Downes - Future of Online Learning 2008
Downes - Future of Online Learning 2008
Downes - Future of Online Learning 2008
In the summer of 1998, over two frantic weeks in July, I wrote an essay titled The Future of Online
Learning. (Downes, 1998) At the time, I was working as a distance education and new media design
specialist at Assiniboine Community College, and I wrote the essay to defend the work I was doing
at the time. “We want a plan,” said my managers, and so I outline the future as I thought it would –
and should – unfold.
In the ten years that have followed, this vision of the future has proven to be remarkably robust. I
have found, on rereading and reworking the essay, that though there may have been some
movement in the margins, the overall thrust of the paper was essentially correct. This gives me
confidence in my understanding of those forces and trends that are moving education today.
In this essay I offer a renewal of those predictions. I look at each of the points I addressed in 1998,
and with the benefit of ten year’s experience, recast and rewrite each prediction. This essay is not
an attempt to vindicate the previous paper – time has done that – but to carry on in the same spirit,
and to push that vision ten years deeper into the future.
1 New Technology
The development of new technology continues to have an impact on learning. While on the one
hand, new technology allows schools and instructors to offer learning in new ways, educators
nonetheless continue to face limitations imposed by technology, and sometimes the lack of
technology. While access to the internet has increased greatly over the last decade, some schools
continue to experience bandwidth shortages and most schools do not have enough computers for
every student. Yet, this is changing, and the pace of this change will continue to accelerate.
1.1 Bandwidth
As administrators struggle against the demands video streaming and bit torrent networks place on
backbones, it is hard to imagine saying that bandwidth will be unlimited. But from a certain
perspective, from the point of view of most users, bandwidth is already unlimited, as they are able
to share text, images and video with ease. The limit of 28K from ten years ago now appears
laughable to most urban internet users, as broadband access allows downloads almost a hundred
times faster. Applets are now commonplace, a video sharing site (YouTube) is the most popular
destination on the internet, and video conferencing (through services such as Skype) is mainstream.
And access to bandwidth continues to improve. The employment of data compression technologies
has almost been superseded by fibre-optics technology such as lightpath management. (van der Pol,
2007) Companies like Verizon are offering fibre-optics to the home. (Verizon, 2008) And while
satellite internet did not revolutionize internet access, the spread of Wi-Fi and other wireless
technologies created an essentially mobile internet, with Wi-Max, a long-range broadband wireless
internet standard, poised to greatly extend that in the future. Bandwidth is in the process of
becoming ubiquitous, and though we may complain about the price, it is already, relatively
speaking, cheap.
Despite set-backs – for example, the lobbies by private corporations to prevent the deployment of
municipal Wi-Fi – it is not unreasonable to expect that inexpensive wireless broadband will be
ubiquitous in most populated areas. We can think of it as a service analogous to the deployment of
mobile phone services today (and indeed, the providers of tomorrow’s broadband wireless may well
be today’s mobile service providers.
1.2 Processing
Computers have as well become more reliable. It is hard to believe that only ten years ago we were
upgrading from 75 megahertz processors to 100 or even 130 megahertz machines. The computer
this is being typed on, a MacBook Pro, runs a 2.33 gigahertz duo-core processor. And its 3 gigabtye
memory dwarfs the 16 (upgradable to 32) megabyte memory we used with our Pentium computers.
And while the deployment of these 64 bit computers took rather longer than one would expect,
they are beginning to be seen in the home and the office today. (Norr, 2006) Today, 128 bit
processors are not really on the horizon, but computer capacity is continuing to increase through
the use of multiple processors.
As a result of the use of multiple processors, computers themselves are becoming what might be
called ‘platform neutral’. Computer programs are being designed to run in ‘virtual machines’ which
can be carried from one hardware platform to another without adaptation. The Java Virtual
machine (JVM) is one example of this, but so also are the ‘images’ produced by virtualization
software such as VMWare or Parallels. And specialized computer languages, such as Erlang, are
designed to operate in multiple processor environments. (Ericsson Computer Science Laboratory,
2008) These systems manage the interface between the operating system – whether it be Apple,
Windows or Linux – and the underlying hardware, thus allowing the same system to be run on
varying hardware configurations. The operating system, to these systems, is depicted as a disc file
(or ‘image’). As a result, it is not unreasonable to imagine people carrying their ‘computers’ around
on ten (or hundred) gigabyte Flash memory drives.
Virtualization will occupy increasing attention in the future. Why? "We see a large number of
customers spending less than 30 percent of their IT budget on business priorities, and growth
initiatives, and 70 percent or more on management and maintenance. With virtualization and with
these broader transformational initiatives, you can really flip the ratio around." (Gardner, 2008)
The combination of ubiquitous broadband and the portable operating system will result in the
widespread popularity of what is currently being called ‘cloud computing’. The idea is that your
computer, as a set of data files, is stored online. As such, it may be access from any hardware
environment, including mobile or portable devices. Consequently a person will access their single
computing environment from different devices while at home, on the road or in the office. This
computer will, in turn, access data and applications provided by remote online services.
1.3 Storage
Storage is today widely available and relatively inexpensive. Once almost inconceivable, terabyte
hard drives are now available in the local computer store for roughly two hundred dollars.
The rise of Flash memory – now available at 32 gigabytes and counting – and the minidisc used in
some MP3 players will greatly accelerate the trend we have already seen toward specialization we
have seen in the last decade. Flash memory is solid state, which means it consumes much less
power and is much more compact than disc-based storage. Probably the most notable of the
specialized computers, the iPod, has become one of the most popular consumer products of all
time. Digital cameras have essentially replaced traditional cameras; Polaroid is ceasing production
of instant film in 2009. (Winn, 2008) Other specialized computers, such as personal digital assistants
(PDAs), global positioning systems (GPS) and mobile phones, dominate the consumer electronics
market.
1.4 Software
Software has also become more reliable, even though this has been obscured to some degree by
the decade-long dominance of the market by Microsoft’s Windows operating system. As web-based
applications become more widely available, however, more specialized and customizable operating
environments will be available to users. Online storage and processing represent yet another
virtualization of the computing environment, with the result that personal systems are simpler and
more stable. Simple devices – from the One Laptop Per Child computer to the Asus Eee to the Nokia
internet tablet to Apple’s iPhone now allow people to run complex software with very simple
devices. (Arrington, 2008)
Indeed, it is arguable that we have already reached the upper limit of the large single-system
software environment. A report from Gartner Consulting, for example, suggests that Windows Vista
is collapsing under its own weight. (Dignan, 2008) Microsoft needs to virtualize Windows, to create
versions tailored to different devices, simplifying the operating system providing a similar user
experience across a wide range of products. Already, Microsoft is reported to be working on an
ultralight version of Windows for the OLPC project. (Smith, 2008) Meanwhile, Nintendo is making
the Wii gaming system a web application that streams videos from the BBC. (Waters, 2008) The
distinction between ‘systems’ that characterized the Linux-Mac-Windows battles of the 90s and
2000s will fade into the background.
