political contexts that mimic real-life complexities and
experiences in a risk-free environment. The journey of progress within a game, as a
result of learning new concepts, rewards the students for their achievement; whilst
also encouraging them to experiment and make mistakes. This problem-solving
environment offered by most games also encourages students to be creative with what
are often real-world challenges. Game-based learning therefore provides students
with the opportunity to acquire knowledge, experiment with implementing this
knowledge, and then receive feedback in a safe virtual world (Pivec, 2009). This safe
virtual world provides students with an incredibly interactive experience, whilst also
providing teachers with necessary information about students progress. Game-based
learning, therefore, provides educators with the possibility of offering students a very
diverse and exciting educational experience.
Game-based learning remains uncommon in most educational institutions, however it
is most commonly used in the US and in the UK. Based on a successful US program,
the Cornerstone Maths Project explores mathematical concepts such as ratio and
proportion using animations. For example, cars racing across a screen are used
to explain the relationship between distance and time (New Media Consortium,
2013). Similarly, the UK based game-developer Blue Duck Education offers Wrecks
Factor amongst other mathematical games. In Wrecks Factor students have to
correctly factorise quadratic expressions to answer ships distress calls and save their
crews (New Media Consortium, 2013) The game called Minecraft is increasingly
common in both countries and is also used in 1,000 schools across six continents

46 VIRTUAL LEARNING ENVIRONMENTS AND LEARNING ANALYTICS

(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

individuals being named and shamed.


Making learning fun by introducing the
ability to win significantly engages
students and encourages positive
behaviour and thinking.
One other extremely unique aspect to
Kahoots pedagogy is that students are
later encouraged to create their own
quizzes, from which the teacher can pick
the best to ask the class. This is unique
and revolutionary because it fosters
greater engagement on a conceptual
level with the topic at hand. Due to the
quizzes multiple choice nature, creating
their own quiz encourages students
to consider what potential wrong
answers may be too, which requires
greater intellectual involvement and
understanding, as they would have to
understand potential stumbling blocks
or incorrect logics in order to do so.
The analytics provided by Kahoot, for
parents, students and teachers alike,

allows a more accurate assessment


of performance and better tracking
of progress, as well as allowing a
short term snapshot of the students
understanding of a topic; far moreso than
an examination.
Kahoot! flips the classroom in the sense
that it allows the students to become the
creators of the educational content, once
they themselves have consumed and
understood it. It moves the students role
from learners to leaders; a transitional
path which education is meant to
facilitate.

48 VIRTUAL
The Future
LEARNING
of E-Ducation:
ENVIRONMENTS
the Impact of
AND
Technology
LEARNING
andANALYTICS
Analytics on the Education Industry

Virtual and Remote Learning Platforms


Virtual and remote learning platforms
are poised to provide any student within
or outside of traditional educational
infrastructure with an engaging and
interactive learning environment.

New, previously unimaginable possibilities for learning


environments are also resulting from the merging of our
physical and virtual world. The classroom is no longer
restricted to existing inside a physical educational
institution; it can be anywhere the student chooses.
This is the idea encapsulated by VLEs. At the forefront
of this idea are virtual and remote learning platforms.
As mentioned above, VLEs are educational electronic
learning systems based on online models that mimic
conventional in-person education. VLEs can include
most learning environments from virtual learning
platforms like those of MOOCs to virtual worlds like
those used for game-based learning. Virtual and remote
learning platforms are poised to provide any student
within or outside of traditional educational infrastructure with an engaging and
interactive learning environment.
Virtual and remote learning platforms are not new technologies for education, but
they have become an important part of the revolution in education. MOOCs are
the most recent adaption of virtual and remote learning technology. MOOCs use
Web 2.0 platforms to provide students with a virtual, remote learning environment
that mimics traditional educational infrastructure. Game-based virtual learning
environments are a new addition to educational infrastructures and are only now
becoming a possible teaching aid. The virtual platforms made possible by game-based
learning are much more immersive than Web 2.0-based learning platforms. Students
follow an avatar through a comprehensive virtual world where the avatar/student
must explore, discover and complete activities, related to educational subjects, in order
to progress in the game. VLEs, specifically MOOCs and game-based virtual worlds,
are not new technologies, but their educational application is new.

