Education Industry - Stanford University

Wayne Gretzky
“A good hockey player plays where the
puck is. A great hockey player plays
where the puck is going to be.”
Visual Collaboration:
The Next Generation of E-Learning
Paul Kim, Ph.D.
Chief Technology Officer
Stanford University School of Education
Young Sung Lee, Ph.D. M.D.
College of Medicine
Chungbuk National University
Education and Training Market

The global education and training market
climbed past $2.3 trillion in spending early
this decade.
US Market: 1.2 Trillion Dollars
Primary & Secondary Education are still
mainly funded by governments –
especially primary education.
 The tertiary landscape is rapidly changing
- with governments and regulatory
environments becoming more liberalized
to cater for greater private sector
participation.

Trends
The world will face increased pressures on
their systems of higher education and
training – more so than ever before.
 The face of higher education is changing
with a strong (and growing) pressure on
academics to incorporate web
technologies into their teaching.

Opportunities
Current education infrastructure cannot
accommodate growing non-traditional student
enrollments.
 The digital generation seeks new types of
education experiences including informal
learning.
 In US, NCLB (No Child Left Behind) Act.
includes “Enhancing Through Technology”
Funds”
 Knowledge-based society is leading a rapid
expansion of the global education market.

Major Players

SIS (Student Information Systems) - ERP


LMS (Learning Management Systems)



Ex., BBB (Blackboard IPO in 2005. 1.2B Market Cap).
Pearson bought eCollege for 477M. Pearson is now at 11B market cap.
Education Service Providers


Ex., Pearson bought NCS for 2.4B and also bought PowerSchool from Apple.
Ex., APOL (University of Phoenix) IPO in 1994. Now 9.6B market cap. 300K
students. 2.6B rev., Knowledge Universe. 2B est. rev.
Curriculum Providers

Ex., Thompson. IPO in 2002. Market cap now at 25B. 6.9B rev.
Growth Strategies for Successful
Education Service Providers
Acquisition (Lower CPL/ Higher
Conversion / Lower Acquisition Cost)
 High Retention / High Placement
 Expanding more profitable programs
 Tightly measuring all performance
indicators
 Reduce CapEx
 Maximize facility utilization

Growth Strategies for Successful
Education Service Providers

Customer oriented approach
(Convenience/Practicality)
 Practitioner/contracted
 Cookie
faculty
cutter program
 Unbundling teacher roles
 Retain and focus only on core
competencies
Academic Products
Employability (Predictable & Consistent
quality)
 Profitability (Successful market positioning)
 Consumer driven (Convenience &
Convenience)
 Retaining only highly demanded programs
 Dynamically changing offerings based on
market needs

Evolving Delivery Methods

As types of services, contents,
and delivery media have
expanded, access control and
authentication methods also
have become diversified.
Learning Interaction

However, interaction methods are
still one-way stream VOD, instructorled webinars, or text-centric
discussions.
Realities




People do not change behaviors or take actions
by simply knowing or feeling something.
Also, people naturally and rapidly forget
information and feelings.
More importantly, people take time to process
information.
Retention rates and behavioral changes
decrease if the training does not involve active
physical responses.
What is really e-learning ?
e as efficient, effective, engaging, enabling,
and empowering – essential elements
accounted in mROI formulas.
How is it done?

engage students and trainees in the
learning process while enabling all
learning sensors of the learners and
empowering each and every individual to
actively respond and take his or her
own actions and change behaviors
autonomously.
Active Response
Ask learners and trainees to identify,
specify, select, draw, list, assemble or
align points, terms, objectives, principles
or models right on the screen.
 By doing so, misunderstanding, bias,
ignorance or indifference becomes clear to
the teachers and training executives.

Future E-learning Model
First, it enables trainees to engage in
learning by actively responding to the
information exchanged (rather than simply
sitting in).
 Second, the learning materials can be
augmented collaboratively by the online
participants in real-time (rather than simply
flipping static PowerPoint slides),

Future E-learning Model
Third, the shared best-practices and knowhows can be archived and reused in future
sessions for retraining (e.g., reusable and
sharable learning objects)
 Lastly, all real-time interactions can be
vividly represented and organized in a
highly visual manner which enhances
memory coding in the brain.

Social Interaction &
Dynamic Group Cognition
Using
Visual Report on
Clinical Lab Results
Visual Report on
Symptom Comparisons
Problem Based Learning
Language Arts
Visual Report on Photosynthesis
Visual Report on Solar System
Activity Combining Flash and Video