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Shift happens--------- Dissolving boundaries for creative collaboration Dr. Robin Teigland, akaKarinda Rhode in SLStockholm School of Economicswww.knowledgenetworking.orgwww.slideshare.net/eteiglandRobinTeigland December 2010 ww.sse.edu
"...when the rate of change outside an organization is greater than the change inside, the end is near...."  Jack Welch…
Did You Know?  Shift Happens http://www.youtube.com/watch?v=cL9Wu2kWwSY How are these trends impacting you and the organizations in your region?
”No one knows everything,  everyone knows something,  all knowledge resides in  humanity.” networks Six degrees of separation - Milgram, 1967 Adapted from Lévy1997
Two individuals with the same number of contacts… A B
…but with very different access to resources B A
Network dynamics impact creativity and innovation A B Poor  creativity and  innovative  performance High creativity and  innovative  performance Teigland 2003
The wisdom of the crowd Closed Expensive Complex Accurate Open Inexpensive Simple Close enough Accurate Hinton 2007
History tends to repeat itself….Innovation, financial crisis, industrial revolution, …  Microelectronics Internal combustion engine Steam engine Third  industrial  revolution? Late 18th C Late 19th C Late 20th C Schön 2008
Breaking free from “industrial chains”? ,[object Object]
Work should be serious
Roles and responsibilities are appointed
Learning occurs behind the desk
Value is created by firm’s employees
Firms are primary source of value creation
Competition is a zero-sum game
Etc…..,[object Object]
Where are the sources of sustainablecompetitiveadvantage? #1 Brand &  Reputation Innovation FIRM Networks of  relationships
The social web enables value creation through local and global networks Adapted from FredCavazza.net
Creating value through external conversations
Developing solutions together with the public http://snappatx.org/ in Austin, Texas
Access to a global workforce 24x7 Average wage approx. USD 1.40 / hour http://www.people.fas.harvard.edu/~drand/
Finding solutions and solving unsolved problems A shift from being  problem solvers to solution finders
Exploitation Improving existing value creation activities Exploration Developing new value creation activities Adapted from March 1991
Enckel 2010
What came first – the community or the company? http://www.youtube.com/watch?v=9VKRbmnqXR4
Skien, Norway eZ Ecosystem eZ 37,000+ Community members 5,000+ Customers in 130 countries 230+ Partners ,[object Object]
Customers include Financial Times, Wall Street Journal, UN, Vogue, Hitachi, 3M, MIT
70 employees in 9 countries (US, Europe & Asia),[object Object]
The backbone of eZ Systems is social media -  throughout the value chain
Innovation in the eZ ecosystem
Some things do not change…. Interaction 				Relationships  Relationships  				Trust  Trust		 			Exchange Exchange  				Innovation  Innovation  				Awareness
"E-connection is processed in the brain like an in-person connection." http://slideshare.net/missrogue
Here comes the Immersive Internet O’Driscoll  2009
How many usually think of virtual worlds… Teigland 2010
Building skills in virtual environments My CV ,[object Object]
Creating and successfully executing strategies under pressure
Managing cross-cultural conflict without face-to-face communicationTeigland 2010
http://secondlife.com/destination/double-b-skydiving-center Ballers City http://www.flickr.com/photos/pcellis/2771357871/ http://www.youtube.com/watch?v=Acgg1ih59GU&list=PL4B22C59B4AA89C0B&index=3&playnext=2 Sporting activities in Second Life
But what else can they be? ,[object Object],http://www.youtube.com/watch?v=Quh2OiPHkm8
The last generation to “attend” college? Linnaeus University http://features.csmonitor.com/innovation/2009/10/15/the-future-of-college-may-be-virtual/
Tomorrow’s education? Improving virtual teaming cross-cultural skills Designed by Duke CE and SSE inworld Task: To build a bridge in your virtual team On YouTube: http://www.youtube.com/watch?v=Quh2OiPHkm8
The University of Texas goes inworld https://blogs.secondlife.com/community/learninginworld/blog/2009/09/15/the-first-statewide-rollout-of-a-virtual-world-learning-environment-the-university-of-texas-system-in-second-life
