For many years now, we’ve been seeing a gradual, but important shift in the way that people are educated. Gone are the days of notepads, pens and paper notes. Today, students are creating the content on their tablets, they are sending it across intranets, and they are engaging with the class, 24/7 through social media. This is referred to as asynchronous learning.
Far from being the distraction they were originally intended to be, though, digital devices are helping to re-shape the traditional dynamics of education as we know it — they are actually amplifying it.
So, what latest trends and changes can we expect to make a compelling difference to the market in the years to come?
Smart Tech
One of the most obvious innovations we have seen in recent years comes from the rather wonderful Smart technology industry. For example, one tool we might see used in academic study soon is IBM’s Watson device. Watson offers a high-end education tool that addresses and improves the way that people study. This is going to be very important for the long-term growth of the industry, as Watson is known to change the way that people collate data from masses of unmanaged data using artificial intelligence and sophisticated means of analysis.
This is very useful for making sure that the next generations can use technology to find answers that they would have otherwise never received. Even in more limited education functions, new AI toys could be used to manage the growth of younger children and make them more aware of certain interactions.
From making children more aware of their actions and the way they portray themselves, to full on educational aids, smart tech will ensure that the next generation always has a helping hand waiting for them.
The IoT and IoE
A significant element of the web is going to be the Internet of Things. We’re already changing the way we all link together and operate as one today, and the IoT will ensure that this continues. For example, the IoT will enable the rapid growth of virtual classroom learning. IoT will ultimately be a defining factor in shaping the future of the industry. Device interaction will improve and before long it will be easy to take the information garnered in the classroom right to our PCs back at home. The future of learning will involve possessing the means to transmit data as freely and as accurately as possible across the whole group.
Education will benefit from an added layer of depth to the IoT, in which people will be able to make the most of a learning system that brings together various aspects of their day-to-day lives.
More recently, another somewhat synonymous to IoT concept, introduced by CISCO is the Internet of Everything, defined as "the intelligent connection of people, process, data and things." This philosophy can inform a globalized, expanded notion of internet connections beyond machines. The latter can be meaningful for developing tools such as Educational Management Systems (EMS), which refer to managing the massive data of school records and other administrative functions across the globe, perhaps in a unified way.
VR and AR
Virtual reality and Augmented Reality took a very important step in 2018, with the mainstream release of many headsets by the likes of Sony and HTC leading the way, as well as more research-driven industry applications. Indeed, another option — the Google Cardboard— is expected to deliver exciting new ways of learning. It’s going to change the way that students investigate future careers, which is vital to shaping dreams.
For instance, a profession might sound amazing, but the reality could be very different. VR will re-shape how we evaluate the suitability of a student to take up such a profession. with simulations to estimate the performance of the person under a specific role. It will also help students to determine how suitable they are just by trying it out. Was it everything they thought it was going to be?
Such possibilities are explored in pilot studies and research experiments across the world. This type of VR and AR applications, will help students to avoid making the wrong choice early in life and failing to come back from it. Many students wind up in major debt, just trying to get into a career path that, when they “make it” resembles the opposite of what they had intended in the first place.
3D Printing
Another major element of education that is likely to change heavily in the near future is the power of 3D Printing. As one of the most powerful industries out there at the moment, it’s beginning to become a very popular way to learn for kids. Nowadays, children can get their hands on the kind of objects and instruments that previously they could only look at in books and dream of holding for real.
From the crown of a king, to the layout of a medieval weapon (blunted, obviously!) children could get a much more authentic appreciation of the world that they read about on the pages of book. This is dangerous, though, as it prevents children from appreciating the true gravity of what they are reading about. The day that 3D printing stops being so prohibitively expensive, will be a good day as it should help people to finally become involved in the industry, thus empowering and educating the next generation.
In Summary...
Whilst understanding the various challenges that the Internet and similar devices present to the education industry, the trends are already here. People are becoming more appreciative of the integration of technology into various forms of education, as most believe it will quickly help to make people more comfortable with technology, as well as working and living in a multimodal and digitally mediated society.
All of the above technological outputs, have been working their way into education for some time — it’s just a matter of time before they are more systematically implemented in classrooms worldwide. Each will play their part in determining a new dawn for education, which can only be a good thing, ensuring that future generations, receive the best and most relevant learning possible.
One of the most poignant discussions in the museum world, has been on issues of inclusion and access. Prolific museum figures like Nina Simon presenting in the recent Museum Next Conference in London, shared the vision behind OFBYFOR ALL, a new global initiative to help civic and cultural organisations become OF, BY, and FOR their communities. However, what is it that can help take the next step in terms of inclusion and learning within and out of museum grounds?
