Panasonic PSSNA191176MISC_NBPLUS18_ HigherEducationv2 White Paper

New Tech Tools
Change Mission of Higher Education
A guide to empowering faculty with tools that
position students for workplace success.
BROUGHT TO YOU BY
LETTER FROM THE EDITOR
The Changing Mission of Higher Education–
The mission of higher education is changing. Technology experts, architects, consultants, and other providers as well as on-campus planners are refocusing away from yesterday’s challenges. Improving learning outcomes is
David Keene Executive Editor, AV Technology
To position students for success in a workplace of the future, learning spaces are being designed to support peer-to-peer, collaborative, experiential, visual, service-oriented, and value-based pedagogies.
How are colleges and universities using technology, today, in any school, department, discipline, or application to help students, staff, and faculty have a richer learning/teaching experience? This guide from
AV Technology
thinking at the top levels, and some real-world examples that explore both the challenges and solutions.
Top educational institution AV space designer Craig Park explains how the old “sage on the stage” model of teaching is now shifting toward more student-centric learning models, where the faculty serves more as a “guide on the side,” helping cohort teams research, compile, and present in new more engaged and real
and Panasonic will look at the latest
the new mission of higher education.
world context. Today, new collaboration technologies, imaging systems, and high-bandwidth wireless collaboration tools are changing the classroom landscape. Park also looks at how the newest group of millennial and genZ students on campus bring a distinctively different perspective to today’s college and university campus.
Cindy Davis delves into the Huddle Room phenomenon on campuses– spaces where meeting participants typically hold ad-hoc meetings to share information, review content on a display and perhaps collaborate with one another via web conference. Davis looks at both the new tech tools and new kinds of activities that make these spaces so exciting. Davis shows how huddle spaces can be as scaled up or down as you need them to meet your facility and user needs, and also provides a checklist of core hardware and software needs you should consider as you approach your Huddle Room design.
The proof is in today’s classrooms, so starting on page 8 our partner Panasonic presents real-world display and collaboration solutions that are working for top schools, in classrooms, today. These case studies provide insight on TCO (total cost of ownership) success stories with solid state, lamp-free video projectors; more user-friendly and more IT-friendly display and projection systems that make faculty better at tech-assisted teaching; and encouraging collaboration and even screen sharing without taxing a department’s IT or media resources.
2 New Tech Tools for the Changing Mission of Higher Education
REPRINTED FROM AV TECHNOLOGY
Update: Technology and the New Pedagogy
By Craig Park, FSMPS, ASSOC. AIA, Principal Consultant, The Sextant Group
For over 100 years, didactic learning models with faculty as “sage on the stage” have dominated the pedagogical approach in most centers of higher learning. In the last decade, we’ve seen a marked shift toward student­centric learning models, where the faculty serves more as a “guide on the side,” helping cohort teams research, compile, and present in new more engaged and real world context. Today, new collaboration technologies, imaging systems, and high-bandwidth wireless collaboration tools are changing the classroom landscape.
That said, not every student learns the same way, nor is every topic suited to a flipped or blended learning model. The diagram in Figure 1 illustrates the confluence of pedagogies currently in use in colleges and universities. It is important to remember, technology is a component of each of these pedagogical paradigms.
Traditional, teacher-directed classrooms still need robust presentation systems featuring high-resolution images, clear sound, and the capability to interact with local (wireless collaboration) and distant (synchronous broadcast) students.
Teacher-Facilitated, team-oriented classrooms, like the SCALE-UP model
The Ohio State University, School of Architecture, 1906
Figure 1 - Pedagogical Models
pioneered at NCSU, are the fastest growing models, with team-oriented seating, local displays, and wireless interconnectivity tools, engaging students with problem-based learning.
Independent, single student learning is still very relevant. Spaces that provide for quiet, focused, autonomous study are facilitated in new Learning Commons buildings are quickly replacing the reference
library of old. These facilities provide high­speed Wi-Fi access to online information, resources for research, and creative “sandbox” facilities for multimedia production supporting shared learning.
Computer-Mediated, self-directed, artificial intelligence-driven, adaptive systems are the
new kid on the block. With this approach to pedagogy, the computer becomes the teacher, allowing each student to interact and learn at their own pace. Intelligent programs like Knewton provide students with guidance and feedback as the progress through each topic.
