Title: Preparing Students for a Fulfilled Lifelong Experience
1- Preparing Students for a Fulfilled Lifelong
Experience - Industry and University
- Partners in Delivering Lifelong Learning
- Dr. Chris Coughlan
- adj. Prof. Dept. of Management, NUI, Galway
- Hewlett-Packard, Galway
2To enable a successful partnership with Industry
Universities must be capable of
- creating lifelong learning content and
environments for people to compete in todays
and tomorrow's world
3Understand the Challenges faced by Industry
- constant change
- accelerating innovation
- increased competitiveness
- application of technology
- global markets global competition
- decline in long established industry
- convergence and emergence of 2nd wave .coms
- general worldwide economic uncertainty
4- To successfully address these industry
challenges universities must base the design of
their lifelong learning deliverables in the
context of - the emerging and driving characteristics of the
knowledge and digital economy - Student and Employee Enablers
- for creating lifelong learning content and
environments for people to compete in todays
and tomorrow's world
5The Seven Enabling and Driving Cs
- Catch-up
- Creativity
- Change
- Connectivity
- Complexity
- Commerciality
- Convergence
- Equally relevant to Universities as well as
Industry
6Catch-up University Lag - Industry LeadOld
Order Vs New Order
- change in economics has been reluctant and
reluctantly accepted. Those who benefit from the
status quo resist change, as do economists who
have a vested interest in what has always been
taught and believed. - - John Kenneth Galbraith
7Creativity Driving Innovation
- The best ideas are not formed in the boardrooms,
but in the minds of creative entrepreneurs who do
not perceive the future in terms of preserving
the status quo - Denise Caruso - Future paradigm shifts can often be seen in new
technology or opportunities, but the outcome of
the shift is often dependent on the creative
application of technology - - Morris and Brandon, Reengineering your
Business
8Change the Three Waves and beyond?
- Wave 1 agricultural picks
- Wave 2 - industrial bricks
- Wave 3 digital clicks
- Wave 4 - ?
- Wave 5 - ?
MILD FUTURE STUFF
WILD FUTURE STUFF
The Past Considered The Present Understood
The Future Anticipated
9- Change Technology
- The innovative use of Digital Technology and
Information are fundamentally changing the
traditional educational and industry landscape - Moores Law
- The performance of semiconductor chip
technology in speed and density as measured
against its price doubles every eighteen months -
- Gordon Moore, -
Chairman, Intel Corp.
10Change - Old and New E-Conomists
- When you feel the winds of change, build a
windmill, not a windbreak - - Mao Tse-Tung
- When change is inevitable, you must spot it,
embrace it and find ways to make it work for you -
- - Bill Gates, Microsoft Corp.
11Connectivity - New Relationship Paradigms
- Connectivity between business partners, suppliers
and users, blurs relationships and processes and
transforms traditional supply and value-chains -
they become Value-Webs. - Connectivity between university, industry,
employees, lecturers become less defined and
blurs relationships, boundaries and processes and
transforms traditional learning relationships - Throw out everything you know!
- Compete and Collaborate
- Customers become Partners
- Partners become Competitors
- New Channels Emerge
- New Business and Educational Models Evolve
12Connectivity - Technology
- Metcalfs Law
- The value of a network is proportional to the
number of users squared - - Bob Metcalf,
Inventor of the Ethernet
13Connectivity - Customer Centric Control
Customer becomes part of the Supply-Chain
14The Democratization of Information
- Todays consumers and students are efficient at
finding information, products and services faster
than traditional means - In-Forming
- Build and supply your own personal supply-chain
with information, knowledge, entertainment,
training, learning, buying, selling and community - Digitizing the Value and Educational Supply-Chain
15Complexity - The Nine Economies
- Wave Interactions - Three Main Economies - Six
Hybrid Economies - agricultural agriculture
- industrial industrial
- digital digital
16Complexity
- Increasing complexity both on the demand and
supply side of the value-chain of companies and
industries - Chaos or Butterfly Effect
- A ripple at one end of the value-chain can
trigger a tidal wave at the other end - The more complex the value-chain the more
potential its volatility - managing the organisation under the traditional
model is just like trying to complete a complex
jigsaw puzzle without having the picture on the
box in front of you -
- Martin
17Commerciality
- How many companies founded?
- How many jobs created?
- How much revenue/wealth created?
- How many new products, services and processes
18Convergence - Industry
Convergence of diverse industries, diverse
marketplaces, diverse technologies, diverse
social groups, diverse concepts drives change and
transformation and creates emergent possibilities
1987
2000
Broadcast Motion Picture Industry
Print Publishing Industry
Computer Industry
Media Lab, MIT
19Convergence - Marketplace
Manufacture at Point of Delivery
point of consumption
point of production
Production
Consumer
Industry
University
front office
back office
Prosumer Society
Architecture of Participation technology and
systems designed to produce not just to consume
20The Knowledge and Digital Economy - Unstoppable
Enterprise
- Destabliser and Enabler that
- Eliminates
- barriers of entry
- barriers of time
- barriers of geography
- barriers of physical product
- Changes
- selection process
- pricing model
- order and delivery process
- Now Zero Latency X 24 X 7 X 365 X 7
21The Knowledge and Digital Economy - Unstoppable
Enterprise
- Time Compression
- Time Acceleration
- Internet Time (e.g. eBay)
- Real Time Marketing
- Real Time Configuration
- Real Time Pricing
- Real Time Trading
- Real Time Delivery
22ConclusionEarn a Living to Learn a Living
- Be prepared for the Nintendo Generation of Today
- They are the Learners, Decision Makers and Users
of Tomorrow - Young people learn in audio soundbytes and video
clips. This orientation will continue throughout
their lives, meaning they will assimulate
information most effectively in electronic
format, very different from todays generation - Place to Space in 3D Virtual Worlds
- Plug and play generation
23Conclusion The New Learning Principles
Set Time to On Demand
ANYTIME
ANYONE
ANYCHOICE
Content Course
Learners Control and Value-add
Broadcast to Personalcatch
ANYWHERE
Local to
Global
24The Empires of the Future are the Empires of the
Mind - Winston Churchill
Chris Coughlan