This article draws on a doctoral research study to investigate museum’s democratic potential, through transformative approaches to pedagogy aimed at meaningful cultural participation.
The ‘meaningful’, stands for a degree of competence in reading, interpreting and constructing meaning from the existing multiple forms of language (Stapp, 1984: 112; Mitchell, 2007: 3). ‘Participation’ involves an ability to negotiate the complex dialogic relationship that exists between the written word, the spoken word, images, objects, time and space (Mathewson-Mitchell, 2007: 3).
Consideration of issues of access in relation to the significant literacy requirements of museums, suggests that increasing focus on the explicit teaching of museum-based literacies, could be the way through which to expand museum visiting opportunities for the less 'conventional' audience.
It is actually proposed that museum-based literacies could act as the means to the development of cultural competence in museum environments. This evolution in theory and practice of, and about museums, has been notably part of radical changes in the museum world since the 1970s, mostly known as new museology.
Museums as Agents of Change
The development of a “new museology” (Mayrand, 1985: 201), is a concept used to describe the focus on the potential of museums as a positive social force. Golding (2009) suggests the museums should act as frontiers, places where learning and identity are produced and developed for all, while new ‘bridges’ are raised between non-dominant communities and their own histories (Philip, 1992 in Golding 2009).
It became profound that if museums accept their educational role, “they must also accept their social responsibility to work towards supporting a participatory democratic society” (Hein, 2005: 50). We need to “take advantage of the current context, as ‘opening new educational and social possibilities’ (Cope and Kalantzis, 2000: 18), to promote democratic education and human needs...” (Early, 2007: 67).
Changing Times, Changing Literacy
Ever since the 1960s, the nature of literacy practice and needs is changing; Hall (1989) suggests this is thought of as a consequence of New Times. New Times is an era of internalization, characterised by the breaking down of borders between local and global contexts resulting from rapid change in communicative practices (Gee, 2000: 183; Luke and Elkins, 1998).
One common element that has changed is that literacy has become inherently plural; thus researchers have problematized the very notion of literacy as a discrete set of skills. Luke and Freebody (2000) provide one of the more recent and useful definitions of literacy:
"Literacy is the flexible and sustainable mastery of a repertoire of practices with the texts of traditional and new communications technologies via spoken, print, and multimedia".
(Luke and Freebody, 2000: 9)
In such a perspective of literacy, the literate person is one who develops capacity to respond to emerging and communicative needs, a literate person who is a sophisticated user of texts. The individual engages with literacy practices as a decoder of text, as a maker of meanings, as a purposeful user of information and as a text analyst who employs critical thinking skills in the literate work (Luke and Freebody, 2000; Liddicoat, 2007: 20).
Figure 1: Evolution of the concept of literacy over fifty decades
Although acknowledging contemporary, 21st century demands of ‘literacy’ and education, this definition does not incorporate the social context of literacy. Literacy is, as Gee (1996: 22) has aptly described, “a socially contested term”. To this respect, literacy is a social practice rather than merely a means to an end.
Such a consideration draws on the paradigm of New Literacy Studies (NLS) and recognises literacy as a set of socially and culturally constituted practices enacted across and within social and institutional spaces. It acknowledges literacy as a social and historical construction that evolves dynamically (Giampapa, 2010: 4; Potvin, 2009; Garcia, Bartlett and Kleifgen, 2006).
Literacy is seen as a social responsibility including a critical or transformative emphasis in which literacy is a tool to understanding social structure in which we live so we can transform it in meaningful ways (Gee, 1996: 58; Street, 1995). The social perspective of literacy, implies more than superficial contacts with print; it icorporates an understanding of how to manipulate words and concepts through complex daily social interactions in an accepted manner (Giampapa, 2010; Potvin, 2009; Reid, 1998; Kern, 2000) through cultural apprenticeship (Rogoff, 1990).
The ‘New’ in Literacies: Multiliteracies
Following the NLS paradigm, ‘multiliteracies’ have emerged. The term “Multiliteracies” immediately shifts us from the dominant written print text to acknowledge the complexities of practices, modes, technologies and languages with which literate people need to engage in the contemporary world.
The “New London Group” (a team of ten academics including James Gee and Allan Luke) came together in 1996 concerned about how literacy pedagogy might address the rapid change in literacy due to globalisation, technology and increasing cultural and social diversity. They employed the term ‘multiliteracies’ to address these issues (The New London Group, 1996).