The best example of this may be seen at the Flickr website. You use a digital camera – a specialized
digital computer with an optical sensing device – to take a photograph. You then upload the photo
(often wirelessly) to the internet, storing it in your Flickr account. You then, using the Flickr website,
access a separate application called Piknik to edit the photo – your photo data is actually sent from
Flickr to Piknik, and you use Piknik servers to perform the manipulations. After returning your photo
to Flickr, you employ yet another application that will print the photo and, combined with a
shipping service, send you a nicely framed enlargement.
1.5 Specialization
Computers are becoming more specialized, and we are beginning to think of them as devices used
for specific purposes – gadgets – rather than as computers at all. Pulse-monitoring devices, global
positioning systems, toll system tags, e-book readers, writing tablets: all these and more are
forming an increasingly large part of our landscape (for many many gadgets see websites such as
gizmodo.com). Desktop computers themselves are shrinking as designers make them more portable
and more energy-efficient. (Fried, 2008)
Computers – and more specifically, processors, storage devices and wireless communicators – are
being embedded into everyday devices. Despite early hiccups, WalMart continues its drive to have
RFID wireless transmitters embedded in all products it sells, for example. (Wailgum, 2008) These
chips will be used to track inventory and facilitate check-out. Meanwhile, fads such as wearable
computing come and go, harkening a day when our clothes will monitor our vital signs, keep track of
where we’ve been, and function as camouflage or a computer screen. (Busari, 2008) Digital
technology is becoming a part of our lives, embedded in everything, much in the way paper
permeated the lives of earlier generations.
Widgets can be combined as a collection of services through web sites called ‘webtops’. These
websites, such as PageFlakes and Netvibes, import content and services and arrange them on a
page according to user settings and preferences. (Oehlert, 2006) Ands we can see learning
management systems such as Desire2Learn adopt the same approach to design, creating
personalized course home pages out of a set of associated widgets. (Weiser, 2008) It does not
matter what operating system is used to view such pages because they are displayed inside the web
browser.
1.7 Embedding
Computers – essentially, little processors with wireless access to the ambient internet – will be
embedded in everyday products. I have spoken in the past about the fishing rod that teaches you to
fish or the jar of strawberry jam that teaches you about jam, as well as the example from Bruce
Sterling’s Distraction about the hotel that teaches you how to build it. (Sterling, 1999)
By 2008, the prescience of that prediction has been proven. Early tablet computers produced by
QBE won Comdex ‘Best of Show’ awards in 1999 and 2000. (Viherlahti, 1999) In 2002 Microsoft
released the Windows XP Tablet PC Edition to support tablet technology. (Thurrott, 2002) It
included handwriting recognition and voice commands. Today, arguably, the tablet computer has
become so widespread.
Of most significance, tablet computers have in recent years reached the price point predicted in my
1998 article. Probably the most notable of these is the XO Computer, but for the One Laptop Per
Child (OLPC) project, which was sold for just under $200. (Bsales & Bsales, 2007) Other computers
selling for less than $300 quickly followed, including the Intel Classmate and the Asus EEE.
Meanwhile, Apple’s iPod touch, ostensibly a music player but in fact a small wireless computer, was
widely popular.
With slim, lightweight technology, truly useful and portable PADs will be widely available within the
next ten years. We have already seen significant improvements in screen technology, including slim
touch-sensitive screens. Wireless access and cloud computing make bulky storage devices
unnecessary; what local memory is needed will be more than adequately managed using tiny flash
memory chips. Improvements in battery life and solar power will mean that these low-wattage
portable computers will run for days. They will, as I suggested before, come in all shapes and sizes,
from a slim pocket version (much like the iPod touch) to a notepad version.
4 Personalized Learning
We now have powerful and inexpensive computers we can sling over our shoulder or carry in our
shirt pocket. (Yamamoto, 2006) These computers are connected wirelessly to the internet at
bandwidths sufficient to allow instant multimedia communication anywhere on the planet. These
computers will only improve in the years ahead, becoming faster, slimmer, and more affordable.
And we are not at the point where we are seeing the possibility that education may be deeply
personalized.
To date, much of our attention, even in the field of online learning, has been focused on a system of
learning centered on the class or cohort: groups of students studying the same curriculum pace
through the same set of learning activities. (Fenning, 2004) We continue to organize classes in
grades, sorted, especially in the earlier years, by age. Time continues to be the dominant metaphor
for units of learning, and learning continues to be constrained by time. As it was ten years ago, the
model is that of a group of people starting at the same time, studying the same materials at the
same pace, and ending at the same time.
And as I noted ten years ago, this model of education was adopted because it was the most
efficient. (Hejmadi, 2006) While we want to provide personalized attention, especially to submitted
work, testing and grading, learning is still heavily dependent on the teacher. But because the
teacher in turn is responsible for assembling, and often presenting, the materials to be learned,
customization and personalization have not been practical. So we have adopted a model where
small groups of people form a cohort, thus allowing the teacher to present the same material to
more than one person at a time, while offering individualized interaction and assessment.
What we have begun to notice with online learning, however, is a decreasing emphasis on this
formal style of learning, and an increasing emphasis on what has come to be called informal
learning. (Chivers, 2006) In the case of informal learning, students are not constrained by the limits
of the classroom model. They can set their own curriculum and proceed at their own pace. (Moore,
1986) Learning can thus be based on a student’s individual needs, rather than as predefined in a
formal class, and based on a student’s schedule, rather than that set by the institution.
4.5 Connectivism
The educational institution is unlikely to disappear, but it is unlikely also to remain the sole locus of
student learning. Educational institutions will need more and more to think of themselves as part of
a larger system, and as their offerings as entities that will become a part of, and interact with, the
larger environment. Consider, for example, the photo editor that connects to Flickr, described
above. Now imagine what an art appreciation resource would look like, how it would interact with
Flickr photos. (Unattributed, 2006)
Educational technologists should additionally not only think of themselves as building systems that
contribute to the network of resources, but also of systems that draw from that network to create
value-added resources. For example, a recent TED demonstration saw an application that created a
three-dimensional composite image of Notre Dame Cathedral composed from thousands of Flickr
photos. (Arcas, 2007) Educational institutions can in the same way create pictures of our
understanding of other – less concrete – concepts that can be found in the thousands and millions
of bits of content created by people around the world.
