Posts Tagged ‘Engaging the Avatar’

Predictions, 1995-2012

October 23, 2012

Ran looks at a trajectory of ground breaking ideas.

In 1995, Web Page Design was a different multimedia. Everyone wanted one, everyone was trying to figure out what made a good website, and how did you get others to see your URL.

In 1997, Intranets focused attention on internal business processes. The advise was, if you are going to go public, make sure you get it right, inside your organization first. Like Peter Senge suggested, become a learning organization. Knowledge management was born.

In 2002, the Secretary of Commerce published a 2020 Visions document in which ten of the top leaders came together to discuss what is going to happen with all this technology. This launched a Visions 2020.2 from the student perspective. Let’s look at their visions: make it small, I don’t want to type, make it part of the desktop, make it multifunctional, make it for everyone, make it speedy, wireless, safe, with 24-7 access, and make it work for me. Make sure I can get help all the time, and make the software intelligent, so I can ask questions and get good feedback. And finally, make it a game, take me there, let me learn on-line, and let me work digitally. Plus I want a different kind of teacher, a different kind of book, a personalized world, and give it to me straight.

How close did we make that one. Here we are ten years later, and what part of this list isn’t here?

In 2004, the National Academy of Sciences publishes The Engineer of 2020: Visions of Engineering in the New Century. Technology changes underscore the prediction. Medical breakthroughs, new energy devices, new materials, remarkable light sources and next generation computers are seen as where the innovations will come. Societal patterns will impact these technologies. The youth will bulge, the baby-boomers will retire, the demographics will equalize, but water, housing, and healthcare will challenge the areas of focus. The marketplace will be global and customerization will be dominant. Education is the game changer, and technology in education can change it. Not only do new skills need to be taught, but new ways of teaching have to be invented. And, key areas of growth must include: strong analytic skills, creativity, ingenuity, professionalism, and leadership. With Coursera on the rise, e-learning a standard offering in any university, and organizations like Google offering courses and meeting places, access to quality content and rich interaction with peers is within reach. With virtual conferencing and virtual worlds, the new workplace and learning place are more accessible to everyone everywhere. The society of engineers continues to build creativity and professionalism in every new venue. Our predictions are coming true.

In 2011, empirical evidence shapes how to design virtual world learning in Transforming Virtual World Learning, Cutting-Edge Technologies in Higher Education and in 2012, Engaging the Avatar is seen as providing leadership in the new digital economy.