“Clearly if social activity migrates to synthetic worlds, economic activity will go there as well.”Castranova, 2006 ,[object Object]
US $222,000 raised at American Cancer Society Relay in Second Life
Swedish government granted bank license to Mind Bank in 2009http://www.flickr.com/photos/rodenberger/5085364909/in/pool-popartlab/#/photos/rodenberger/5085364909/in/pool-1240578@N23/
USD 635,000 for an asteroid! USD 500,000 profit in 5 years -Jon “Neverdie” Jacobs http://blogs.forbes.com/oliverchiang/2010/11/13/meet-the-man-who-just-made-a-cool-half-million-from-the-sale-of-virtual-property/
The rise of Avapreneurs (avatar+entrepreneur)? ,[object Object]
Micropayments
MicroemployeesTeigland 2010
Finding and recruiting talent globally ,[object Object]

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Teigland BrainGain Reglab 2010

  • 1. Shift happens--------- Dissolving boundaries for creative collaboration Dr. Robin Teigland, akaKarinda Rhode in SLStockholm School of Economicswww.knowledgenetworking.orgwww.slideshare.net/eteiglandRobinTeigland December 2010 ww.sse.edu
  • 2. "...when the rate of change outside an organization is greater than the change inside, the end is near...." Jack Welch…
  • 3. Did You Know? Shift Happens http://www.youtube.com/watch?v=cL9Wu2kWwSY How are these trends impacting you and the organizations in your region?
  • 4. ”No one knows everything, everyone knows something, all knowledge resides in humanity.” networks Six degrees of separation - Milgram, 1967 Adapted from Lévy1997
  • 5. Two individuals with the same number of contacts… A B
  • 6. …but with very different access to resources B A
  • 7. Network dynamics impact creativity and innovation A B Poor creativity and innovative performance High creativity and innovative performance Teigland 2003
  • 8. The wisdom of the crowd Closed Expensive Complex Accurate Open Inexpensive Simple Close enough Accurate Hinton 2007
  • 9. History tends to repeat itself….Innovation, financial crisis, industrial revolution, … Microelectronics Internal combustion engine Steam engine Third industrial revolution? Late 18th C Late 19th C Late 20th C Schön 2008
  • 10.
  • 11. Work should be serious
  • 14. Value is created by firm’s employees
  • 15. Firms are primary source of value creation
  • 16. Competition is a zero-sum game
  • 17.
  • 18. Where are the sources of sustainablecompetitiveadvantage? #1 Brand & Reputation Innovation FIRM Networks of relationships
  • 19. The social web enables value creation through local and global networks Adapted from FredCavazza.net
  • 20. Creating value through external conversations
  • 21. Developing solutions together with the public http://snappatx.org/ in Austin, Texas
  • 22. Access to a global workforce 24x7 Average wage approx. USD 1.40 / hour http://www.people.fas.harvard.edu/~drand/
  • 23. Finding solutions and solving unsolved problems A shift from being problem solvers to solution finders
  • 24. Exploitation Improving existing value creation activities Exploration Developing new value creation activities Adapted from March 1991
  • 26. What came first – the community or the company? http://www.youtube.com/watch?v=9VKRbmnqXR4
  • 27.
  • 28. Customers include Financial Times, Wall Street Journal, UN, Vogue, Hitachi, 3M, MIT
  • 29.
  • 30. The backbone of eZ Systems is social media - throughout the value chain
  • 31. Innovation in the eZ ecosystem
  • 32. Some things do not change…. Interaction Relationships Relationships Trust Trust Exchange Exchange Innovation Innovation Awareness
  • 33. "E-connection is processed in the brain like an in-person connection." http://slideshare.net/missrogue
  • 34. Here comes the Immersive Internet O’Driscoll 2009
  • 35. How many usually think of virtual worlds… Teigland 2010
  • 36.
  • 37. Creating and successfully executing strategies under pressure
  • 38. Managing cross-cultural conflict without face-to-face communicationTeigland 2010
  • 39. http://secondlife.com/destination/double-b-skydiving-center Ballers City http://www.flickr.com/photos/pcellis/2771357871/ http://www.youtube.com/watch?v=Acgg1ih59GU&list=PL4B22C59B4AA89C0B&index=3&playnext=2 Sporting activities in Second Life
  • 40.
