Mobility Application Strategy Education Dwayne Stafford, AT&T Mobility Mobility Account Manager-Applications
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Mobility Application Strategy Education Dwayne Stafford, AT&T Mobility Mobility Account Manager-Applications © 2012 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other AT&T marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Evolving Trend in Education • Education paradigms are shifting to include online learning, hybrid learning, challenge-based activity learning, and collaborative models – Budget cuts have forced schools to find alternatives to the exclusive face-to-face learning model – Abundance of free or low cost high quality education contents which Institutions must consider the unique value they add – The work is increasingly collaborative, driving changes in the way student projects are structured – Learning model that is more student-centered, allowing them to take control of how they engage with a subject and to brainstorm and implement solutions. • People expect to be able to work, learn, and study whenever and wherever they want • The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized • As the cost of technology drops and school districts revise and open up their access policies, it is becoming increasingly common for students to bring their own mobile devices 2 © 2012 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other AT&T marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated Source: NMC Horizon Report http://www.nmc.org/pdf/2012-horizon-report-HE.pdf, companies. All other marks contained herein are the property of their respective owners. http://www.nmc.org/pdf/2012-horizon-report-K12.pdf Classroom Evolution From teacher-centric to student-centric 2020 B. C. 2011 1950 Student Centric Classroom • Teachers as mentor, problem solver, and support person • Personalized learning 3 © 2012 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other AT&T marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated • Blended learning companies. All other marks contained herein are the property of their respective owners. • Project based learning Evolving Technology Trend − 27% implementing or maintaining cloud computing and 31% have developed a written strategic plan (K-12) • Cloud Computing − Cloud % of IT spend in 2-years is 17%, and growing to 37% in 5-years < 1 years • Mobile devices & Apps − Education App is ~2% of total Apps downloaded in 1q’12, up 24% from 4q’11 • Tablet Computing − Tablet ownership among college students tripled from 7% in ‘11 to 25% in ’12 − Ownership of standard tablets among college-bound high school seniors has quadrupled from 4% in ‘11 to 17% in ‘12 − Analytics is the interpretation of a wide range of data produced by and gathered • Game-Based Learning on behalf of students in order to assess academic progress, predict future 2 – 3 years • Learning Analytics performance, and spot potential issues • Personal Learning − PLE enables students to determine the style and pace at which they learn while exposing them to technologies that they may not otherwise encounter in Environment (PLE) traditional classroom settings • Gesture-Based Computing − Gesture-based, such as iOS, Android, Microsoft Kinetics, and Nintendo Wii • Internet of Things − Connected (smart) devices − Virtual and real blended reality, 3D 4 – 5 years • Augmented Reality − User interface with touching, hand and arm motion, body movement, natural • Natural User Interfaces language Source: (1) Tablet stat: http://www.pearsonfoundation.org/downloads/PF_Tablet_Survey_Summary_2012.pdf ; (2) 4 © 2012 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other AT&T Tech trend : NMC Horizon Report http://www.nmc.org/pdf/2012-horizon-report-HE.pdf, marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated http://www.nmc.org/pdf/2012-horizon-report-K12.pdf (3) App : Strategy Analytics : companies. All other marks contained herein are the property of their respective owners. http://irc.att.com/consultants/StrategyAnalytics/2012/report07347.xls Seeking exponential change AT&T Foundry innovation center and $3.8m donation to Gamedesk Aspire Mentoring Program Fast Pitch Learning Laboratory We will broaden our community The AT&T Foundation will use fast pitches to A learning laboratory will be created to engagement platform to educate, inspire identify new technology solutions needed by model the future of learning. New and support AT&T employees who are schools or non-profits in raising graduation technologies, digital tools and resources, passionate about helping high school rate of underserved students. that align with academic standards, will be students succeed in the classroom and in life developed by partners. through skills mentoring, e-mentoring and Hackathon an enhanced Job Shadow program. On June 8-9, we hosted a hackathon at the New Online Portal Foundry Innovation Center in Palo Alto, CA The online portal will provide free access to New Website bringing together students, educators, and digital learning content for teachers and Aspire is developing a new online presence. developers to develop innovative education students adopting innovative education Its new website will include blogs, technologies. Future hackathons will be technologies. collaboration tools, articles, and resources hosted in Dallas, NYC, Boston, Seattle, and for facilitating knowledge sharing. Raleigh. 5 © 2012 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other AT&T marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated Source: AT&T Foundation – Aspire Briefing Deck – June 2012 – 6t-12- companies. All other marks contained herein are the property of their respective owners. 12 and interview with Foundation and Aiko What we heard from stakeholders Design research interview led by Foundry Motivation Needs Students Students are demanding content be • To be delivered an experience that is interoperable delivered based around its between any device or screen and that adapts and relevance to real world applications customizes to their individual learning style, needs and that they be engaged with high and excitement expectations Teachers Teachers are entrepreneurial and • To try out new teaching methods and tools without a want what’s best for their classroom lot of overhead with confidence in the technology and their students. They want to be and delivery recognized for their students’ • To deliver each student an individualized learning progress and achievement experience based on the students learning preferences and level of education Schools To bring the best tools to students • A flexible, individualized technology roadmap that and classrooms that support them supports them towards a goal with software, devices in achieving, assessing and reporting and infrastructure. They want to know they will stay progress and improvements relevant and free to get the best for their students now and as technology changes and develops • Real-time information about student and classrooms to know when intervention is needed or when to and 6 © 2012 AT&T Intellectual Property. All rights reserved. AT&T, the AT&T logo and all other AT&T share best practices marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. What we heard from stakeholders Motivation Needs District To continue to improve their • Real-time data about school and teacher district’s ratings and drive to performance to support positive initiatives and deliver education that matches intervene when required state standards • Granular data that supports the rapid iterative models that help them identify good practices State To showcase the value of money • To support the adoption of technology to allow and initiatives that they are schools to more easily share the work they are doing supporting in different school and give their schools the easiest way to get systems assessment data to the state consistently Parents To keep their kids best interests at • To be informed and supported in being as involved as the center of the school and make they can be the most of the tools and time they • To be ensured that the actions they are taking around have supporting their kids are the right ones Ed-Tech To capitalize on the adoption of • Distribution, sales, and support of their products into companies technology for new methods of schools delivering education while using • To make their solutions readily available to schools knowledge from other industries to and easy to buy bring paradigm shifting • To have their products work collaboratively with a 7 © 2012 AT&T Intellectualtechnologies Property. All rights reserved. into AT&T, the classrooms AT&T logo and all other AT&T suite of other products that a school may want to use marks contained herein are trademarks of AT&T Intellectual Property and/or AT&T affiliated companies. All other marks contained herein are the property of their respective owners. Today’s Higher Education Challenges Student Achievement, School Safety, Serving Digital Natives, State and Local Budget Deficits Create 21st Century Deliver Safe and Secure Create Connected Classrooms for Digital Learning Environments Campuses Natives 8 © 2012