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THE MATH CLASSROOM IN A POST-SECONDARY ENVIRONMENT – FUTURE VISION PROJECT CENTRAL CONNECTICUT STATE UNIVERSITY EDU 505.91 – Cheryl Fox Professor Jennifer.

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Presentation on theme: "THE MATH CLASSROOM IN A POST-SECONDARY ENVIRONMENT – FUTURE VISION PROJECT CENTRAL CONNECTICUT STATE UNIVERSITY EDU 505.91 – Cheryl Fox Professor Jennifer."— Presentation transcript:

1 THE MATH CLASSROOM IN A POST-SECONDARY ENVIRONMENT – FUTURE VISION PROJECT CENTRAL CONNECTICUT STATE UNIVERSITY EDU 505.91 – Cheryl Fox Professor Jennifer Wojcik

2 CCSU - ORGANIZATION Founded in 1849 as New Britain Normal School Became Teacher’s College of CT in 1953 Became Central CT State College in 1959 Became Central CT State University in 1983 CT’s oldest publicly supported institution of higher education Data (Spring 2013): 11,000+ students enrolled Gender 51% female 49% male Age Majority who attend are under 22 Data (Fall 2012): 1,600+ transfers accepted Data (Fall 2009): ~18% first-year students were from under- represented racial/ethnic groups (Central Connecticut State University, 2013) (CCSU Office of Institutional Research & Assessment, Dashboard, 2013) (CCSU Office of Institutional Research & Assessment, Facts, 2013)

3 FUTURING Scenarios – description of a sequence of events that might possibly occur in the future Numerous variations should be created Scanning – study broad trends shaping our world look for anomalies sort through data from various sources (Grummon, 2012) (World Future Society, 2013) Futuring - considering past, present, and future situations while compiling pertinent data, to attempt to help people understand, anticipate and gain advantage from upcoming changes in their various environments (Association of Professional Futurists, 2013)

4 FUTURING TECHNIQUES IN ACTION (Grummon, 2012) Determine topics most useful to organization Scan materials to look for anomalies & “weak signals” related to topic Organize scanned data into categories Identify trends Compose numerous & varied scenarios Analyze scenarios to align with goals Implement chosen scenario(s) Perform analyses to determine effectiveness of scenario(s) Keep/change scenario(s) Benchmark other institutions of learning *Start here

5 SCENARIOS FOR CCSU 1.More older adult & Hispanic- ethnicity students will enroll 2.Student class size will increase 3.More online courses will be offered 4.Use of technology in classroom lecture/homework will increase 1.More older adult & Hispanic- ethnicity students will enroll 2.Student class size will increase 3.More online courses will be offered 4.Use of technology in classroom lecture/homework will increase

6 DEMOGRAPHICS “The U.S. is getting bigger, older, and more diverse.” (Cornell University, 2011) BIGGER: U.S. population – 1950 -- 152.3 million 2010 – 308.7 million 2050 -- ~440 million OLDER: Baby boomers of the 50’s are getting older Life expectancy is increasing By 2050, one in 5 persons will be aged 65 or older MORE DIVERSE: Proportion of high school graduates that are “ethnically diverse” is growing Between 1986 and 2004, “Hispanic representation has more than doubled” in terms of public school enrollment The total Hispanic population at CCSU was 7.7% in 2010 and rose to 10.4% in 2013 (Cornell University, 2011, p. 13) (Cornell University, 2011, p. 2) (Lawlor Group, 2013)(Yates, 2008) (CCSU Office of Institutional Research & Assessment, Fall, 2013)

7 CURRENT TECHNOLOGY IN USE 1. BlackBoard Learn Learning Management System Available to all instructors Upload syllabus and handouts Tests & quizzes posted can automatically be graded and scores tallied 2. SMART boards Interactive white boards 3. Games & Gamification ALEKS – McGraw Hill WileyPlus – Wiley MyMathLab - Pearson

8 TECHNOLOGICAL TRENDS Gamification’s roles in the classroom – Gauge students’ performance Boost achievement Emphasize learning & development Increase critical thinking Increase creative problem- solving & teamwork skills Reinforce real world applications of concepts Gamification – The application of concepts derived from electronic games to serious tasks Features of games that can be applied to classrooms: Rules Goals/clear outcome Feedback & rewards Problem solving Interesting story Players Safe environment Sense of mastery Apostol, Zaharescu, & Alexe (2013) (Cook, 2013, pp. 49 & 55) (New Media Consortium, 2013, p. 21)

9 TECHNOLOGICAL TRENDS Educational apps – Software run on any electronic device – used in classroom Examples: iTunesU Google Drive Doceri GoodReader Zwang, J. (2011) Gamification – WordPress Cube Points Achievements www.knowre.com Personalized curriculum Engaged learning

10 CHALLENGES & OPPORTUNITIES Space limitations: Enrollment ↑, classroom size ↓ More buildings and classrooms are needed Online classes would be beneficial Qualified faculty: Does CCSU have enough to teach online classes or with new technology? Do they need training in current/new technology? Does CCSU have the $ to hire more? Some older teachers refuse to change teaching styles Some younger teachers will gladly teach online!