  • 41. The last generation to “attend” college? Linnaeus University http://features.csmonitor.com/innovation/2009/10/15/the-future-of-college-may-be-virtual/
  • 42. Tomorrow’s education? Improving virtual teaming cross-cultural skills Designed by Duke CE and SSE inworld Task: To build a bridge in your virtual team On YouTube: http://www.youtube.com/watch?v=Quh2OiPHkm8
  • 43. The University of Texas goes inworld https://blogs.secondlife.com/community/learninginworld/blog/2009/09/15/the-first-statewide-rollout-of-a-virtual-world-learning-environment-the-university-of-texas-system-in-second-life
  • 44.
  • 45. US $222,000 raised at American Cancer Society Relay in Second Life
  • 46. Swedish government granted bank license to Mind Bank in 2009http://www.flickr.com/photos/rodenberger/5085364909/in/pool-popartlab/#/photos/rodenberger/5085364909/in/pool-1240578@N23/
  • 47. USD 635,000 for an asteroid! USD 500,000 profit in 5 years -Jon “Neverdie” Jacobs http://blogs.forbes.com/oliverchiang/2010/11/13/meet-the-man-who-just-made-a-cool-half-million-from-the-sale-of-virtual-property/
  • 48.
  • 51.
  • 55.
  • 56. Increasing pace of VW development! For smart phones and tablet PCs "Create Once, Experience Everywhere” Expanding uses VWs on a stick Browser-based VWs Focus on seamlessness 40 http://www.hypergridbusiness.com/2009/05/hypergrid-101-why-its-good-for-business/ http://mediagrid.org/groups/technology/OFF.TWG/
  • 57.
  • 58. Which professions and industrieswill not be revolutionized?
  • 59. “As soon as the Facebook generation wakes up and embraces virtual reality, we are going to see a giant wave of virtual world millionaires” -Jon “Neverdie” Jacobs
  • 60. Oulu, Finland Bringing in the user “Quadruple Helix” ‐ a unique opportunity for co‐creation of new innovations Focus on 3D Intel and Nokia in collaborative research lab to focus on graphical 3D technology to create immersive mobile interfaces Pervasive computing infrastructure Easy access
  • 61.
  • 65. Used by >20 000 / monthdownload.intel.com/corporate/education/emea/.../T3_HeikkiHuomo2.pdf
  • 66. Arrange competitions to create awareness download.intel.com/corporate/education/emea/.../T3_HeikkiHuomo2.pdf
  • 67. Work with students to develop new solutions http://www.thetransitwire.com/2010/04/02/lighten-up-using-social-media-make-to-transit-fun/
  • 68. Encourage social media use through training and “walking the talk” MFG: Development agency for Media, Film and IT in Baden-Württemberg, Germany
  • 69. From the mobility of goods to the mobility of financial capital to … ...the “mobility” of labor?
  • 70. Interested in learning more about Virtual Worlds?
  • 71. If you love knowledge, set it free… Karinda Rhode aka Robin Teigland robin.teigland@hhs.se www.knowledgenetworking.org www.slideshare.net/eteigland www.nordicworlds.net RobinTeigland Photo: Lindholm, Metro Photo: Nordenskiöld Photo: Lindqvist

Editor's Notes

  1. I always like to put things into perspective. The theme of today’s event is that of seeing opportunities in the midst of the financial crisis and I think that what is interesting and relevant here is that several economic historians had actually predicted the crisis that we are experiencing now. I don’t have time to go into all the details, but what we are seeing is a pattern repeating itself. As in the late 18th and 19th Centuries there was a technological innovation that led to a period first of transformation as the innovation began to be diffused, then a period of rationalization leading to an imbalance, and then to a financial crisis coming around 40 years after the innovation. However, in the past, these financial crises have then led to periods of great economic development – industrial revolutions, in which industry profitability has been restored through a redistribution of the value-added between capital and labor. But more importantly, these crises filtered out those organizations that could not adapt and change to stay competitive in the new industrial environment. And one of the most important things that is of interest for today’s discussion is that in one of the factors facilitating these new phases of economic growth following the crisis has been that a generation of people that had never experienced life without the innovation starts to enter the workforce – thus they are not restricted by old ways of thinking.experiencing now some economic historians claim to be due to the innovation of the microprocessor and microelectronics in the 1970s. Similar to what we experienced with the innovation of the steam engine in the late 18th C and the internal combustion engine and electric motor in the late 19th C, there was a subsequent crisis about due to various forces converging. We saw that as these basic innovations were diffused, people stopped investing in the existing industrial structure and instead focused on investing in a new generation of competitive machinery, which then led to an industrial revolution in both cases as the innovations became embedded in society. At the same time, the crisis served to release the negative pressure that had been built up as well as to restore industry profitability through the redistribution of value-added between capital and labor. Other notesNotes from article - Schön, L, Economic Crises and Restructuring in HistoryA crisis is connected with changes in the long term or structural conditions built up during a rather long period of time and effects behavior for a long time to comeTransformation – changes in industrial structure – resources are reallocated between industries and diffusion of basic innovations with industry that provides new bases for such reallocationRationalization – concentration of resources to most productive units within the branches and measures to increase efficiency in different lines of productionShifts between transformation and rationalization have occurred with considerable regularity in structural cycle of 40 years – 25 years on transformation, and 15 years on