Since then, The Ontario Ministry of Education has come up with a number of literacy initiatives, some of which are characterized by a critical and social view of literacy, where literacy is conceived of as "the ability to use language and images in rich and varied forms to read, write, listen, speak, view, represent, and think critically about ideas" (Expert Panel on Literacy Report, 2004: 5).
Figure 2: Multiliteracies and their design elements (Adapted from The New London Group, 2000)
Luke and Luke (2001: 92-94) echo this idea, and argue that new technologies have facilitated the emergence of new kinds of artefacts, such as digital storytelling, requiring new levels of engagement and development of higher and different mental faculties (i.e. new multiliteracies). Luke (2000) also talks about the critical multiliteracies - being able to understand, debate, and act upon the material, political, and social consequences of technological change.
An alternative view of literacy calls for a reconceptualization of literacy as reading and writing the world (Freire, 1970). This conceptualization foregrounds critical thinking in both teachers and students, and looks beyond functional literacy (reading and writing skills), to the knowledge and power relations in literacy discourses.
Agnello (2001) refers to this approach as postmodern literacy, and argues that through this approach “reading and writing become enhanced methods for exploring the democratic self and its formation through ideological exposure to knowledge and power relations formulated by educational policy texts. Through such exploration, literacy becomes a tool for self-, student, and social advocacy rather than commodity to determine whether one measures up satisfactorily on test scores” (Agnello, 2001: 24-25).
Museum Learning as a Multiliteracy Practice
Museum-based literacies or museum literacy, refers to the competence in drawing upon the museum, its space and collections using certain skills and practices. In 1984, Carol B. Stapp observed that “museum literacy” was then a newly emerging phrase that articulated the older idea of a philosophy of museum accessibility.
Museum literacy goes beyond ‘reading’ objects; which may be understood as visual literacy; it requires a deeper level of process and understanding of the multiple and interacting languages and modes of communication found in the museum.
By broadening the view of museum literacy, it is acknowledged that the language that is involved in the museum is diverse and incorporates multimodal literacies including: linguistic, visual, audio, gestural, spatial patterns, technological and print-based (see for instance, Cope and Kalantzis, 2000: 160,203; Giroux, 1992; Hooper-Greenhill, 1999).
Figure 3: The multimodal literacies in museum-based pedagogy (Savva, 2016)
This view of museum learning redefines the goals and strategies of educators and the museum curricula. The idea of education in museums is seen as exploratory, broad, experiential, complex and multi-layered; museum strategies are now audience driven (Russo et al., 2007, Hein, 1998; Falk and Dierking, 2000).
To this discussion fits the incorporation of museum learning into the multiliteracies concept; this is facilitated by the realization that a display of material culture conveys messages about the people who created them and the times in which they were used (Pearce, 2003).
The act of creating an exhibit is parallel to the act of producing knowledge. Exhibits are not simply displays, but systems of signs that express messages about culture. Museums and their exhibits reflect the ideology of those who create them.
In the same vein that “There is no such thing as ‘reading’ or ‘writing,’ only reading or writing something . . .” (Gee, 1999: 93), the same would hold true for creating exhibits. There is no such thing as displaying an artifact without displaying something about that artefact. Also, the interpretation of messages is similar to the deciphering of text, using the signs, symbols, objects, etc., of a museum exhibit as part of the process of creating meaning (Roberts, 1997).
Griffin (1999: 8) identifies the unique learning opportunities offered by museums as: opportunities to closely examine objects or specimens; opportunities for comparison that allow trends and patterns to be deciphered; natural learning processes that incorporate the sharing and communication of ideas and the raising of questions; and opportunities to develop perceptual skills that teach how to gather information from objects and experiences.
Because museum exhibits make meaning through multiple media, multiple modes, and multiple symbol systems, the literacy practice of museum visiting is a multiliteracy.
An interesting project exploring the latter, is the ‘Museum Literacy Project’ in 2008-2010, involving nine different museums, administrations and training institutions based in five European countries, supported by the EU programme Lifelong Learning - Grundtvig Learning Partnerships, 2008. The project focus was on museums and audiences with low schooling level, and how museum literacy can be reached and maximize the museum experience for these audience.
