Internet Learning Volume 3, Number 2, Fall 2014 | Page 30

Positioning for Success in the Higher Education Online Learning Environment Along with various software providers, colleges and universities are taking the lead in the field. For instance, Carnegie Mellon University has been working on adaptive applications for several years through its Open Learning Initiative, and is currently developing MOOC technology capable of identifying student learning patterns and intervening when necessary. • Gaming – The New Media Consortium in its 2014 Horizon Report for Higher Education, identified games and gamification as one of the six important developments in educational technology for higher education over the next five years because the groupplay interaction and problem-solving components can enhance learning and collaboration in an online environment (Johnson, Adams Becker, Estrada, & Freeman, 2014). According to market research firm Ambient Insight, higher education gaming only comprises 1% of the near $1.6 billion global game-based learning market, but revenues are expected to triple from 2012-2017 as more institutions build gaming into their online curriculum (Adkins, 2013). Purdue University, the University of Oregon, the University of Pennsylvania, and the University of Central Florida are among the growing number of institutions that have both been on the development and application side of game-based learning. • Badging – Aligned with gamification is badging. Carnegie Mellon researchers are finding that integrating badges into courses motivates students to keep learning. Purdue University is one of a growing number of institutions using badging to promote completion and provide learners with carefully defined competencies that they can use to enhance their transcript and create a profile for current and future employers. • Mobile – While the use of college mobile apps continue to rise, and learning management system (LMS) providers are expanding their mobile capabilities, a fully intuitive compatible mobile online learning experience that mimics the desktop experience would have great value in providing dispersed students a seamless learning environment. This is true not only in the United States, but particularly abroad, where mobile usage is high and the Content as a Service (CaaS) model delivered through telecom providers is widely used for education purposes. • Deliver and Leverage the Value Proposition – Increasingly, colleges and universities, both in the U.S. and abroad are relied upon as prominent contributors to sustainable economic growth in part because they serve as centers of innovation and because they can produce a knowledgeable and skilled workforce. A consequence is that schools are under growing pressure and scrutiny to cultivate students, regardless of academic major, who can readily transition into the workforce. This dialog has fed into a broader debate around the value of higher education. A quality education at an affordable price is not a good value unless it gets the student where he or she wants to go personally and professionally. In a time of increasing student debt and what has been for the past several years, a soft job market, this focus on value has intensified. The data show that a higher education degree has economic value as employment and salary levels rise with greater amounts of education (Figure 2 29