rationalization. Crises been part of this cycle as wellInternational crisis in 1840s – How go from crisis to expansion quickly – went quite rapidly in 1930s for Sweden – but Sweden in opposite corner in 1970s1850s – upswing of industrial and infrastructural investments was linked to breakthrough of mechanized factories in Sweden, modernization of steel processes and construction of railways1930s and more marked after WWII late 1940s - expansion of electrification and diffusion of automobiles, processing of electrosteel to small motors in handicraft and household – combination with motorcar – new styles in living and consumptionWaves of investments around development of an infrastructure from basic innovation of preceding cycle mid 1970s – microprocessor – knowledge and information in production of goods and servicesIt is not the basic innovation itself – but the diffusion of the innovation that counts!When invented, then expensive to implement, have a narrow range of application – Following generalization – A structural crisis (that has been preceded by an early development of basic innovations) has put an end to old directions of investments mainly in rationalization of existing industrial structure and given rise to investments in ne and devt of new tech that after one decade (the length of the classical Juglar cycle of machinery investments) has created a new generation of economically competitive machineryReallocation of labor occurs approx 15-30 years after the structural crisisDevelopment of markets – distribution of value added between capital and labour is one mirror of these changesDiffusion of innovations leads to expansion of markets and arrival of new competitors – Structural crises – release negative pressure and restored profitability in industry – get rid of those who not competitive
  2. Picture source: http://commons.wikimedia.org/wiki/File:Ford_assembly_line_-_1913.jpg
  3. Kay, J. (1993) Foundations of Corporate Success, Oxford, Oxford University Press.
  4. Kay, J. (1993) Foundations of Corporate Success, Oxford, Oxford University Press.
  5. While we have always had networks, what has changed dramatically is that now with social media we have the ability to easily and quickly reach out to individuals across the globe whom we have never met before. And another significant change is that previously while we had one to one two-way communication, this did not enable group communication, and while we also had one to many communication, this did not enable two way communication, but now with social media we can have many to many conversations. So for me the definition of social media are online communication channels that enable many to many interactions and conversations. And as no surprise the most active users of social media are younger people, those who have become skilled at using computers and the internet for all kinds of purposes – to build relationships, find information and knowledge, solve problems, and learn. An extensive study that was just completed by one of the gurus in this area, danah boyd, found that the digital world really is changing the way that young adults and youths socialize and learn. These younger generations are using these new media to explore their own interests and experiment with self-expression – while at the same time they are developing both technical skills and a new form of social skills – solving complex problems online in virtual teams. As a result, these individuals are not only used to but expect more freedom and autonomy in their problem-solving activities at workenable communication & collaboration… through user-generated content….from one-to-one to many-to-many people…- across all boundaries(Next slide)Other noteshttp://www.youtube.com/watch?v=MbX_I2fuqJk creating new opportunities for youth to grapple with social norms, explore interests, develop technical skills, and experiment with new forms of self-expression. These activities have captured teens' attention because they provide avenues for extending social worlds, self-directed learning, and independence.Extending friendships online while some developing shared interest communities. Change way that youth socialize and learn - Youth engage in peer-based, self-directed learning online. – Youth respect one another's authority online, and they are often more motivated to learn from peers than from adults. Their efforts are also largely self-directed, and the outcome emerges through exploration, in contrast to classroom learning that is oriented by set, predefined goals.Increased degree of freedom and autonomy Not just receivers of knowledge but creators of knowledge as well danah boyd studyWe are happy to announce the online release of the findings from our three-year Digital Youth project (http://digitalyouth.ischool.berkeley.edu ). All of the researchers who have worked on this project will be writing up individual publications, but this report represents a synthesis of the findings across the 22 different case studies. It has been over three years in the making, and is the result of a truly collaborative effort with 28 researchers and research collaborators.This project is part of the MacArthur Foundation Digital Media and Learning initiative.http://digitallearning.macfound.org.You can find all the details in the documents linked below, and a summary of our report below.Two-page summary of report:http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-TwoPageSummary.pdfWhite paper: http://digitalyouth.ischool.berkeley.edu/files/report/digitalyouth-WhitePaper.pdfFull report: http://digitalyouth.ischool.berkeley.edu/reportPress release and video: http://digitallearning.macfound.org/ethnography--------RESEARCH SUMMARYOver three years, Mimi Ito and her 28-person research team interviewed over 800 youth and young adults and conducted over 5000 hours of online observations as part of the most extensive U.S. study of youth media use to date.They found that social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. The research