Dimensions of a Pedagogy of Multiliteracies for Museum Learning - The Research Framework
Taking into consideration the unique characteristics of the museum environment, I undertook an empirically-based doctoral study involving the design, enactment and evaluation of the Living Museum Partnership (LMP), a museum-school partnership that unfolded in 13 weeks for the construction of a student-generated virtual museum to support environmental education curriculum (Savva, 2016).
Specific focus was on developing virtual learning environments and applying augmented reality to enhance culturally and linguistically diverse students' repertoires of literacy practices. This design-based research, draws from the field of New Literacy Studies, the proposed Museum Multiliteracies Practice (MMP) framework derived from the multiliteracies pedagogy of the New London Group, the Learning by Design Model adapted from Cope and Kalantzis and Schwartz’s museum based pedagogy.
Figure 4: The pedagogies interacting in the Museum Multiliteracies Practice framework (Savva, 2016)
It is proposed that museum educators and learning professionals undertake an approach for teaching and learning in the museum setting which incorporates multiliteracies pedagogy. Identification of museum literacies requires thorough examination into the interaction of modes that are evident, the incorporation of multiliteracies implicated, the various sign systems that are employed, and the unique nature of the museum learning environment (Mathewson-Mitchell, 2007: 7-8).
The focus should be not only on literacies as communication (meaning for others, as supports for social interaction). My doctoral research for instance also emphasized on literacies as a form of representation (or meanings for ourselves, as supports for thinking).
Cope and Kalatzis (1996, refined 2000, 2009) elaborate on the potentials of a ‘Pedagogy of Multiliteracies’ in fulfilling these aspirations. Two important ideas brought in a multiliteracies pedagogy are Learning by Design and Multimodality.
Learning by Design, is building into curriculum the idea that not every learner will bring the same lifeworld experiences and interests to learning, as well as acknowledging that every learner is not on the same page at the same time; pedagogies of learning are re-configured to construct learning as “a dialogue of difference” (Cope and Kalantzis, 2005: 31). The idea of Multimodality discusses learners’ movement between written, oral, visual, audio, tactile, gestural and spatial modes of meaning-making (Cope and Kalantzis 2005, 2009).
On this basis, the New London Group (1996) has proposed a multiliteracies pedagogy consisting of situated practice, overt instruction, critical framing, and transformed practice.
•Situated practice includes learners’ prior and present experiences in a community of learners (composed of experts and novices).
•Overt instruction involves the teacher’s or expert’s interventions to scaffold (Bruner, 1983) or support learning and increase the learner’s consciousness about learning. Scaffolding is a metaphorical concept that refers to the visible or audible assistance that a more expert member of a culture can give to an apprentice (Bruner, 1983, 1986). You might also note Vygotsky’s Zone of Proximal Development (ZPD), that relates to Bruner’s notion of the scaffold here.
•Critical framing refers to learners interpreting the historical, cultural, political and ideological contexts of learning.
•Transformed practice includes implementing new understandings through reflective practice in other contexts.
Figure 5: The Multiliteracies Model and Learning by Design (Adapted from Kalantzis and Cope, 2000)
Also identified within the Learning by Design Model are four knowledge processes (See Figure 5 above). The knowledge processes identified are:
(a) Experiencing the known and the new
(b) Conceptualising by naming concepts and theorising
(c) Analysing functions and interests
(d) Applying appropriately and creatively.
Findings and Implications for Museum Learning Practice
Stapp (1984) had argued that schools do not address the knowledge, skills and attitudes for museum literacy. Recent observations of the characteristic use of museums by school-based teachers suggest that a relatively passive, idealist approach to museum experiences, as identified by Stapp, has continued, with teachers lacking confidence and competence in the museum setting (Mathewson-Mitchell, 2006).
Based on the findings of my doctoral research, it is suggested that addressing museum-based multiliteracies leads to effective museum-school partnerships and meaningful museum learning practice. Research data suggested that students’ repertoires of literacy were enhanced as they engaged in the learning process as active designers and multimodal learners (Savva, 2016). It was found that students gained opportunities to:
Figure 6: Findings of Museum Multiliteracies Practice research (Savva, 2016)
It is proposed that any museum education programme or museum-school partnership or collaboration pays attention to the following key principles:
1. Teaching children, especially digital natives of our time, to be literate in any setting is not just a set of skills that can be transferred. Rather, education needs to enable them to participate in social situations using the required literacy practices.
2. Museum visiting is seen as multiliteracy practice; as such it requires specific museum-based literacies that are rarely identified or explicitly taught by museums or schools.