This is the fundamental understanding behind a learning theory developed to describe learning in
networks, connectivism. (Siemens, 2004) The theory proposes that knowledge is contained, not
merely in the bits of information transmitted to and fro as content and creations, but in the way
these contents, and the people that create them, link together. Just as the activation of the pixels
on a television screen form an image of a person, so also the bits of information we create and we
consume form patterns constituting the basis of our knowledge, and learning is consequently the
training our own individualized neural networks – our brains – to recognize these patterns.
The purpose of educational institutions, therefore, is not merely to create and distribute learning
opportunities and resources, but also to facilitate a student’s participation in a learning
environment – a game, a community, a profession – through the provision of the materials that will
assist him or her to, in a sense, see the world in the same way as an accomplished expert; and this is
accomplished not merely by presenting learning materials to the learner, but by facilitating the
engagement of the learner in conversations with members of that community of experts.
These resources will not be inert content objects, but rather, will need to be able to learn about the
environment they are being offered in, be able to learn about the student, and to get this
information not just locally but from wherever it may be on the internet. Thus, such resources must
be able to communicate state and other information to and from other (authorized) systems and
services. They may, therefore, be fully-fledged web services, but they are just as likely to be
lightweight applications depending on other simple services to do much of this work for them.
Today, institutions do not yet know how to deliver information to other systems. Beyond
interlibrary loans, we have (at best) identity federation systems such as Shibboleth. Learning
resource sharing networks, such as Globe, are small, ineffective, and exclusive. However,
institutions are beginning to learn to prepare content for distribution through remote systems, such
as the provision of lectures for delivery through iTunes University. Such systems will evolve over
time into a mature system of open content distribution, facilitated through open access mandates,
repository and other server software, and content and interaction standards.
In the networked learning environment, however, learning resources are best thought of not as
content objects about a discipline that are retrieved and studied, but rather as words in a
multimedia vocabulary that is used by students and teachers in an ongoing conversation within a
discipline to engage in projects and activities. (Downes, The New Literacy, 2002) Content and
learning resources, rather than being thought of as static objects, ought to be thought of as a
dynamic flow. They are more like water or electricity and they are like books and artifacts.
The technology of learning – and of the web generally – is evolving to accommodate flow. (Jarche,
Learning is Conversation, 2005) Probably the most significant development in the last ten years has
been the deployment of the Rich Site Summary standard – RSS – that allowed content creators to
syndicate their writings and other creations. Using RSS feed readers, web users do not go to web
pages or search for content, but rather, subscribe to RSS feeds and let the content come to them.
(Downes, An Introduction to RSS for Educational Designers, 2003)
Most educators, and most educational institutions, have not yet embraced the idea of flow and
syndication in learning. They will – reluctantly – because it provides the learner with the means to
manage and control his or her learning. They can keep unwanted content to a minimum (and this
includes unwanted content from an institution). And they can manage many more sources – or
content streams – using feed reader technology.
RSS and related specifications will be one of the primary ways Personal Learning Environments
connect with remote systems. To use a PLE will be essentially to immerse oneself in the flow of
communications that constitutes a community of practice in some discipline or domain on the
internet.
While people will no doubt pursue solo learning activities (just as they, by themselves, read books
today) this will not constitute the core of the learning experience in the future (just as reading
books does not constitute the core of learning today).
Even though learning systems will be able to auto-grade tests, will be able to track progress through
a set of learning activities, and will be able to facilitate a wide variety of measures, these results will
not constitute, by themselves, ‘evidence’ of learning. Students will demand that there be a human
element to evaluation, as they realize that their own performance is varied and complex, and may
not be measured accurately by a machine, and employers and others will require a human element,
because they will understand that humans devise endless schemes to ‘game’ or otherwise trick
automated systems.
In the end, what will be evaluated is a complex portfolio of a student’s online activities. (Syverson &
Slatin, 2006)These will include not only the results from games and other competitions with other
people and with simulators, but also their creative work, their multimedia projects, their
interactions with other people in ongoing or ad hoc projects, and the myriad details we consider
when we consider whether or not a person is well educated.
Though there will continue to be ‘degrees’, these will be based on a mechanism of evaluation and
recognition, rather than a lockstep marching through a prepared curriculum. And educational
institutions will not have a monopoly on such evaluations (though the more prestigious ones will
recognize the value of aggregating and assessing evaluations from other sources).
Earning a degree will, in such a world, resemble less a series of tests and hurdles, and will come to
resemble more a process of making a name for oneself in a community. The recommendation of
one person by another as a peer will, in the end, become the standard of educational value, not the
grade or degree.
Being able to time the distribution of resources is a significant advantage. It allows for
presentations, interactions and other activities to be encountered dynamically during the course of
days or weeks. This space can be used to pedagogical advantage in addition to meeting the
student’s scheduling needs, facilitating ongoing practice and recall. Dynamic scheduling does not
guarantee success – students may simply delete the material as it arrives. But having this level of
control makes it more likely students will be able to attend to the material when it arrives.
Self-pacing in online learning, therefore, isn’t simply the learner picking up the work from time to
time whenever he or she feels like it. It is rather the employment of various mechanisms that will
enable work to be scheduled. Pacing continues to be important, even in instances of self-pacing.
Being free to set one’s own schedule does not mean setting no schedule at all. Nor does it mean
that the release of learning activities and content is not scheduled at all. It is, rather, a meshing of
schedules.
One of the major reasons Microsoft Outlook continues to maintain a high level of use and
acceptance is that it combines content – email messages – with calendaring. Products like Google
calendar, Thunderbird, and evolution are slowly eroding Microsoft’s monopoly, and the
employment of standards like iCal mean that events, like contents, may be syndicated. (Shah, 2005)
This allows events and syndicated contents to circulate within the same network, creating an
association between time and content that is dynamic, fluid, and distributed. It will allow students
to plan their days, and it will also allow them to participate, on impulse, in learning activities, via
their RSS Events Reader.