11 CHALLENGES & OPPORTUNITIES More online classes should be offered Benefit students who are older/work/family obligations Does CCSU have money to support this? Does CCSU have the technology to support this? Students may look elsewhere if CCSU does not offer these Loss of enrollment Loss of tuition ($) Loss of jobs Lack of repairs Less classes offered

12 CHALLENGES & OPPORTUNITIES Technology concerns Is current technology up to date? What new technology should be purchased? Can CCSU afford new technology? Professional development With new technology comes PD concerns: Who will train staff/faculty in PD? Will CCSU have $ to hire more IT personnel? Possible ↑ in IT jobs More older adults & Hispanic students attending CCSU ↑ in enrollment ↑ in diversity

13 CHALLENGES & OPPORTUNITIES Financial concerns : Less revenue (tuition) means: Less software/hardware purchases Less technology acquisition Fewer IT personnel hires Fewer faculty hires Fewer classes to offer (online and on-ground) Fewer maintenance repairs Students will look elsewhere to go to school! President Obama and Dept. of Education may help Higher Ed.!

14 ECONOMICS IN HIGHER EDUCATION U.S. Dept. of Education & President Obama’s 2014 Budgetary Plan for Higher Education – $215 million in innovations Foster developments in breakthrough educational technology & learning systems Support systems for instructors to use technology ConnectED Help boost teachers’ skills in using classroom technology (U.S. Department of Ed., Improving, 2013). (Cavanaugh, 2013).

15 CALL TO ACTION CCSU needs to offer more online classes Students who have work/family responsibilities will benefit Administration/faculty need to meet to discuss + implement CCSU received more $ for online classes this Fall 2013 semester CCSU needs to obtain new technology and train faculty in that technology New computer lab is needed Set $ aside for iPads/educational apps Set $ aside for software/hardware Hire more IT staff to train

16 REFERENCES Apostol, S., Zaharescu, L., & Alexe, I. (2013). Gamification of learning and educational games. eLearing & Software for Education, 2, 67-72. Association of Professional Futurists. (2013). What is a futurist? In Association of Professional Futurists. Retrieved from http://www.profuturists.org/futurists Cavanaugh, S. (2013). Obama Plan Champions E-Rate Fixes. Education Week, 32(35), 1 & 20. Central Connecticut State University. (2013). CCSU Profile. In About CCSU. Retrieved from http://www.ccsu.edu/page.cfm?p=62 CCSU Office of Institutional Research & Assessment. (2013). Dashboard. Retrieved from http://www.ccsu.edu/page.cfm?p=3456 CCSU Office of Institutional Research & Assessment (2013). Fall headcount enrollment by gender and race/ethnicity (undergraduate and graduate students). Retrieved from http://www.ccsu.edu/uploaded/departments/AdministrativeDepartme nts/Institutional_Research_and_Assessment/Fact_Book/2013- 14/Headcount_Enrollment/Fall_GenderRace.pdf

17 REFERENCES CCSU Office of Institutional Research & Assessment. (2013). Facts about first-year students at Central Connecticut State University. Retrieved from http://www.ccsu.edu/uploaded/departments/AdministrativeDepart ments/Institutional_Research_and_Assessment/Research/20090821.p df Cornell University ILR School. (2011). The changing demographic profile of the United States. Retrieved from http://digitalcommons.ilr.cornell.edu/cgi/viewcontent.cgi?article=1 830&context=key_workplace Cook, W. (2013). Five reasons you can’t ignore gamification. Chief Learning Officer, 12(5), 46-55. Grummon, P. (2012). A primer on environmental scanning in higher education. Planning for Higher Education, 41(1), 69-74. The Lawlor Group. (2013). Ten trends for 2013: How marketplace conditions will influence private higher education enrollment—And how colleges can respond. Retrieved from http://www.sumsem.com/testing/2013_trends.pdf

18 REFERENCES New Media Consortium. (2013). Horizon report: 2013 higher education edition. Retrieved from http://www.nmc.org/pdf/2013-horizon-report-HE.pdf U.S. Department of Education (2013). Improving productivity and efficiency. Retrieved from http://www2.ed.gov/about/overview/budget/budget14/crossc uttingissues/productivity.pdf World Future Society. (2013). Scenario. In Dictionary of Foresight. Retrieved from http://www.wfs.org/node/424 Yates, J. (2008). Demographic imperatives for educational reform for culturally and linguistically diverse students. Multiple Voices for Ethnically Diverse Exceptional Learners, 11(1), 4-12. Zwang, J. (2011). 10 of the best apps for higher education. Retrieved from http://www.ecampusnews.com/technologies/10-of-the-best- apps-for-higher-education/2/


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