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.

Web applications that emulate the


operation of real laboratories and
enable students to practice in a
safe environment before using real,
physical components

VLEs, especially virtual and remote laboratory


technologies, are particularly beneficial for educators
and students in much the same manner as game-based
learning. The inherent learning process in an interactive
safe virtual world, like VLEs, provides students with
a motivating, but supportive experience while also
(New Media Consortium, 2013)
providing teachers with the ability to monitor the
learning journey of students. They provide teachers
with a dashboard to track students progress and students can also monitor their
own learning journey. For example, in the virtual and remote laboratory scenario
students remain accountable for their learning and results because of data collection
and analysis (New Media Consortium, 2013). It is this interactive, independent and
customisable learning environment which is becoming the focus of most innovative
technologies in education. Pip Cummings from the Sydney Morning Herald explains
how the ability to track students progress, in real time and for an entire classroom or
more at a time, combined with self-paced learning, remain at the heart of [VLEs] socalled reinvention of education (Cummings, 2012). Professor Shirley Alexander from
the University of Technology, Sydney, stresses that the benefit of this technology lies
largely in its ability for educators, and potentially software, to provide each student
with tailored advice about how they can improve. However a recent report by the

50 VIRTUAL LEARNING ENVIRONMENTS AND LEARNING ANALYTICS

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

Students can monitor their own learning


process in relation to other students or
reflect on their own learning milestones;
learning analytics can predict when
students will require more support
or extra attention from teachers; the
technology can be used to improve
courses or develop new courses based
on data feedback; learning analytics also
allow institution administrators and
industry professionals to make informed
decisions on efficiency, recruitment or
advertisement.

and interactions with online texts and courseware.


Learning analytics leverage student data to build better
pedagogies, target at-risk student populations, and assess
whether programs designed to improve retention have
been effective and should be sustained (New Media
Consortium, 2013). This technology also offers the
potential to adapt teaching to individual learners
needs in real time in much the way that businesses like
Amazon and Netflix can tailor recommendations and
advertisements to individual customers. Student data
collected by the previously mentioned technologies
are being used to revolutionise education so that it is
adapted and personalised for each student, rather than
delivered en-masse.

Data collecting technologies and learning analytics


have the potential to monitor and assess students in
an unparalleled manner. Learning analytics can be
used within education in a variety of ways. Students
can monitor their own learning process in relation
to other students or reflect on their own learning
milestones; learning analytics can predict when
students will require more support or extra attention
from teachers; the technology can be used to improve
courses or develop new courses based on data feedback; learning analytics also allow
institution administrators and industry professionals to make informed decisions
on efficiency, recruitment or advertisement. Although similar, learning analytics is a
different technology from educational data mining. Educational data mining is the
use of data to provide formative assessment and personalise learning, which will be
discussed further in the next section (New Media Consortium, 2013). However, both
educational data mining and learning analytics highlight issues of data privacy and
dependence on learning analytic software rather than on human insight. These two
issues, which have been highlighted by organisations like the Grattan Institute, are
the main complexities surrounding the collection and analysis of data. Students are
worried about data being shared with potential employers; parents and educators
alike are worried about learning analytics being used to assess students in a singlefaceted manner. For example, in the International Baccalaureate, mathematics students
gain points for having a reasoned process of working out the problem, but this
sort of assessment would be difficult to implement within software that observes
whether students have the correct or incorrect answer. Yet, these barriers to adopting
technologies like learning analytics and educational data mining are being dealt
with in a variety of ways. For example, the development of private and hybrid cloud
computing, contractual privacy clauses limiting how long institutions can hold onto

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

some of the traditional separation


between teachers and parents. Currently,
ClassDojo has 15 million users and
saves time for approximately 17 million
teachers around the world, by reducing
their time spent managing student
behaviour, and allowing them to focus on
the real task at hand.