This is unlikely to be the case in the future. “Students are no more likely to sit in front of a computer
for all of their instruction than they would be to sit with one of Skinner’s programmed learning
machines.” (Morrison & Lowther, 2007) With the recent development of smaller and lighter
wireless-enabled devices, we are approaching the era when online learning will also be seen as
mobile learning. Students will be freed from the classroom, and freed from the stationary desktop
computer. And as I said last time, true place independence will revolutionize education is a much
deeper sense than has perhaps been anticipated.
In order to realize this potential, educators will once again need to get past the idea that learning is
something (usually content) that is delivered to people. This is the model that prevails in traditional
distance education, and in contemporary online learning. (Herrington, Reeves, & Oliver, 2005)
Content is delivered as a quantity of reading and browsing material. Teacher presentations are
delivered as audio or video recordings or lectures. And even other students are delivered through
some sort of conferencing systems. This model – of delivery – has had the effect of binding the
student to the delivery platform, whether it is a computer, telephone, teleconferencing facility or
ITV classroom in order for instruction to occur.
As we are now beginning to see, personal access devices (ranging from mobile phones to
lightweight laptops) are highly portable. And this has the effect of changing the behavior of people
who use these devices. Consider how the mobile phone revolution has shaped a generation. (The
Guardian, 2005) People remain highly connected, perhaps more so than ever, but now any location
can be used to connect (so much so that we actually require legislation or social norms requesting
that people not connect in certain circumstances, such as while driving or while watching a movie).
(Ferguson, 2008)
As the capacity – and functionality – of mobile devices increases, the activities they support also
become highly mobile (and much more widely distributed across society). People now listen to
music or audio recordings wherever they are. They take photographs more than ever, so much so
that ‘no camera’ bans in museums and rock concerts are unenforceable. Video recording is now
commonplace, and video cameras, it seems, are everywhere, recording everything from baths in
restaurant sinks to a teacher mooning the judges at a debate.
There is, of course, no reason why learning cannot be one of the many mobile activities now
possible, but this transition will occur more slowly, as designers realize that, instead of delivering
content to the student, they can require the student to go out and get it – or even better, to go out
and create it. (Sener, 2007) Once we understand that learning can and should occur outside the
classroom, it will become commonplace to see students engaged in learning activities throughout
the community. Instead of being rare events – such as the way student create newsletters at
teacher conferences in Saskatchewan – these will be commonplace events.
And it is important to understand that place independence means that real learning will occur in
real environments, with the contributions of the students not being some artifice designed strictly
for practice, but an actual contribution to the business or enterprise in question. We sometimes
think of people today ‘learning on the job’. In the future we should also think of students ‘working
at school’. We are already seeing cases of this, from the business Teemu Arina built in Finland to the
Chaos Pilots in Denmark to the Collaborative Open Environment for Project Centered Learning
(COOPER) project in Holland.
Today’s school, even now, is dominated by classrooms. True, some of those classrooms now contain
computers, but the design remains essentially one where students assemble in a room to focus on
dedicated learning activities, usually in the form of some sort of content delivered by a teacher.
Though there have been challenges to curriculum over the last ten years, the basic structure of
curriculum has not changed, and indeed, has in some places become more entrenched, as schools
focus on a return to basic subjects.
The school of the future depicted ten years ago therefore remains rooted in the future, a vision
toward which some educators may aspire, but today something that we can only anticipate.
That said, much of the learning that is happening in today’s schools is beginning to resemble the
sort of learning that one might expect in a connected environment. Student-centered
methodologies are becoming widely accepted in many nations. In particular, constructivist
pedagogies are being implemented in some e-learning technology, such as Moodle (Moodle, 2008)
and adopted by some systems, such as in the province of Quebec, Canada. (Cobb, 2005)
As learning evolves slowly from a classroom-based and deliver-based type of instruction, and
toward wide-ranging learning activities that are largely selected and managed by the students
themselves, the dedication of space in schools to classroom instruction will be reduced. Instead,
schools will be converted into meeting facilities, workrooms and laboratories, multimedia studios,
and more. Specialized equipment, such as sound-proof recording studios and high-speed video
editing equipment, will be made available. Libraries will evolve (in a transition that is happening
today) into multimedia studios, where students engage with interactive media, games, and other
types of content. VR rooms, such as the CAVE, will be constructed, emulating the simulation
environments that police and military use today. (Jones, 2005)
Schools of the future will change and diverge; where once we saw identical red-brick schools in
every community, now schools of every size and shape will be developed, as public school boards
begin to recognize that diversity and choice are strengths. A good example of this already is the
Edmonton school board, where learning opportunities vary from the traditional large school, Harry
Ainley, in the suburbs, to the alternative downtown Central High, to schools based on culture and
faith and even hockey. (Downes, Options and Opportunities, 2008)
5.4 Convergence
The changes we will see in learning will not occur as a result of one type of learning replacing
another, but rather, will result from a gradual convergence between the different forms of learning.
This has already begin to be seen in what is today called blended learning, which is essentially
traditional in-class learning supplemented by online activities and resources. A blended learning
opportunity, for example, may consist of one in-person class per week instead of three, with online
conferencing and reading replacing the rest. Or it may consist of a capstone conference session
following several weeks of online work.
As convergence takes root, and as learning becomes more distributed, the focus of such learning
opportunities will change. Blended learning is typically rooted in, and centered on, the in-person
activity, making it difficult and less-satisfying for people in remote locations to participate. (Dziuban,
Hartman, & Moskal, 2004) Improvements in conferencing will make actual in-person meetings less
necessary, and the ‘blended’ aspect of blended learning will come increasingly to reflect the in-
person activities people undertake in their own workplaces or communities.
The convergence of digital life with in-person life is not, therefore, a mere addition of a digital
dimension to the in-person life we lead today. It transforms and reshapes that life, removing from it
elements that could be done more efficiently (or more pleasantly) in a digital environment, and
opening up opportunities for new and more types of in-person activities. While before, for example,
a field trip to a local stream or forest would be seen as a once-a-semester activity, because it would
otherwise consume too much class time, it could now become (for some students) a once-a-day
activity, with what used to be classroom activities designed around the field trips.
Additionally, education will be increasingly supported through multi-use community centers. These
will be available to students and parents alike, there being no need to limit community learning to
the young. Facilities such as the Living Arts Centre in Mississauga, where students of all ages can
create pottery and sculpture, practice ballet, work on glass blowing, and many other arts, will
become commonplace.
