1. Need for Technology Enabled Education
for Growth and Innovation
Enayet Kabir
21 June 2013
2. For a country like India technology could be the only hope
• Huge and all pervasive deficits in education
across all segments
• Very limited resources available
• Arrival of the enabling conditions
• Broadband connectivity
• Falling prices of tablets and smart phones
• There is a need for creative thinking to mitigate
resource problems
• Flipped classroom?
• Virtual labs?
• Canned lectures?
• Tools to improve accountability of teachers?
3. In the next five years, relentless waves of technology
will strike education
Time to Adoption Horizon K-12 Higher Ed
Near Term: One Year or
Less
Cloud Computing MOOCs
Mobile Learning Tablet Computing
Mid Term: Two to Three
Years
Learning
Analytics Learning Analytics
Open Content
Games and
Gamification
Long Term: Four to Five
Year
3 D Printing
3 D Printing
Virtual and
Remote Labs
Wearable Technology
6. When Stephen Downes and George
Siemens coined the term in 2008,
massively open online courses (MOOCs)
were conceptualized as the next
evolution of networked learning
7. Tablets allow users to seamlessly
use apps and content of
their choosing, making itself a
portable personalized learning
environment
9. Gamification of education
is gaining further support
among researchers and
educators who recognize
that games stimulate
productivity and creative
inquiry among learners
10. 3D printing for teaching
and learning enables more
authentic exploration of
objects that may not be
readily available to
institutions
13. The Indian Scenario…
• Little or incremental innovation
• Disruptive models
• Turn challenges into opportunities
• Indian customer is loath to pay for information/data;
but they would pay for services!!
14. Opportunities for Funding
• Key imperatives are
• Pedigree of promoter group
• Need-gap
• Scalability
• Pace
• Ticket size
• Bullet proof business plan