finds today's youth may be coming of age and struggling for autonomy and identity amid new worlds for communication, friendship, play, and self-expression.Many adults worry that children are wasting time online, texting, or playing video games. The researchers explain why youth find these activities compelling and important. The digital world is creating new opportunities for youth to grapple with social norms, explore interests, develop technical skills, and experiment with new forms of self-expression.These activities have captured teens' attention because they provide avenues for extending social worlds, self-directed learning, and independence.MAJOR FINDINGS- Youth use online media to extend friendships and interests. -Most youth use online networks to extend the friendships that they navigate in the familiar contexts of school, religious organizations, sports, and other local activities. They can be always "on," in constant contact with their friends through private communications like instant messaging or mobile phones, as well as in public ways through social network sites such as MySpace and Facebook. With these "friendship-driven" practices, youth are almost always associating with people they already know in their offline lives. The majority of youth use new media to "hang out" and extend existing friendships in these ways.A smaller number of youth also use the online world to explore interests and find information that goes beyond what they have access to at school or in their local community. Online groups enable youth to connect to peers who share specialized and niche interests of various kinds, whether that is online gaming, creative writing, video editing, or other artistic endeavors. In these interest-driven networks, youth may find new peers outside the boundaries of their local community. They can also find opportunities to publicize and distribute their work to online audiences, and to gain new forms of Visibility and reputation.- Youth engage in peer-based, self-directed learning online. -In both friendship-driven and interest-driven online activity, youth create and navigate new forms of expression and rules for social behavior. By exploring new interests, tinkering, and "messing around" with new forms of media, they acquire various forms of technical and media literacy. Through trial and error, youth add new media skills to their repertoire, such as how to create a video or game, or customize their MySpace page. Teens then share their creations and receive feedback from others online. By its immediacy and breadth of information, the digital world lowers barriers to self-directed learning.Some youth "geek out" and dive into a topic or talent. Contrary to popular images, geeking out is highly social and engaged, although usually not driven primarily by local friendships. Youth turn instead to specialized knowledge groups of both teens and adults from around the country or world, with the goal of improving their craft and gaining reputation among expert peers. While adults participate, they are not automatically the resident experts by virtue of their age. Geeking out in many respects erases the traditional markers of status and authority.New media allow for a degree of freedom and autonomy for youth that is less apparent in a classroom setting. Youth respect one another's authority online, and they are often more motivated to learn from peers than from adults. Their efforts are also largely self-directed, and the outcome emerges through exploration, in contrast to classroom learning that isoriented by set, predefined goals.IMPLICATIONSNew media forms have altered how youth socialize and learn, and raise a new set of issues that educators, parents, and policymakers should consider.-Adults should facilitate young people's engagement with digital media. Contrary to adult perceptions, while hanging out online, youth are picking up basic social and technical skills they need to fully participate in contemporary society. Erecting barriers to participation deprives teens of access to these forms of learning. Participation in the digital age means more than being able to access serious online information and culture. Youth could benefit from educators being more open to forms of experimentation and social exploration that are generally not characteristic of educational institutions.Because of the diversity of digital media, it is problematic to develop a standardized set of benchmarks against which to measure young people's technical and new media literacy. Friendship-driven and interest-driven online participation have very different kinds of social connotations. For example, whereas friendship-driven activities centers upon peer culture, adult participation is more welcomed in the latter more "geeky" forms of learning. In addition, the content, behavior, and skills that youth value are highly variable depending on what kinds of social groups they associate with.In interest-driven participation, adults have an important role to play. Youth using new media often learn from their peers, not teachers or adults. Yet adults can still have tremendous influence in setting learning goals, particularly on the interest-driven side where adult hobbyists function as role models and more experienced peers.To stay relevant in the 21st century, education institutions need to keep pace with the rapid changes introduced by digital media. Youths' participation in this networked world suggests new ways of thinking about the role of education. What, the authors ask, would it mean to really exploit the potential of the learning opportunities available through online resources and networks? What would it mean to reach beyond traditional education and civic institutions and enlist the help of others in young people's learning? Rather than assuming that education is primarily about preparing for jobs and careers, they question what it would mean to think of it as a process guiding youths' participation in public lifemore generally.