We should also look toward the development and deployment of learning facilities in traditional
working environments. Students of all ages will be able to learn about law in learning facilities made
available at courtrooms. Galleries at legislatures and town council meetings will be equipped with
internet access (of course) and supported with installed facilities for learning and visualization (such
as, say, a zoomable hologram of the city, allowing members and visitors along to see zoning changes
and planned construction). Farms and greenhouses will employ student workers, who will study and
catalogue plant and animal life as they work with it.
6 Learning Communities
Education is not merely the acquisition of new information and skills. To become educated in a
discipline is to learn the habits, patterns, ways of thinking and ways of thinking characteristic of that
discipline. (Ramaley & Zia, 2005) Consequently, learning is a social activity, wherein we immerse
ourselves into what Etienne Wenger called a community of practice (Wenger, Communities of
Practice: Learning, meaning and identity, 1999), learn what Michael Polanyi called tacit knowledge
(Polanyi, 1962), and be able to complete, as Thomas Kuhn famously summarized, the problems at
the end of the chapter. (Kuhn, 1962)
Although we learn what we learn from personal experience, we usually learn what we learn from
other people. This learning is ongoing, from the day we open our eyes as a baby and see our
parents, through school as we play in clusters on the playground, in college or at work not merely in
the classroom but also (and mostly) through social activities, clubs, the local pub, and our friends. It
is typically a social activity, where knowledge and skills are demonstrated, criticized, or merged.
Ten years ago, I argued that online learning in the future will emphasize community much more
than is perhaps imagined today. At the time I was thinking of discussion communities, as described
by Cliff Figallo (Figallo, 1998), and portal websites, as described by Hegel and Armstrong. (Hegel &
Armstrong, 1997) The internet more than delivered, sustaining not only these but a wide array of
online communities and social networks, the significance of which is just beginning to be
understood today.
At the time, I emphasized two major types of communities relevant to online learning: interest-
based communities, and peer-based communities.
Today we would use the label ‘communities of practice’ to label ‘interest-based communities’, or as
I also called them, ‘topic-based communities’. And while that would be an accurate description, to a
certain extent, it is also a bit too narrow for the concept I had in mind.
Interest-based communities were and are relatively easy to identify on the internet. Erin Brewer
described a prototypical interest-based community when she described the community that formed
around the activity of bee-keeping on Yahoo groups. (Downes, Principles of Resource Sharing, 2004)
Such communities, especially in the earlier days of the internet, were the dominant form of
organization online.
Wenger’s characterization was informative. Communities would form around a topic of interest –
the ‘domain’. They would engage in community activities – “members engage in joint activities and
discussions, help each other, and share information.” And they would share a practice – a repertoire
of resources, a vocabulary, common stories, common methodologies, common ways of approaching
a problem. (Wenger, Communities of practice: a brief introduction, 2004)
Learning in the community of practice takes the form of what might be called ‘peer-to-peer
professional development activities’. Rather than formalized learning, members help each other
directly. We discovered this in Alberta when we studies how professional town managers learn: we
discovered they call each other up on the telephone. (Stefanick & Lesage Jr., 2005)
And as Wenger says, “From this perspective, the school is not the privileged locus of learning. It is
not a self-contained, closed world in which students acquire knowledge to be applied outside, but a
part of a broader learning system. The class is not the primary learning event. It is life itself that is
the main learning event.”
Although the communities themselves didn’t develop along the model postulated by Hegel and
Armstrong, communities did nonetheless form. The use of search tools such as Google made this
inevitable, as any person interested in a given topic would search for it at some time or another,
thus encountering the online presence of any other person who was also interested in the subject.
Today, for just about any given topic, some community of some form exists.
6.2 Peer-Based Communities
People have friends in the physical world. Such friendships are arguably necessary, and they are
certainly common. They form the basis of romance, the seed of personal relationships. They are the
touch, the part on the back, the shoulder to lean on, the drinking buddy, the opponent on the golf
course. They are the people we know, as we would say now, “in RL” - in real life.
As I noted in 1998, peer-based communities are almost the polar opposite of interest-based
communities. They are not based on some common interest; one member may be an artist while
the other may be a scientist. In the first instance, they are created through proximity, being
composed of people who live in the same neighborhood or who go to the same school. Over the
longer term, we may say, they are just people who meet by happenstance, and find an affinity for
each other.
Such communities were almost non-existent on the web ten years ago, and at the time I treated
them as almost entirely offline communities, characterizing them as the circle of friends you would
meet at the local learning center or the local recreational center where you took your online
courses or engaged in some other activities.
Thus I cited the community learning centers I worked at at the Canadian north - the learning centre
in Fort St. Jean, in northern British Columbia, shown to me by the people at Open Learning Agency,
or the fishers' retraining centre, a block away from the urban aboriginal training centre, fostered by
the New Westminster School Division. Or the South West Indian Training centres in Sioux Valley and
Waywayseecappo, in rural Manitoba.
But it was perhaps inevitable that these communities would also establish themselves online.
Indeed, the secret to the rise of Facebook, which rose to prominence in a short time, and which
now has the most traffic of any site on the internet, is that it formed connections between friends
based on their common origins and common schools (when it launched, it went so far as to block
members who were not members of these community groups). (Stutzman, 2006)
The rise of social networks on the internet is a reflection of this pattern, the creation of
communities online based on affinity rather than on commonality of interest. Friendster, Tribe,
Orkut, MySpace – they all walk that fine line between brokering relationships online and
establishing some sense of exclusivity, of clubbishness. In this way they achieve some of the sense
of personal connection that existed in earlier, non-professional, online communities, such as The
WELL.
People will continue to use the internet to connect not only with the people in their professional
lives, and not only with people who share topics and objects of interest, but also people in their
personal lives, people they see every day and could talk to across the room if they wanted. But
because of the problems with social networks – the lack of privacy, the lack of control over identity
– we may see a return to the more private and exclusive online community. The trick, though, will
be to allow people in these communities to communicate with each other across communities.
6.3 Learning Communities
Strictly speaking there is no such thing as a ‘learning community’ – save, perhaps, the strained and
artificial creations of educational institutions that try to cram classes into collectives, creating
personal relationships where none naturally exist. Rather, people learn in communities, and what
would make any given community a ‘learning’ community or otherwise is whether people in the
community learn more or less well.
It is probably a truism today (though there still remain exceptions to be observed online) that
communities are grown rather than constructed, and that (therefore) they are owned (and
managed) by their members rather than by some external agency. Sharing and learning cannot be
“legislated into existence.” (Dube, Bourhis, & Jacob, 2006) The desire for autonomy comes part and
parcel with some of the perceived benefits of learning and growing in a community: safely, security,
and privacy.