54 VIRTUAL LEARNING ENVIRONMENTS AND LEARNING ANALYTICS

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

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.
infrastructures. Called Stealth Assessment, the new format uses well-designed games
as a medium to assess and support learning. They argue that the assessments used
today are woefully inadequate for assessing the kinds of complex skill that are really
important (Shute, 2013). In contrast, the Stealth Assessments can provide feedback on
how students progress towards desired competencies, how they approach challenges,
how long they spend on problems and, fundamentally, how they are learning (Shute
and Venture, 2013). Innovative technologies like Stealth Assessments, combined with
the re-formatting of traditional exam-formats, may indeed overcome the current
barriers that are preventing online Open Source educational infrastructures from
being accredited.
The two aforementioned examples demonstrate the possibilities for innovation in a
very traditional, rigorous and valued process. Many of the technologies involved in
revolutionising or reinventing education are dependent on the ability of educators
to monitor, access and accredit the efforts of students; yet, industry-professionals
have been unable to find an assessment process that ticks all the boxes. Only when
the education industry discovers a way of assessing students online, on computers
without anonymity and with rigorous invigilation, will many of the technologies
mentioned in this report be used to their full potential.

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.

Summer 2011, two executives from an education publishing


house visit the home of a 29 year old single woman near
the Favelas of Sao Paulo. The purpose of their visit is to
understand the impact that learning a few words of English
would have on the womans life. The womans name is Maria.
Maria worked in a hotel as a cleaner and earned a wage of
$600 per month. This money barely pays for her food and
travel and even though she desperately would like to get
away from the Favela into a flat in the city, its something she
can only dream of. She cannot even think about marriage or
starting a family. She is visibly upset as she recounts her lot.

English is spoken by a tiny minority in Brazil less than


5% speak any English at all (Brazilian Education Census),
and even fewer are fluent. However, the impact of only a
few words of English is dramatic. Maria told us that if she
could speak enough English to greet guests she could get
a front of house job in the hotel paying 2 to 3 times her
current wage. With that additional income she could rent a small apartment in the city and
look forward to getting married and having children. At this point Maria is in tears - as are the
executives from the publishing company.
Yet they are there with some hope for Maria. One of the executives is the founder of
EnglishUp, a new type of Education Company that relies on technology to deliver language
skills and vocabulary training to its customers. Suddenly Maria brightens up. She works

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.

Change is not something that comes


lightly to the Education establishment.
For over 1,000 years it has remained
largely unchanged.

However, this really addresses only the symptom and


not the root cause the impedance mismatch between
traditional education and the enormous unmet needs of the
global student body.
The three Supporting Pillars of Traditional Education that
are being eroded
Since the 11th Century at the University of Bologna and in
Pisa (where teaching was taking place but not formally a
University until 14th century) education has been based on
the same core model:
1. A classroom a physical location with finite capacity
2. The lecture a broadcast (one way) communication model
3. The course a one size fits all pedagogical structure

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

is an effective method of increasing motivation, improving knowledge, understanding and


retention and ultimately allowing the student to achieve higher grades.
Technology is also being used to deliver online tutoring with companies like MathsDoctor
based in Brighton, UK, offering live online tutoring sessions for high school maths students.
There is no need to physically meet the tutor; MathsDoctor matches the student with the
best tutor and connects the two via a combination of a virtual whiteboard shared by both the
student and the tutor, and a video conferencing solution to engage the student in the online
tutoring session. Simon Walsh, CEO of MathsDoctor comments that Online Tutoring is proven
to increase student motivation with over 90% of our students achieving higher grades.
This opportunity is likely to have a huge impact on the erosion of the lecture model to deliver
knowledge.

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.

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.

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).

Education technology is a very active


space in the venture capital world as
money moves from revolutionising
travel, financial services and retail into
education.

For people like Maria, the opportunity to study at her own


pace suits her lifestyle and financial resources. As she
becomes proficient in English she can look forward to a
brighter future and a lifestyle in which she will be proud to
bring up her family. Prashant Raizada, CEO of EnglishUp,
told us the issues Maria faced are not just common in Brazil;
the poor across the world are poised to benefit from access
to low cost high quality education delivered digitally that can be transformational for the life
prospects of these people and their families.
The disruptive forces above also afford opportunities for Professors whose role will change
dramatically. They will have the opportunity to create and contribute educational content
to the learning platforms of the future. The exclusive position of the celebrity author will be
replaced by the recognition of effective learning material curated by a variety of professors.
The ability to achieve the best learning outcomes is the competitive landscape for education
in the future. Technology allows this to be measured and proven for the first time.
Education technology is a very active space in the venture capital world as money moves
from revolutionising travel, financial services and retail into education. Matthias Ick, CEO of
Macmillan Digital Education and winner of the 2013 Education Investor of the Year awards
believes that to drive innovation, a combination of digital e-commerce and education
publishing perspectives which enable a deep understanding of all stakeholders needs and
pain points are key, as is the need to continue to support the new breed of authors and
focus on achieving learning outcomes. Macmillan Digital Education is an investor in Veduca,
EnglishUp, MathsDoctor.