  6. (1) teaching people how to do things we already know how to do and (2)creating collaborative environments that allow people to develop new ideasand concepts to address unanticipated opportunities or challenges.Productive learning focuses mostly on the individual and on helpingthat individual to adopt a pattern of behavior that improves productivity.Generative learning, by contrast, is a collaborative endeavor. Shared meaningand insights are developed at the group level, and these insights driveenterprise transformation to ensure growth and sustainability. Today, thelearning function is focused primarily on productive learning. As a result,it appears that trainers are more likely to want to maintain the status quo,rather than challenge it.Learning is a far more complicated phenomenon than can ever be limitedto the classroom context. If we convey knowledge about tasks we alreadyknow how to do, we call it productive learning . If we share knowledge abouttasks that are new and different, we call it generative learning . Productivelearning serves largely to maintain the status quo within an enterprise byconveying what is already known, while generative learning involves notonly absorbing existing information but also creating new solutions to unanticipatedproblems. Information age learning requires that individuals andorganizations change the way they think about and act on what is knownand what needs to be known in order to innovate, change, and win.
  7. http://ez.no/company/news/ez_systems_wins_the_red_herring_global_100Selected as a Red Herring 100 winner is a mark of distinction and high honor. Only 200 companies are chosen as finalists out of a pool of thousands. Of those finalists Red Herring selected 100 companies as winners. To decide on these companies the Red Herring editorial team diligently surveys entrepreneurship around the globe. Technology industry executives, investors, and observers regard the Red Herring 100 lists as invaluable instruments to discover and advocate the promising startups that will lead the next wave of disruption and innovation. Past award winners include Google, Yahoo!, Skype, Netscape, Salesforce.com, and YouTube.
  8. I can’t find the source for this, it would be great if someone could point this out to me.
  9. http://www.fastcompany.com/magazine/147/doctor-love.html
  10. RT: the 3D internet characterized by ….(next slide)
  11. http://www.youtube.com/watch?v=0CijdlYOSPcWhile many definitions of VWs, these are the characteristics that I find relevant to the study of virtual entrepreneurship. Persistent, computer-simulated, immersive environments ranging from 2D "cartoon" imagery to more immersive 3D environmentworld exists regardless of whether users logged inUsers can manipulate and/or alter existing content or even create customized content Shared space or co-presencenumerous users, or ‘avatars’, simultaneously participate, interact, and share experiences through gestures, text chat, and voiceSocialization/community formation of in-world social groups such as teams, guilds, clubs, cliques, housemates, neighborhoods, etc the world allowed and encouraged
  12. n many ways, education hasn’t changed much since students sat at the feet of Socrates more than two millenniums ago. Learners still gather each autumn at colleges to listen to and be questioned by professors.But the Internet has caused sudden shifts in other industries, from the way people read news to the way they buy music or plan travel. Might higher education be nearing such a jolt?Aside from the massive dent put in their endowments by Wall Street’s woes, colleges and universities mostly have been conducting business as usual. Costs have soared compared with general inflation, but students still flock to classes.Many have theorized that the Internet could give education a rude shock. Recently, an opinion piece by Zephyr Teachout, a law professor at Fordham University in New York who once served as an Internet organizer for presidential candidate Howard Dean, put the possibility in dramatic terms.“Students starting school this year may be part of the last generation for which ‘going to college’ means packing up, getting a dorm room, and listening to tenured professors,” she wrote in The Washington Post. “Undergraduate education is on the verge of a radical reordering. Colleges, like newspapers, will be torn apart by new ways of sharing information enabled by the Internet.”She’s not the first to see newspapers moving from print to online and wonder whether something similar could happen to colleges. Online newspaper readers tend to seek out individual stories, not what papers as a whole have to say. Might finding the right class online become more important than which institution was offering it? What happens if colleges or even specialized online-only education companies provide essentially the same Economics 101 course? Does geography cease to matter and do low-cost providers win out?Some think it could happen, perhaps sooner than expected. “Three years ago nobody thought the newspaper industry was going to collapse,” says Kevin Carey, policy director of Education Sector, an independent education think tank in Washington, D.C.Today, a college education is more than twice as expensive as it was in the early 1990s, even after adjusting for inflation.