In the field of learning especially, there is a great deal of attention paid to what it is members have
in common that facilitates the creation of a community – whether it be common educational needs,
common age or locale, common sets of values, or even more theoretical entities, such as common
objects, domains of discourse, or understandings.
The value of a community, however, and especially of a learning community, comes from the
diversity in the community. Students gather around an instructor precisely because the instructor
has knowledge, beliefs and opinions that the students don’t share. They gather around each other
because they each have unique experiences. Fostering a learning community is as much a matter of
drawing on the differences as it is a matter of underlining the similarities.
It is probably most accurate to say that there is no single design of a community that works best for
every group of learners and for every domain of learning. The sort of community that you would
want for an eight-man rowing crew is very different than one you would form to create a
philosophy discussion circle, and different again from the sort you would create in order to learn a
new language.
What will work best online, therefore, will not be a process of community building, but rather, a
process of community enabling. The transition in community is therefore analogous, and parallel, to
the transition in content. Just as people no longer need publishers to create content for them, they
no longer need organizers to create community. Rather, just as, with access to powerful content-
creation tools, they can create their own content, in the same way, with powerful community-
building tools (such as, say, Ning) they can create their own communities. (De Rossi, 2007)
This is what we have seen online thus far. The tools people have used have been varied, ranging
from the complex and powerful, such as Second Life, to the simple and almost ephemeral, such as
Twitter. In all cases, the role of the tool was to create a space – virtual or otherwise – in which
people can communicate, and then the members built the rest.
The creation of learning communities will work in much the same manner. Despite the efforts of
educators and individuals to create (often lavish and complex) learning environments for students,
this will in the long run not be necessary. Learners will create their own communities, their own
environments. At most, the educator needs to ensure that the tools are there for students to use,
and that the channels of communication, from student to student, from community to community,
are open.
6.4 Identity-Building
It is worth noting that theorists of both professional and social networks speak of one’s interactions
within the community as a process of building, or creating, one’s own identity.
Wenger, for example, writes, “Having a sense of identity is a crucial aspect of learning in
organizations. Consider the annual computer drop at a semiconductor company that designs both
analog and digital circuits. The computer drop became a ritual by which the analog community
asserted its identity. Once a year, their hero would climb the highest building on the company's
campus and drop a computer, to the great satisfaction of his peers in the analog gang. The
corporate world is full of these displays of identity, which manifest themselves in the jargon people
use, the clothes they wear, and the remarks they make.” (Wenger, 1998)
And meanwhile, Danah Boyd, studying the social community, writes, “The dynamics of identity
production play out visibly on MySpace. Profiles are digital bodies, public displays of identity where
people can explore impression management. Because the digital world requires people to write
themselves into being, profiles provide an opportunity to craft the intended expression through
language, imagery and media. Explicit reaction to their online presence offers valuable feedback.
The goal is to look cool and receive peer validation. Of course, because imagery can be staged, it is
often difficult to tell if photos are a representation of behaviors or a re-presentation of them.” (Boyd,
2006)
In both of these we are seeing aspects of the same phenomenon. To learn is not to acquire or to
accumulate, but rather, to develop or to grow. The process of learning is a process of becoming, a
process of developing one’s own self.
Accordingly, what we know of the communities of the future where learning will actually occur is
that they will be communities in which learners can immerse themselves and grow into something
new. Previous experience suggests that these will be places where they can create and where they
can project – not “serious games” but “modding communities”, not “reading groups” but “fan
fiction”, not “educational simulations” but “LAN parties”.
8 Accreditation
In 1998 I wrote that “The mishmash of host institutions, provider institutions, and umbrella
organizations is going to result in an increasing debate over standards and testing. It is going to get
worse before it gets better. It probably won't get better.”
In 2008 we finish a decade that has seen controversial legislation such as No Child Left Behind, the
rise and fall of numerous ‘virtual universities’, ongoing debates about the results of independent
testing (such as OECD’s PISA tests (OECD, 2008)), commercial educational ventures (including the
controversial Edison schools in the U.S. (Saltman, 2005)), charter schools, vouchers, digital diploma
mills, off-shore institutions, and more.
In the years to come, we will say that it was a quiet decade, with the existing system having
remained largely unchanged, almost unsuspecting even, of the major changes that were to follow.
And as it stands, the monopoly on degree-granting status largely remains in the hands of traditional
institutions. But nobody can expect it to remain there.
9.5 Roadblocks
Probably the most visible impact of copyright on higher education over the last ten years has been
the series of lawsuits launched against students (and concordant threats against universities) over
the sharing of digital music files. (Bangeman, 2007)
What used to be an analog and inefficient process suddenly became easy and mainstream using
digital technologies. And consequently, a private and non-commercial activity became the focus of
business models for companies like Napster and Kazaa. At the same time, publishers sought greater
control over distribution, seeking to license, rather than sell, content and software.
This prevented instructors from replicating online practices common in the typical classroom. No
longer could newspaper clippings, articles or textbook chapters be distributed as handouts. No
longer could video clips be shown or audio recordings be played to the class. The digitization of
academic content was, at every turn, challenged by publishers. (Guess, 2008)
In like manner, the use of educational software became a complex and expensive proposition for
educational institutions. The cost of educational software rose, mergers and lawsuits limited
competition, and customers were locked in to existing vendors by proprietary technology and the
cost of conversion. “Many customers feel that these price increases are not warranted or feel that
they would like to be more in control of the LMS functions they wish to offer on their own
campuses.” (Reisman, 2006)
And in some areas, innovation ground to a halt as a result of patents and lawsuits. Probably the
most visible case is that of digital rights management itself. Holding a broad swath of DRM patents,
ContentGuard stood poised to threaten any company trying to develop a rights declaration system.
But in the absence of any actual lawsuits that might define the scope of the patents, and of any
effective technology from ContentGuard itself, work in DRM has remained stalled. “So long as the
relevance of ContentGuard patents is sustained in all standards environments, the effective
monopoly of ContentGuard on DRM is achieved.” (Cover, 2006)
The argument in favour of strong intellectual property protection is that it fosters innovation. But
our experiences over the last ten years show the paucity of such claims. (Timmer, 2008) The areas in
which innovation has been fastest have been areas in which no effective patents held sway – HTML,
CSS and Javascript, content management and syndication.
