Cyberlearning Research Report Peeks into Future of Ed Tech
        
        
        
			- By Dian Schaffhauser
 - 10/23/17
 
		
        
 
People  researching education technology and learning science  —  cyberlearning  —  populate  the landscape. A new report from the Center for Innovative Research in Cyberlearning has undertaken the ambitious  project of sifting through what those researchers are exploring to uncover the  major trends and help us understand where education  —  pre-K-12 and post-secondary   —  may be headed over the next decade or two.
According  to "Cyberlearning Community Report: The  State of Cyberlearning and the Future of Learning with Technology," this work stretches beyond  research on whether 1-to-1 programs work or if gaming can accelerate improved  learning outcomes. Among the questions those hundreds of research projects are  attempting to answer are these: How will students "use their bodies and  minds to learn what will be important in the 21st century, such as  collaboration, scientific argumentation, mathematical reasoning, computational  thinking, creative expression, design thinking and civic engagement?" "How  can learning with technology expand access, equity and depth of learning across  diverse people, institutions and settings?" And "What advances in  computation and technology are needed to design, develop and analyze  innovative learning experiences?"
From an  analysis of the research, six broad themes surfaced:
    - Community mapping: The use of mobile, geospatial  tools for learning in a local context, such as the immediate neighborhood;
 
    - Expressive construction: Using technology to create and  share and, while creating, to learn;
 
    - Classrooms as digital performance  spaces: Converting  the typical classroom into a room where physical learning experiences take  place;
 
    - Virtual peers and coaches: Avatars and other forms of artificial  intelligence that interact with the student and provide a "natural,  welcoming learning environment";
 
    - Remote scientific labs: Students control remote scientific  equipment;
 
    - Enhancing collaboration and learning  through touchscreen interfaces: The expansion in the use of multitouch interfaces on tabletop, tablet and  mobile devices.
 
The report  examines each in detail, profiles promising examples of research projects and  describes how the work might contribute to education in the future, as well as  its challenges and opportunities.
For  statistics enthusiasts, the report also explains the three primary research  methods in use: multimodal analysis, learning analytics, and user- and  community-centered design.
Innovations  in computer science and learning science are laid out for each theme and  research method. And several essays explore broader issues regarding cyberlearning  research, such as the use of big data and broadening "inclusive  learning."
Jeremy  Roschelle, executive director of learning sciences research at Digital  Promise Global,  and the lead editor on the project, suggested that the report explains how  cyberlearning "looks to the future," offering "big ideas"  that will serve as "guideposts" for learning technology innovations  "that go far beyond what we have today." On top of that, he added in a blog post, it highlights advances in  scientific methods "that can drive this work forward," such as  combining multiple data streams to study how people learn and involving  learners and educators "in the design of learning."
The report  is openly available on the Center for Innovative  Research in Cyber Learning website.
        
        
        
        
        
        
        
        
        
        
        
        
            
        
        
                
                    About the Author
                    
                
                    
                    Dian Schaffhauser is a former senior contributing editor for 1105 Media's education publications THE Journal, Campus Technology and Spaces4Learning.