Conclusion
Ultimately, this brief review and presentation of the proposed empirically based, research framework for museum learning practice, forms a pathway to follow for inclusive cultural participation at any level and age. The London New Group’s (1996) ideas further developed by Cope and Kalatzis (2000; 2005; 2006) for a Pedagogy of Multiliteracies, could inform the development of the specific literacy requirements of museums, in a way that could lead to full museum literacy and a transformative cultural engagement and participation for diverse audiences.
For anyone working within animation, or with an intention to, in 2017, it helps to know what you are likely going to be coming into. As technology continues to change and improve to ever higher levels, it helps to know the current major design and planning trends.
With the help of the right information, you can make sure that when you enter the market you make an immediate impact.
The year 2016 was a time for stop-motion animation to make a comeback, as brands sought to connect more emotively with their clients. Stop-motion animation gives a great look, and is a wonderfully persuasive art style, but new technology means that it can now be done more effectively than it was ever done in the past.
So, what can we expect to see for animation trends in 2017?
1. Stylish 3D
3D animation has long been a staple in making animation come to life and portraying the most beautiful look and feel possible; that is likely to continue in 2017. As political skullduggery probably means that businesses will continue with minimal budgets in an increasingly constrained yet creative world, stylish 3D skills will be a major boon for any animator who wants to make a sterling impact this year.
Stylish 3D design is making a big comeback in the world of animation and it’s not going to slow down anytime soon. If you want to get a good idea of the next major factor for all animators, it will use a more high-concept style of 3D than ever before.
Hopefully, this will mean that animators can use their talents to the best of their ability whilst receiving fairer budgets to operate with!
2. Marketing Collaboration
Another major impact that is likely to be on the market in the near future is more collaboration between big brands and entertainment industries. We’ve seen it outside of animation this year, with the X-Men-themed adverts, and we’re likely to see more Star Wars themed editions soon as well. These marketing collaborations are making their way into animation now, too; how long until we see characters from the likes of Overwatch appearing in banking adverts?
After all, big companies are now using famous cartoon characters and animated heroes to sell their goods. From Fred Flintstone buying a mortgage to Top Cat moving out of his bin, many markets are using cool and iconic characters to build their brand.
The reason why animators should be expecting this trend to continue so vigorously is quite simple—collaborations are making big bucks for both sides of the party. As companies wind up trying to combine two purchases into one advertisement, it’s likely that 2017 is going to see more companies engaging in these crossover promotional styles.
It’s effective, as it helps to portray events by using characters that people can identify with far more than with actors.
3. Web-Related Animation
Animation won’t only be appearing in more adverts and in more 3D styles than ever—it’s becoming a major part of online marketing. It all started a few years ago with the creation of the (awesome) whiteboard systems that everyone loves using and engaging with. Animated explainer videos went a long way towards helping people forge and plan the right kind of way to tell their story—and animators should be ready to deliver more of this in 2017.
Website animation designs will become far more effective for businesses as they combine content with cool animations and looks. Rich, full-screen animations can be used either as the focal point, the explanation, or as the cool extra that delivers the sale. Whatever the reason, 2017 is going to see far more interest in businesses using the power of animation to sell their websites and products.
4. Continued Illustration
This was huge in 2016 and it was so popular we reckon it will be a huge hit in 2017, too. Design trends tend to last quite a long of time and this is no different. Animators who enjoy the illustration style will be rubbing their hands with glee at the prospect of illustration becoming a significant part of the market long-term.
It’s the best form of animation to use when telling a story, so it’s likely to stay as a staple in a world where everyone wants to have their story told and heard. The fact that illustration allows us to literally take any animation idea and make it so means that for many people, the ongoing presence of illustration as a vital form of art in animation can only be a good thing.
The story matters, and illustrating it is important for added authenticity.
5. VR Explosion
Animation is about to take a wonderful step into a rather unknown future thanks to the mainstream growth of virtual reality. The end of 2016 saw the likes of the PlayStation VR arrive, and VR is about to become the latest trendy technology that everyone loves using.
For this reason, it’s going to play a massive role in the world of animation for the years to come. It’s a form of projection that lends itself well to animation, allowing quality animators to take people inside their design and let them live within it closely.
The idea that animation can become more immersive by placing us front row and center is obvious, and it’s about to be tested by a market that shows no signs of slowing down. For one guaranteed animation trend in 2017, stick to VR.
Conclusion
As you can see, there’s plenty to look forward to and be excited about when it comes to being a young animator. With so much potential in your hands, you can help people to take a whole new approach to the way they sell their vision, their business and their ideas.
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