Where strong IPR exists, in areas such as online textbooks, digital rights management and wireless
technology, say, innovation has been agonizingly slow, with new products and services being
unveiled at glacial speed, at significant cost. Sometimes – as we saw in the case of inexpensive
laptop computers – the market opens up only in response to an open or non-profit initiative. (Goth,
2008)
Since rights holders are not likely to lose their influence over policy makers or over the market, this
asymmetrical pace of development will continue. Over time, and as a general rule, non-encumbered
products and services will gradually come to dominate the marketplace. However, this process will
not be uninterrupted, as commercial developers are capable of considerable innovation themselves.
For every Apache, we are likely to see an iPod. For every Firefox, we are likely to see a Spore.
9.6 Responses
While court cases, protests and defiance have garnered the headlines, the most overwhelmingly
popular response to proprietary content and technology has been the fostering and creation of free
and open alternatives. Free and open source software, as well as free and open content, have both
been made possible through the development of licenses prohibiting the enclosure of such work in
proprietary media. These licenses have been defended successfully in court. (Kirk & Montalbano,
2008) (Rowe, 2008)
As a result, proponents of strong intellectual property regimes have been forced to argue along two
lines: first, against the sharing of existing commercial content, and second, against the development
and sharing of alternative content. If the first case was difficult to make, the second has been
proving almost impossible.
This has had a significant impact on education. A growing tide of opinion has begun to support the
Open Access movement, driven largely by the argument that scientific research and educational
content produced through government investments ought to be freely available.
In some cases, the freeing of such information have been voluntary, as in the case of agencies such
as MIT, which created OpenCourseWare, and the Open University, which produced OpenLearn.
(MIT OpenCourseWare, 2004) In other cases, such as at NIH, a government mandate has provided
the impetus. (Suber, 2008) Meanwhile, a great deal of grass-roots work has been undertaken, such
as resulted in the development of open access journals such as PubMed and open access software,
such as OAI and DSpace. (Enrique Canessa and Marco Zennaro, 2008)
The public, too, has enthusiastically developed itself to the free content movement. Following the
example of the groundbreaking Wikipedia, volunteers have been instrumental in creating resources
such as Curriki, WikiEducator, and Wikiversity. Additionally, employing Creative Commons licenses,
which grant people the right to reuse their work, web users have uploaded millions of photos,
videos, web pages, and other digital contents.
Even if commercial publishers win strong copy protections from policy makers and technology
companies, the trend toward free and open content will overwhelm them. As it stands, content
producers are beginning to understand that it is better to allow their content to circulate freely,
without restriction. This is because such content offers unequaled marketing and promotional
opportunities, especially for new and not well recognized acts. (Rainsford, 2003) Additionally,
content syndication agencies, such as YouTube, are finding ways to recognize commercial content
and allocate advertising revenue to the owners.
10 Instructional Technology
The Platform
As mentioned above (in the section on personal learning environments) the major shift in
instructional technology will be from systems centered on the educational institution to systems
centered on the individual learner.
As a result, rather than the employment of a single system to accomplish all educational tasks, both
instructors and learners will use a variety of different tools in combination with each other. These
tools, as described above, will communicate with each other, and will support the acquisition and
creation of learning content, as well as activities such as games or real-time collaboration.
As described in the section on virtualization, these tools will operate in a portable environment.
Operating systems, rather than being tied to a particular type of machine, will become more like
portable data files that can be plugged into one type or hardware environment or another as
needed.
As this sort of model gains currency, designers will pay more attention to the concept of the
platform. We have seen this already in discussions of ‘facebook as platform’ or of ‘second life as
platform’. In general, a platform is a software environment in which third party applications may be
loaded and run. We are on the verge of experiencing a proliferation of platforms – software
platforms like facebook, mobile platforms like the iPhone, appliance platforms like your fridge or
stove, and more.
In a sense, the platform of the future will do exactly the job assigned to the instructional
management system of the past: “an instructional management system is the backbone
motherboard into which all educational components are plugged.” This analogy remains apt today.
However, with a proliferation of platforms, a central question emerges: who manages the platform?
It used to be the case that, if the platform was a web server – such as a university LMS – then it was
managed by the organization that owned the server. And if it was a local system – such as a
personal computer – is was managed by the owner of the computer. As platforms depend more on
external services, however, the question of management becomes more vague.
Just recently, for example, it was revealed that Apple has an ‘off switch’ it can use to disable any
application on a user’s iPhone. (Slattery & Moren, 2008) In this it joins the tradition of the telephony
industry, which has always retained control over the hardware, control over the handset. In the
computer and software industry, such control is found under the heading of ‘trusted computing’ –
parts of your computer that are managed by software companies, and not computer owners.
(Stallman, 2007) Once might cynically say that the trend is toward licensing hardware in the same
way as we have started licensing software.
All cynicism aside, it remains that, in order to be successful, platforms will have to help people do
the sorts of things they want to do. Issues of control will become secondary if people are not
prevented from, say, communicating with each other or obtaining information. On the other hand,
if the platform becomes an advertising vehicle or an instrument of censorship, it will be eschewed –
eventually – in favour of more useful technologies.
10.1 Tracking
Tracking and reporting are the major functions required of a learning management system today
(and main reasons institutions want to keep using them). No matter what device a student is using,
no matter where they access an online course, the LMS can report on what they have viewed (and
reviewed), keep track of test scores and upload grades, and provide a secure, monitored location
for in-class conversation and collaboration. (Moran, 2002)
Future learning technology will need to support such functions, at least to some degree. The
recognition of learning, whether by institutional certification, third-part testing, or community
reputation, is to a significant degree a matter of reporting activities and achievement.
Understanding this function of future learning technology is critical to understanding its
construction. Consider a bookmarking service such as del.icio.us, for example. Although its primary
function is to allow a person to manage his or her bookmarks, it also becomes a record of what that
person has read (or, at least, seen). Consequently, the bookmark as <i>public performance</i> and
record becomes one of its primary functions.
Understanding such technology in this light highlights the issues that will have to be addressed.
Such systems will need to be accurate and reliable; they shouldn’t report things that haven’t
happened. At the same time, they need to be, to a certain extent, voluntary. People want to control
the work they are offering for assessment, even it if is work as trivial as a browsing history. That is
why the same people who turn off tracking systems and refuse to load images will at the same time
happily fill pages of del.icio.us recommendations.
