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Innovation in times of uncertainty
by
Squire, Kurt
in
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/ Course Descriptions
/ Distance learning
/ Educational Resources
/ Educational software
/ Educational technology
/ Funding
/ Higher education
/ Innovations
/ Online instruction
/ Publishing
/ R&D
/ Research & development
/ School closures
/ Students
/ Trends
/ Uncertainty
2017
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Innovation in times of uncertainty
by
Squire, Kurt
in
Cellular telephones
/ Consumption
/ Corporate sponsorship
/ Course Descriptions
/ Distance learning
/ Educational Resources
/ Educational software
/ Educational technology
/ Funding
/ Higher education
/ Innovations
/ Online instruction
/ Publishing
/ R&D
/ Research & development
/ School closures
/ Students
/ Trends
/ Uncertainty
2017
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Do you wish to request the book?
Innovation in times of uncertainty
by
Squire, Kurt
in
Cellular telephones
/ Consumption
/ Corporate sponsorship
/ Course Descriptions
/ Distance learning
/ Educational Resources
/ Educational software
/ Educational technology
/ Funding
/ Higher education
/ Innovations
/ Online instruction
/ Publishing
/ R&D
/ Research & development
/ School closures
/ Students
/ Trends
/ Uncertainty
2017
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Journal Article
Innovation in times of uncertainty
2017
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Overview
Purpose
This paper (published in two consecutive issues of On the Horizon) aims to contextualize research on games for learning by describing the current drivers of innovation in learning technologies situated within broader trends in open educational publishing.
Design/methodology/approach
The paper begins with an overview of changes, driven largely by technology in educational technology and publishing. Using massively open online courseware as an example, it describes how these factors are aligning to challenge the status quo. Next, it provides a brief discussion of changes in higher education more generally, including changes in education as a marketplace, reductions to state funding for education and changes in the research enterprise, particularly the rapid growth of the scientific enterprise and leveling off of federal support.
Findings
The paper pivots to describe the most recent chapter of over 15 years of work within the Games + Learning + Society (GLS) Center, which has sought to create innovative models of learning, innovative models for funding and conducting research in light of these challenges, and innovative ways of engaging the public.
Practical implications
The assumption driving GLS (and this paper) is that rather than wait for these changes to happen to us, educational technologists can help drive the future by creating it. A good way to get the kinds of learning systems we want is to go about creating them and seeing what works. During this time, GLS developed and released over a dozen game-based learning titles, raised US$10,000,000s in grants and contracts, graduated over 30 doctoral students and post docs, spun out multiple companies, created materials in use by 10,000s (or more) students across the world, and helped build a nascent field of games and learning.
Originality/value
The paper pivots to describe the most recent chapter of over 15 years of work within the GLS Center, which has sought to create innovative models of learning, innovative models for funding and conducting research in light of these challenges and innovative ways of engaging the public.
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