Download Ascent Look Out 2016+


  • Blended learning becoming more and more established
  • Costs of administering education institutes rising
  • Increasing online competition
  • Institution does it all model is being dismantled
  • Global student numbers to double by 2025
  • 50% of coursework to include online by 2020
  • 40% of academics’ time spent on admin
  • US$1 in education = US$10 in economic growth

Digital Journey

Learning has extended beyond the conventional bricks-and-mortar classroom, combining the creative use of digital media with traditional teaching. In fact, education has become a blended learning experience where students access resources both online and in the classroom.
For the first time ever we can imagine the creation of a ‘global classroom’ with a growing range of content and resources available online to teachers anywhere and accessed via a ‘pay-per-use’ model. This could transform how educational bodies acquire their IT resources and content.
Digital technologies are key to delivering more and better education for less. Conversely, just keeping up with today’s fast-changing technology domains can be costly. Flexible infrastructures keep education establishment agile, better able to keep up with new trends and adopt new technologies.
Schools are increasingly creating their own IT-based educational environment. To keep all data safe and ensure the availability of their services, they must protect this environment from increasingly diverse cyber threats as students bring their own devices into the physical and virtual classroom.

Egbert-Jan Koekkoek

Director Business Development Central Government

Niels de Schutter

Global Head of Public & Health Solutions

Schools and colleges ability to offer individual tailored services will set them apart from the MOOCs. To do this they must make sense of the data they retain about their students.