Tracking systems in the future will be more automatic – filling out forms loses its appeal after a
while – but will remain in control of the user. One element of this will involve the user’s ability to
assume different identities for different tasks. People will not find it fair or reasonable that their
Second Life socializing be a part of their Ancient History class evaluation or part of the job interview
process.
As mentioned above, this process will create a trail of usage metadata – also called attention
metadata – behind both the use and the resource. This metadata will be available for harvesting,
and will be employed by aggregators in order to create a profile of the resource. Profiles will be
created of different types of usage metadata, and different people will see different profiles of the
same resource (or the same person) depending on what they think is important.
10.2 Conferencing
The topic of conferencing and communication has come up several times in this discussion. That
should be no surprise; it forms the core of any educational system, and particularly one in which
learning consists of participating in a community, creating and sharing learning content.
In the field of educational technology, conferencing systems are typically divided between
synchronous and asynchronous, the former describing technologies where communication occurs in
real time, and the latter where communication occurs at discrete intervals. But as conferencing
technology improves, these terms will tend to be used to describe behaviours rather than types of
technology.
Consider, for example, a traditionally asynchronous technology such as email. It has now increased
in speed to the point where people can have real-time conversations in email. Such technology
comes to resemble a common synchronous tool, instant messaging. But instant messaging can be
used to have an asynchronous conversation, where messages are left for people to pick up later.
The two systems eventually merge into a single, text-based communications technology that may
be used either synchronously or asynchronously.
The same is true of other modalities, though we haven’t seen this so much yet because of the need
for better bandwidth and storage. But a live video conversation may just as easily be thought of as a
set of discrete video messages, where each person responds to the other in real time or delayed
time. A broadcasting system such as UStream shows viewers the same content, whether they are
viewing it live or after the fact.
Conferencing will increase in both size and flexibility over time. The difference in size will be the
most obvious. Instead of postage-stamp sized videos, we will use wall-sized screens to depict each
other at full size, with near-zero compression and latency (I have actually seen such systems; they
require only the widespread deployment of very high capacity bandwidth).
Such systems will not be used like televisions or telephones. They will be used more like windows,
always on, always connected, where you can see other people and chat with them on a casual basis.
Other windows will be used to display the local news or weather or a live feed from a favorite
vacation spot (managing the sound levels between windows will require some interesting
management technology).
But they will be more than windows, as we will be able to use them as digital portals, sending any of
our data or applications over to the other side, or to use them as two-sided computer screens on
which to work on the same document at the same time. And they will be placed not only on walls,
but on desktops, in books, and even through tiny private screens beamed directly to a person’s
retina.
People will learn to work with their conferencing system constantly turned on and with other
people – as many or as few as they choose – just a glance or a nod away. Say someone’s name –
“Stephen?” – and it appears as though you are knocking at their window, or poking your head
through their door. That is not to say that privacy does not exist – people expect and want privacy –
but rather that their environments will be more or less digitally porous depending on time and
circumstances.
11.1 Automation
All other things being equal, automation offers the potential to produce considerable savings, in
cases where automation is possible and desirable. We have already seen teachers save a lot of time
using online grade entry systems, for example. Tasks that would have been a long involved chore –
such as creating a slide presentation – are now easily accomplished with tools such as PowerPoint.
Automation does not mean the end of teaching careers, though. What automation allows is (as I
said ten years ago) a ‘deep personalization’ of learning. Automation allows us to more easily create
and present content, to more easily form groups and collaborate, to more easily give tests and take
surveys. This frees instructors to perform tasks that have been traditionally more difficult and time
consuming – to relate to students on a personal basis, to offer coaching and moral support, to learn
about and analyze a student’s inclinations and understandings.
These are specialist tasks, and as suggested ten years ago, it is likely that different educational
professionals will fulfill different roles. Some will become testing and evaluation specialists, others
will become coaches and advocates, still others will become content creators and presenters. As
these disciplines evolve, tools will become more specialized, and practice will become more
professional.
11.2 Savings
The first significant economic impact of online learning will be in the savings it offers over the
traditional model.
In the wake of 9-11, and again with the more recent increase in the cost of fuel, many have begun
to employ online learning – and other forms of computer conferencing – in order to save on
transportation costs. As time goes by, parents and policy makers will begin to question the wisdom
of employing fleets of buses and cars to move students to places where they sit and work on
computers.
And although governments continue to build legacies in the form of brick-and-mortar schools,
construction costs will decline over time, and the buildings that are constructed will, like the Living
Arts Centre in Mississauga, serve the entire community.
Finally, as more and more educational resources are digitized, the enormous sums of money spent
on things like text books and even wall maps will be reduced to a trickle. The need to maintain
physical libraries will be obviated through the distribution of entire libraries of digital content on
keychains or necklaces.
This is the advantage projects such as One Laptop per Child are attempting to realize. Despite critics
who say that money in developing countries is better spent on books and teachers, placing such
devoices into the hands of children is a worldwide diffusion of knowledge for a cost so low the
savings are scarcely imaginable.
Finally, savings in staff costs per student will be realized when the traditional teacher-and-class
model is abandoned. Much of the work of the traditional teacher – such as content presentation –
will be done by computers, or by students for each other. As discussed above, the role of the
teacher will be evolve into a set of specialized professions. But while we are spending more money
on each educational professional, the cost of education per child will be reduced dramatically,
offering us – at last – a chance to offer an education to all our citizens, for a lifetime.
The largest savings will be realized by students (with the result that these will be the slowest to
realize, since students to not have the economic or political means to hasten the onset of these
efficiencies). The cost of learning texts will diminish to near zero. Transportation costs will be
eliminated. Opportunity cost – such as the four years of work and experience foregone in order to
attend school – will be limited. Students will be able to begin working and earning early in their
educational career, resulting in a longer period of productivity, and more wealth, opportunities and
choices later in life.
12 The Future
Today, and for the last century, education has been practiced in segregated buildings by carefully
regimented and standardized classes of students led and instructed by teachers working essentially
alone.
Over the last ten years, this model has been seen in many quarters to be obsolete. We have seen
the emergence of a new model, where education is practiced in the community as a whole, by
individuals studying personal curricula at their own pace, guided and assisted by community
facilitators, online instructors and experts around the world.
Though today we stand at the cusp of this new vision, the future will see institutions and traditional
forms of education receding gradually, reluctantly, to a tide of self-directing and self-motivated
learners. This will be the last generation in which education is the practice of authority, and the first
where it becomes, at has always been intended by educators, an act of liberty.
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