“It’s getting worse all the time. There’s no end in sight,” Mr. Carey says.Colleges “have set the bar pretty low for competitors” through a lack of competition, he says. At the same time, many potential students are being underserved. “We need more institutions that are good at serving working students, immigrant students, low-income students, students who are basically going to college because they want to get a credential and have a career,” he says.Carey points to the fledgling company Straighterline.com, which offers college courses in subjects from algebra to business statistics, English composition, and accounting. Students can take as many courses as they want for $99 per month, the company’s website says. The price includes 10 hours each month of one-on-one live support and a course adviser. Passing courses results in “real college credit” from one of several colleges affiliated with the program.About 30 percent of the undergraduate credits given each year at US colleges and universities derive from only 20 or 30 introductory classes. It seems logical, then, that these could be turned into “commodities” sold at the lowest price online.“Econ 101 for $99 is online, today. 201 and 301 will come,” Carey writes in an essay, “College for $99 a Month,” in Washington Monthly. “The Internet doesn’t treat middlemen kindly.” He describes an unemployed woman in Chicago who was able to complete four college courses for less than $200 on Straighterline.com. The same courses would have cost $2,700 at a local university.Of course, colleges and universities have discovered online learning themselves. They already offer thousands of online courses to their registered students. According to one recent survey, nearly4 million college students, more than 20 percent of all students, have taken at least one online course.But colleges don’t generally offer a lower price for online courses. The reason is that the courses actually take more work to prepare and teach than similar classroom courses, says Janet Poley, president of the American Distance Education Consortium in Lincoln, Neb. Members of the consortium, made up of public universities and community colleges, find that they often must provide extra resources to faculty who are preparing to teach online for the first time, such as help from a graduate assistant or a lighter teaching load, she says. [Editor’s note: The original version mischaracterized the role of the consortium.]Online learning at these institutions“has been growing very fast,” Dr. Poley says. Students appreciate the flexibility to be able to take courses whenever they want, allowing them to keep their jobs or avoid paying baby sitters or commuting to campus as often.What’s holding back more online courses, she says, is the lack of good broadband Internet options in some places, especially rural areas.What may be evolving, Poley says, is a “home institution model,” in which students take introductory courses online but come on campus for work in their major field and for graduate study.“I don’t really care whether there are students on campus or not,” she says. But “I think there will still be folks who like to be in a community with others while they are learning.” Some students enjoy athletics and other on-campus activities, she says. “I don’t think people are ready to give that up.”Online courses, the latest form of distance learning, have had a reputation for being of lower quality than on-campus work, Carey says – something advertised in the back pages of a magazine. But that may be out of date.Online education is continually improving, he says. “It’s better now than it was 10 years ago.”A study of 12 years of online teaching by SRI International on behalf of the US Department of Education concluded earlier this year that “On average, students in online learning conditions performed better than those receiving face-to-face instruction.”What’s more, this wasn’t true only of lower-level courses. “Online learning appeared to be an effective option for both undergraduates … and for graduate students and professionals … in a wide range of academic and professional studies,” the study said.The Obama administration has talked in general terms about online education as part of a grand plan to give the US the highest proportion of college-educated citizens in the world by 2020. The plan, when announced next year, could include funds to develop more online course materials and make them freely available.If other online education start-ups like Straighterline.com do appear, they won’t be looking for “18-year-olds from