Technologies in the Digital Journey
Technology x y x (phone) y (phone) Impact Range Section Keys Description
3D printing 82 54 82 60 Adolescent 2018 Low experience 3D printing helps students understand the complex processes of composition and design, which are part of science, technology, engineering and math. Introducing robotics into their 3D printing design helps learners to understand complex mathematical concepts as well as basic and advanced electronics. It also helps to develop creative attitudes and competences that will eventually contribute to fostering the learners’ interest in science and innovation.
Augmented reality 79 25 72 45 Early Adoption 2017 Medium excellence,trust Game-based learning approaches and visualization technologies such as 3D virtualization technologies – including virtual worlds, virtual reality, augmented reality and fully immersive environments such as caves and domes – engage learners of all ages and levels. Medical students, for example, use immersive technology simulations to learn their craft.
5G networks 37 40 50 40 Emerging 2019+ High experience,excellence Highly-integrated hyper-collaboration technologies such as video conferencing and unified communications allow teachers and students to collaborate in real time. New low power, extended range 5G networks mean they can participate from almost anywhere.
Cloud Service Integration 52 37 50 45 Adolescent 2018 High excellence As the numbers and types of devices participating expand, interaction patterns between cloud components and students have become even more complex. Cloud Service Integration allows educational services from diverse educational establishments to be seamlessly connected across a multitude of devices to provide a truly blended learning experience.
Digital identities provide a vital role in enabling educational establishments to work together to deliver the digital classroom, with cloud-based federated identity services securing and simplifying the extension of identity and access management beyond individual educational establishments. In addition, national bodies depend on them for filing exams. And institutions are working harder to ensure they have robust security management systems in place.
70 15 60 30 Early Adoption 2017 High business Designed around the user experience, context-rich systems bring together insight from diverse systems in the learning environment to tailor contents and learning experiences to students’ needs on the fly. These systems make content and experience more student-centric by, for example, enabling adaptive learning: adjusting materials according to the information gathered on anything from a student’s performance, learning pace and learning preferences to their location, device-type and network capabilities.
Distributed analytics 57 28 70 28 Early Adoption 2018 High business,excellence Diverse sources of data are processed across diverse systems to provide a single view of the student, their performance, behaviors, needs and desires that is more comprehensive than ever before. Distributed analytics provides teachers with the insight they need to offer students with a personalized, meaningful and engaging learning experience. For educational institutions it provides the insight needed to optimize the different organizational aspects of learning from learning spaces to resources.
Local education authorities are also leveraging distributed analytics for assessing and planning communities’ educational needs. By combining data from schools and GP practices, and taking into account migration and new housing developments, amongst other things, they’re making real-time forecasts for pupil numbers.
Gamification 85 16 55 65 Early Adoption 2016 Medium experience Introducing gaming mechanisms into the learning experience, also known as gamification, motivates students to want to learn, to take ownership of their learning and to maintain their focus on the learning task in hand. Students are learning about concepts in the real world by solving riddles and experiencing simulated situations. Role-playing games allow teachers to experience difficult situations and learn to manage them.
Haptic technologies 87 52 88 55 Adolescent 2018 Low experience Wearable haptic technologies ensure very young children also benefit from digital learning. These technologies provide a fun way to engage in real life experiences and to learn about the world around them.
Hybrid cloud 93 31 89 40 Early Adoption 2017 Low experience Education institutions are increasingly adopting hybrid cloud services to enhance the student experience by augmenting learning resources offered through internal private clouds with the myriad of learning resources available on public cloud infrastructures.
Innovation value webs 77 35 65 70 Adolescent 2017 Medium business As educational establishments across the globe increase their collaboration, innovation value webs provide an ideal platform for creating, sharing and refining ideas and materials.
Internet of Things 67 6 55 15 Early Adoption 2017 Transformational business,excellence The Internet of Things (IoT) connects students’ devices to cloud services and educational assets. Their wearable devices might, for example, provide access to school premises, specific rooms or even individual pieces of equipment. The data shared ensures computer settings automatically reflect the individual student’s needs when they log in, providing larger fonts for a visually impaired student for example.
Mobile and social media apps 91 10 81 30 Mainstream 2016 Medium experience Students are increasingly learning about specific topics by watching online videos outside of the classroom, then making the most of class time for engaging face-to-face discussions with their peers and for seeking teachers’ guidance on specific matters – the flipped classroom. Mobile and social media apps deliver learning content to students’ mobile devices through the cloud.
Pattern-matching technologies 69 31 52 65 Adolescent 2017 Medium excellence Schools are able to make informed decisions around what works best for each student or when intervention is required, for example. As part of the learning analytics approach, pattern-matching technologies help schools identify specific behavior patterns that might indicate a need for additional educational support or that a student is being affected by events outside of school.
Prescriptive analytics 49 26 47 35 Adolescent 2018 High business,excellence Rather than allowing problems to escalate, a predictive model can forecast students’ results and alert staff of potential issues. The other element of learning analytics, prescriptive analytics, goes beyond predictive models by showing the likely outcome of one or more possible courses of action.
Prescriptive analytics is also helping students make the best choices for new learning and future careers. Time spent and results achieved will lead to suggestions for jobs and career paths when most students don’t know what they want to do or become.
Privacy-enhancing technologies 66 50 71 60 Adolescent 2018 Medium experience,trust As students share more information on social media and with public sector organizations they will be looking to ensure that the information they supply is appropriately protected. Social media, in particular, brings new security challenges such as identity theft, hacking and the theft of intellectual property. Privacy-enhancing technologies (PET) control disclosure of data, helping educational establishments to manage privacy risk by ensuring compliance with data protection legislation and regulation.
Robotics 85 37 80 70 Adolescent 2017 Low excellence Introducing robotics to learning is an effective way of introducing programming to very young learners, contributing to the acquisition of a set of skills and competences that will be mandatory for their future employment. Robots also help learners with different types of abilities or special needs.
Self-adaptive security 43 28 41 38 Adolescent 2018 High trust Students – and in some instances their guardians – are able to access information to help them appreciate their progress and also to ensure support at home is aligned with learning in the classroom.
Self-adaptive security with its dynamic access control capabilities ensures teachers, students and parents alike have access to the classrooms, information and systems they need to access, but only when they need it and on the devices where they need it. Schools may want, for example, to prevent students’ exam results or progress from being accessible on their smartphones to minimize opportunities for school bullies.
Semantic technologies 74 27 60 55 Adolescent 2017 Medium excellence Behind the scenes semantic technologies help these intelligent systems to understand the relationships within and across data.
Virtual assistants 64 40 65 50 Adolescent 2018 Medium experience,excellence Innovations, such as virtual assistants, provide students with the advice they need, when they need it. They have an important role to play in remote locations or where the student is unable to access a teacher directly – for example if they’re learning from home while they’re recovering from an illness.
Wearable computing 82 21 85 21 Early Adoption 2017 Medium experience,business In the case of social media apps, the surrounding social media environment offers a platform for students to share their thoughts, concerns and ideas. As such, learning can take place anytime and on any device – from desktops and laptops to tablets, smartphones and even wearables. Whatever the device, learning should be accessible to all – including those with visual, movement or hearing impairments, or any other disabilities.

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