The newest group of millennial and Z-gen student, referred to as the Mosaic Generation for their often multi-ethnic backgrounds, bring a distinctively different perspective to today’s college and university campus. As true digital natives, they live an always on, connected, active, social, and visual lifestyle. They expect full and immediate access to media and information, which they both create and consume in volumes as never seen before. They are characterized as visual and multi-sensory, and they connect living and learning in a very balanced way. They think technology is cool, preferring authenticity to hype. They want to collaborate,
3 New Tech Tools for the Changing Mission of Higher Education
REPRINTED FROM AV TECHNOLOGY
North Carolina State University JB Hunt Library Gamification Lab
growing up as global thinkers, with no fear of being connected to others, world-wide.1
learning. Information exchange in these settings is proactive, with planned actions
based on authentic, real-world context.3 Traditional pedagogy focused on teacher­centered instruction. It utilized single sense stimulation, single path progression, with a single media. Didactic learning centered on individual, isolated work, and is characterized as information delivery, in a passive learning sense. A factual, knowledge-based, and literal thinking approach demanded a reactive response, often isolated and artificial from context.2
The National Center for Academic
Transformation has published several
studies showing the improved learning
outcomes that result from these new
pedagogies. At SUNY Buffalo, the redesign
significantly increased student learning
outcomes. At Maryland’s Frostburg State
University, it was found that active learning
classes significantly increased student
performance while reducing instructional New pedagogies, characterized as student­centered instruction, feature multi-sensory stimulation, multi-path progression, and are multimedia intensive. Flexible and mobile seating the supports collaborative work groups and team-centered activities drive active/exploratory and inquiry-based
4 New Tech Tools for the Changing Mission of Higher Education
costs. At Mississippi State University, the
active learning program resulted in a cost
savings of approximately 25% per student.
In every case, responsibly designed
and integrated technology supports
improved learning outcomes, enhancing
presentations, enabling easy collaboration, and connecting students to global information resources and new cohorts. With rapid advances in virtual and augmented reality, the next generation of classrooms will likely feel more like a game room than the classrooms we have known in the past.
CRAIG PARK, FSMPS, ASSOC. AIA, is a principal consultant with independent technology consultants The Sextant Group. He holds a B.S. Architecture from California Polytechnic State University in San Luis Obispo.
1
Taylor, Paul, Executive Vice President, Pew Research Center,
in a keynote address to the Society of College & University Planners, Chicago, IL, 2015
2
The National Educational Technology Standards (NETS)
project, an International Society for Technology in Education initiative
3
Ibid
REPRINTED FROM AV TECHNOLOGY
Meeting Of The Minds
Huddle spaces are not new, but the cultural factors driving the trend are
By Cindy Davis
Digital natives simply cannot recall a time when they weren’t “connected” (to the Internet, to each other, to their ubiquitous apps), and, as they enter the workforce in staggering numbers, tech managers are racing to keep up. Some argue that the very nature of “meetings” is changing in this post-PC era. One of the ways companies, government agencies, and universities are supporting real-time, diverse collaborative styles is by implementing huddle spaces, which allow for more agility and more dynamic opportunities to work together— whether it’s a high-level meeting, a flipped-learning class, or an unexpected brainstorming session.
IT’S NOT ABOUT THE TECHNOLOGY– IT’S ABOUT THE ACTIVITY
A huddle room is not a new invention, according to Tim Root, CTO and executive vice president of Revolabs’ New Business Development division. So why is there so much hurly burly on this category of huddle technology? “The manner in which workers meet and what they can do in huddle rooms is changing. For example, the introduction of unified communications (UC) technologies is making it easier to communicate with individuals or groups that are not co-located— thus changing typical meetings from status discussions to ‘teaming’ activities.”
As Dan Jackson, Manager, Product Line,
M&D Engineering, Crestron, concurred,
and emphasized BYOD as a driving factor
of huddle space popularity. “Bring Your
Own Device (BYOD) is more than a trend,”
Jackson said, “it’s a cultural shift. People
use their personal mobile devices work,
present, collaborate, and share content
today.” Jackson observes that because
personal devices are now being used more
regularly in a professional and higher
ed environments, there are specific,
new, and important design and security
considerations.
IF IT’S NOT STREAMLINED, IT’S NOT A
HUDDLE
Huddle spaces are sometimes referred
to as huddle rooms, huddle pods, or
small conference rooms. The primary
design goal of the application is the same:
streamline the collaboration experience. Huddle spaces are often smaller than a traditional conference room and feature a small table with a degree of flexibility, and likely a flatpanel display. Users should be able to enter the space, plug in to a cable cubby, or connect to a wireless display appliance, and be off and running in just a few seconds. The experience should be certainly faster and much more intuitive than a traditional conference room, boardroom setting, or the dreaded conference call where attendees drop off due to bad connections.
Gina Sansivero agrees. She is the director of Business Development, Education, FSR Inc. Furniture, a display, and connectivity enable huddle room technology, but of paramount importance is the intuitive and quick connection.
Huddle spaces need the right codecs and high-quality video camera for high-definition videoconferencing.
Root believes that the huddle room has become the poster space for where teaming occurs, leveraging UC applications and collaborative technology. Root—like many technology managers—believes that it is not about what is in the room, but what activity is occurring within the room that makes this space new and exciting.
5 New Tech Tools for the Changing Mission of Higher Education
Photo courtesy of Biamp.
Loading...
+ 9 hidden pages