suburban high schools who want to go to Harvard,” Carey says. Elite schools will always offer other reasons to attend, such as making social connections. “Exclusivity never goes out of style,” he says.Professor Teachout is reminded of the 19th century, when wealthy Americans sent their children off to Europe to absorb its cultural treasures on a so-called Grand Tour. “I can imagine the off-line, brick-and-mortar, elegant, beautiful MIT experience becoming the Grand Tour” of tomorrow, she says in an interview.Reaction to her article has been strong and varied. Some, including her father, also a law professor, have said, “This is horrible. This is the end of the world,” she says. Those she calls “techno-Utopians” have said, “This is fantastic!”An online learning experience for the self-motivated, organized person could be “extraordinary,” she says. And we’ve only scratched the surface. “The totally free online university that is stitched together from MIT-quality professors is going to happen very soon.”Others remain skeptical.“I do question whether things are really as dire as she says, and whether we’re moving toward a model where the online [courses] will almost completely displace the classroom,” says Dan Colman, associate dean and director of continuing studies at Stanford University in California. He also has founded openculture.com, a website that points visitors to free educational courses online.“I think there could be a day when a lot … could be done online, but I don’t think it’s in 20 years. I think it’s further out.”
  13. RT: traditional leadership further challenged as we move to a world of web 3.0 or the immersive internet…http://www.youtube.com/watch?v=-ahqjBeknT0
  14. As soon as the Facebook generation wake up and embrace virtual reality, we are going to see a giant wave of virtual world millionaires
  15. http://journals.tdl.org/jvwr/article/view/866
  16. http://www.hypergridbusiness.com/2009/05/hypergrid-101-why-its-good-for-business/http://mediagrid.org/groups/technology/OFF.TWG/
  17. RT: We are already beginning to see dramatic changes in several professions such as architecture and fashion. Side screens – second life film from conference or collage of different activies in virtual worlds
  18. Future of Internet: 3D and virtual worldsHeikkiHuomo (Heikki Oxalis)Center for Internet Excellence [www.cie.fi], part of Oulu Innovation AllianceWe are doing research trying to create value.Oulu wi-fi network, 15,000 stations.We have data and it is like a hospital, we have an ethics committee...Intel and Nokia Joint Innovation Center is part of Center Internet Excellence, and also an Intel research lab.We are lacking in Finland a culture of entrepreneurship, a culture of acceptance of failure, a culture of acceptance of success...Many people in Oulu have international experience but not international business experience... Oulu Living Labs: productized services and test user community: Infrastructures, test beds, test environments, competence centers: national and internaitonal companies: recruitment of (more) users).User interaction research + 3Dinternet research + mo bile intel architectures = Transformed experiences with Meego.With SL, it is WAMSD how you control your walk. Is this not a bit odd?With DOS, there used to be a paradigm.Another is Office (QWERTY), this is also a paradigm.This is not what the kids, they are not using the Office paradigm.How to use the new ways of use to develop future Internet?Internet everywhere – the next opportunity: application driven, fast evolution, new business models, new traffic classes.Google business model is like a honeypot. The users are the bees. Why is Google putting more honey in the pot? The flight pattern of the bees is where the money is. So the business model is different from the obvious. It is the behavior of the users that is the key.3D internet is about doing things together. Avatars play a crucial role in recognizing users as self-expression. 3D user interface blends seamlessly with 3D internet. Real vs virtual worlds, how do they overlap? In both, I get feedback for my behavior. In the Net, you can enhance your identity, but you cannot hide. This year, they might allow one to use your real name. You cannot trust, if there is no bonding. And the only way to do it, is to build social capital. Your virtual identity, if you really want to use it, you better merge it with your real identity. I rather go for the “mixed”, with elements of both real and virtual. See a real architect with virtual modeling: Case: Virtual reality: In YouTube, “Sketchworlds architectural applications”. Augmented reality (e.g. 3D glasses that paste model in real world).Case Entertainment: War of Warcraft is 1 % of Finnish GDP.3D is here to stay. Privacy and Security are going to be key. They are a huge barrier for people mobility. How about virtual mobility? Still, a person has to own one’s data
  19. Public Innovation Agency for IT and Media