> This transition is likely to appear first in technical degree programs, where it is relatively easy for students to certify their skills online<p>This is dangerously false. The world isn't software engineering.<p>Engineering disciplines are in many ways <i>fundamentally about</i> learning to use expensive, special-purpose equipment to design, monitor and control expensive, special-purpose, <i>reliability-critical</i> infrastructure. Sometimes, as in the case of nuclear engineering and radiological sciences (the topic of my undergrad degree), access to this equipment and training is regulated and restricted by the host nation-state.<p>Perhaps some disciplines (Mechanical, maybe Civil) are democratized enough that something like a Hackerspace membership could complement an online degree program, but for others (Aerospace, NERS, Biomedical) I just don't see how you train people and verify competence without a centralized campus and training equipment.<p>Also, it may not be a good assumption that Software Engineering will remain as democratized as it does today. Web Development, sure, that's in some sense inherently by-and-for consumer devices. But things like IaaS, Machine Learning, and physics / engineering simulation (this last is what I now the most about) increasingly occur on specialized hardware that's at best inconvenient and at worst impossible to learn on a typical consumer device.<p>Changes in consumer devices themselves are aso in some sense de-democratizing tech learning. My wife has worked in the higher education space in operations, and still does a lot of UX research there as well, and in her experience the technical competence of students with business-standard tech platforms (mainly e-mail, but also things like spreadsheets and word processing) is regressing, and COVID-19 is exposing how poorly current university infrastructure serves students whose only device is a smart phone (common among students from lower-income backgrounds).<p>We may have benefitted from a blip in history where a) B2B tech vendors were unusually successful at selling their budget B2B products to consumers and b) the performance requirements of a consumer product segment (i.e. games) drove the hardware innovations underlying a high-growth B2B market (ML on GPGPU)