The Leitner system proposed by the German science journalist Sebastian Leitner in the 1970s. It is a simple implementation of the principle of spaced

repetition, where cards are reviewed at increasing intervals

61 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

Fast Forward to 2025


By 2025, education will be conducted 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
will be conducted
real prosperity in developing parts of the world.

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.

In 2025, Marias children will learn through their digital device


at school and beyond and can expect a better life, thanks to
the revolution in E-Ducation.

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

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68 GLOGO

Global Governance Centre for


Sustainable Globalization
Preparing the required transition to a new global culture
CENTRE OVERVIEW INNOVATION
WITH PURPOSE
GLOGO - the Global Governance Centre
for Sustainable Globalisation focuses
on identifying and monitoring the most
critical global and industry challenges,
developing invaluable insights and
foresights in the process. Using this
intelligence we develop anticipatory and
sustainable strategies, new business
and social models and partnerships
to address these global issues and
industry challenges.
Our Global Governance Model proposes
a new framework to understand global
complexity and organises our planet
into eight global governance areas
with sustainability and business model
innovation at its core - what we call:
Synergy Design.GLOGO develops best
in class intelligence, case studies and
frameworks to assist organisations,
businesses and governments in their
strategic and cultural transformation to
create the sustainable future.

GLOGO - GLOBAL GOVERNANCE


MODEL
Our world is a complex system
consisting of interdependent parts.
GLOGO organises the planet into eight
global areas according to our unique
Global Governance model, to better
frame the key challenges, issues and
trends in each area. We call it: Organised
Complexity. GLOGO is monitoring
the most critical global and industry
challenges affecting the 8 global areas.
SYNERGY DESIGN: BUSINESS
MODEL & SOCIAL INNOVATION
Synergy Design is about innovating
with foresight and sustainability in
mind, using the latest business model
and social innovation intelligence and
techniques, cross-area collaboration and
cooperation. GLOGOs objective through
Synergy Design is to bring together the
power of collaboration, cooperation and
co-creation in solving the world greatest
challenges while overcoming the silo
mentalities of the past.

GLOGO SCALE AND GOVERNANCE


RATING ALERTS
GLOGOs 5 level governance rating scale
determines how global events
and governance decisions advance or
destroy sustainability in the
different global areas. The GLOGO
rating scale is based on 5 different
governance typologies that determine
the positive or negative impact of
governance and decision making
globally. GLOGO Alerts provide a better
understanding of the current state of
our world and determine different types
of future outcomes.
GOLD MERCURY NETWORK OF
GLOBAL EXPERTS
The Gold Mercury Network is our expert
network of key specialists,
leading thinkers and expert sources.
The Gold Mercury Network includes
international organisations, think tanks,
academic institutions, the media, the
private sector and individuals that can
actively contribute to the development
of new innovative models and the
advancement of
sustainable globalisation.

69 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

I fully support this innovative, unprecedented and critical initiative


to monitor and improve governance and decision making around the
world. Glogo strives to organize complexity and clarify reality for all
by clearly representing how our decisions impact upon sustainability.
Glogo will foster active participation in global affairs and help to
change our mindset about our role as global citizens.
Federico Mayor Zaragoza
Former Director-General of UNESCO and President of the Foundation for a Culture of Peace

Thanks for the pictures in this document to:


Cover image: http://www.flickr.com/photos/
nic519/ (CC licence)
Pages 2 and 3: Andrew Burton/Getty Images
Pages 6 and 7: http://www.flickr.com/photos/
lupuca/ (CC licence)
Pages 8 and 9: http://www.flickr.com/
photos/56155476@N08/ (CC licence) and http://
www.flickr.com/photos/cayusa/ (CC licence)
Pages 10 and 11: http://www.flickr.com/photos/
wwworks/ (CC licence)
Pages 12 and 13: http://www.flickr.com/photos/
familymwr/5322740412/ (CC licence) and http://
www.flickr.com/photos/goincase/4648453108/
(CC licence)
Pages 14 and 15: http://www.flickr.com/photos/
kjarrett/7801144936/ (CC licence)
Pages 16 and 17: photo by Gregory Urquiaga/UC
Davis
Pages 18 and 19: http://www.flickr.com/
photos/rocketboom/6914446569/ (CC
licence) and http://www.flickr.com/photos/
clemsonunivlibrary/5114704696/ (CC licence)
Pages 22 and 23:http://www.flickr.com/photos/
clemsonunivlibrary/7845287468/ (CC licence) and
http://www.fraunhofer.sg/?page_id=2130
Pages 24 and 25: Ahttp://www.flickr.com/photos/
olpc/2606362543/
Pages 28 and 29: http://www.flickr.com/photos/
tlman/7257247652/ (CC licence)
Pages 34 and 35: http://www.flickr.com/
photos/56155476@N08/6660037429/ (CC
licence)
Pages 36 and 37: http://www.flickr.com/photos/
jiscimages/436409298/ (CC licence)
Pages 38 and 39: http://www.flickr.com/photos/
fdecomite/5267230380/(CC licence)
Pages 40 and 41: http://www.flickr.com/photos/
fdecomite/8158898702/(CC licence) and http://
www.flickr.com/photos/fdecomite/8066912191/
(CC licence) and http://www.flickr.com/photos/
blakespot/7514369446/ (CC licence)

Report Design: Gold Mercury International

Pages 42 and 43: http://www.flickr.com/photos/


ajay13/9059158162/ ( CC licence)
Pages 44 and 45: http://www.flickr.com/photos/
dcmetroblogger/9441340796/ ( CC licence)
Pages 46 and 47: 9399040707_8cdf907bcd_o.
jpg and http://www.flickr.com/photos/
bramdejong/74156980/
Pages 48 and 49: http://www.flickr.com/photos/
goincase/4647878779/ and http://www.flickr.com/
photos/gsfc/8170094693/
Pages 54 and 55: http://www.flickr.com/photos/
bionicteaching/4700349141/ and http://www.
flickr.com/photos/tocaboca
Pages 56 and 57: http://www.flickr.com/
photos/galeria_miradas/8574933271/ and
http://www.flickr.com/photos/studies_and_
observations/10444261834/
Pages 58 and 59: http://www.flickr.com/photos/
stanfordedtech/5527125265/
Pages 60 and 61: http://www.flickr.com/photos/
gscsnj/7882614208/
Pages 62 and 63: http://www.flickr.com/photos/
tocaboca/6213776867/

71 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

Gold Mercury works with companies, organisations and leaders


to navigate global complexity and develop the strategic visioning
and innovation required to build the sustainable business
models, cultures and brands for the future. Since its founding in
1961, Gold Mercury has been a pioneer in developing corporate
visioning frameworks that integrate the future in strategic
planning, policy and governance. Our CORPORATE VISION
SYSTEM brings together the most important organisational
components to define, manage and maintain a corporate
future: Strategic Visioning, Global Branding, Business Model
Innovation and Organisational & Cultural Transformation.
GLOGO is Gold Mercurys Global Governance Centre
for Sustainable Globalisation. GLOGO develops future
intelligence on the challenges and opportunities of globalisation
and the way in which it affects global areas and industries.
GLOGOs unique framework includes a monitoring and rating
system to organise world complexity and report on the impact
of major decisions and events on the future of our world.
Our historic GOLD MERCURY AWARDS for Global
Governance exemplify visionary leadership and sustainable
decision-making. Our award laureates include the most
visionary individuals and organisations in the world. Our
Visionary Leadership Academy offers executive programmes and
masterclasses to develop the new leadership and anticipatory
governance skills required to lead in the 21st Century.

72 The Future of E-Ducation: the Impact of Technology and Analytics on the Education Industry

goldmercury.org
2014 Gold Mercury International.

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