Articles Posted in Education Technology

517386_scanning_testNew York, Texas, California, and Florida have opted out of No Child Left Behind (NCLB) and will be abandoning all high stakes testing. It is unclear at this time if other states will follow, although indications from across the political spectrum are clear there is strong interest.

In a joint press conference the Chief State School Officers for the big 4 expressed a commitment to move the money they are currently spending on high stakes testing into Art, Music, and Intramural Sports.

“Frankly we were not seeing real gains. We kept tweaking the tests and measurements to give the illusion that progress was being made – but at the end of the day it was the same old same old” stated one Chief. Another added that it was difficult to measure whether the tests were really making a difference. As he pointed out – “the mortgage crisis was driven by people educated 15-30 years ago, it is hard to see how today’s students could be dumber than that.”

Tom Chapin’s satirical song “Its Not On The Test” is worth a look. Even if you are a fan of No Child Left Behind this issues he raises need an answer.

I particularly like the jab at shout TV which reduces all discourse to name calling. Education reform is a deep and important topic and our current confrontational political culture isn’t serving us well in this – or many other – areas.

He has a web site with good links and more information at Its Not On the Test.

Information Overload and Education Publishing Marketing penned (keyed?) by yours truly was published today on the AEP blog. This is a summary of the longer series I did last year on information overload. If you want a quick introduction or need a refresher hop over and take a look.

While you are there bookmark the blog or better yet drop it into your RSS reader – on a regular basis senior people from the publishing industry will be writing about the business.

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897541_we_are_lostCurious about how Web 2.0 is going to affect education? Steve Hargadon has distilled into one blog post an excellent summary of the trends that are leading us there and what teachers can do to help their students thrive in this new environment.

Much of what Steve talks about has been part of a vision for education long before computers were going into schools. There is a clear link from Dewey, Piaget, Vigotsky, and even the constructivist critic Mayer to the ideas Hargadon lays out.

Both the technology and the culture that surrounds it have matured to the point where this vision can transform into the dominant paradigm. Quantitative and anecdotal evidence backs this assertion up.

IMG_0033.jpgWhat is the future of publishing? I moderated a distinguished panel at the IIR Education Industry Investment Forum in Phoenix last week that tackled this question. The general thrust was that publishers need to adapt to a new environment or they will be left behind.

Nader Dareshori CEO of Aptius Learning and former CEO of Houghton Mifflin addressed the real business of publishing – spreading ideas.

Reid Lyon (bio) the architect of Reading First and CEO of Synergistic Education Solutions tackled the question of context – how materials are used matters more than the materials themselves. Publishers need to think build this into their products and business models.

Hakan Satiroglu CEO of xPlana covered how new tools are changing the structure of what is offered and how traditional publishers are struggling with this new paradigm (see my post on this topic here).

Bobbie Kurshan CEO of Curriki talked about how the Open Source community is going to play in the creation of content and how publishers can benefit for participating in the community. (see my post on Open Source in Education here).

As moderator I discussed how publishers need to move away from trying to recreate the book experience on-line to leveraging experiences only the technology can provide like virtual worlds and video games.

Follow the “keep reading” link to find an extended description of each panelist’s key points and some notes on the Q&A portion of the session. (If you are on an RSS reader you may need to click through to the original article to see this link).

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Does real learning happen in virtual worlds? 190593_light_bulb_2

Cable in the Classroom Magazine published an article I wrote on this topic in their March issue.

The premise is:

“There have always been scientific concepts our children should experience that are too dangerous, too expensive, or too time-consuming for school. For these activities – some of the most thought provoking in science – we have had to settle for lectures and reading.

Virtual worlds change this equation. In a virtual world, students can use million dollar apparatus, experiment with lethal substances, and compress years of activity into a few weeks….”

The article goes on to describe how the Texas Workforce Commission is using Whyville as an outreach vehicle for biotechnology. It also addresses why virtual worlds are particularly attractive to tweens because of where they are developmentally.

If you have thoughts on what I wrote leave a comment here and I’ll respond.

Download the complete article (PDF) by clicking on the image to the right.Cic0308Virtualworlds

All the links referenced in the article are below the fold – continue reading to see them.

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Students at Westlake High School in Austin TX are in their second year of creating a virtual Vietnam Memorial to those who died in the war. Carolyn Foote, the Librarian at Westlake, has written movingly about it on her blog.

Students are assigned a soldier, conduct research, assemble a presentation, and then post it all on the web. This has spurred the interest of veterans one of whom said:

“Your school is about to do something that none of us thought would ever happen. Our beloved leader will be known to many in a time that others have been forgotten. You truly are paying a tribute to one of the finest men that ever lived.”

88091_star_light_rail_transitIn Japan novels are serialized for cell phone delivery and published as dead tree editions only after they are hits. John Rice has a great post on on this at his Educational Games Research blog.

While this works because of Japan’s rather unique commuting environment the central point that any reading helps build fluency is well taken. Here is the money quote:

“It boils down to literacy events in the life of a child. The exposure to text, in whatever venue, increases the reading and writing skills of children. If children read a book, a comic book, or the story line in a videogame, they are reading. And that makes all the difference.”

This novel approach hits on two interesting themes. First, it takes advantage of the new format rather than trying to shoehorn the old way of doing things into the new platform. Publishers have worked hard to recreate the book experience on-line with very limited success. I would argue that this innovation is the reverse – making an on-line experience into a book, which is why it works.

What do Web 2.0 and Social Networking mean for Education Publishing? On February 7th I was on a panel at the Association of American Publishers (AAP) in Sacramento that tackled this question.

Ann Flynn Director of Education Technology at National School Boards Association (NSBA) reviewed the excellent study they released last fall that explored how these tools are being used in schools.

Sheryl Abshire CTO from Calcasieu Parish School System in Lake Charles, Louisiana talked about they are handling the very real complications that come with introducing these disruptive technologies into schools and classrooms.

Ed Note: Do videogames embody the best in cognitive theory? In Part 2 of his series on educational video games guest blogger NT Etuk explores the work of James Paul Gee. Part 1 is here

By NT Etuk – CEO Tabula Digita

Why do videogames work? Why are gamers so willing to learn in these environments but so unwilling to learn in school?

Fortunately, some of the answers lie in the research of an extremely well regarded literacy professor. Dr. James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State, and the author of the book “What Video Games Have to Teach Us About Learning and Literacy. Second Edition

gjames_lDr. Gee as an educator was curious about why videogames were able to do so much that our education system was having trouble doing – continuously engaging students, making students feel safe failing (not silly), unafraid to ask questions, and providing contextual learning that makes the learning relevant to the learner.

So he set out to answer these questions. His book is an excellent read and I encourage everyone to read it, but for the sake of brevity, I will pull out a core part of his findings.

Dr. Gee found that commercial videogames are built on a set of design principles, and that these principles translate into some of the more fundamental learning principles that cognitive theory has validated.

Among them are:
1. Active, Critical Learning Principle – [In a videogame] all aspects of the learning environment are set up to encourage active and critical, not passive, learning.

2. “Psychosocial Moratorium” Principle – [In a videogame] learners can take risks in a space where real world consequences (i.e. grades, risk of looking silly) are lowered.

3. Achievement Principle – [In a videogame] there are intrinsic rewards from the beginning, customized to each learner’s level, effort, and growing mastery and signaling the learner’s ongoing achievements.

699057_keys_and_finger_24. Practice Principle – [In a videogame] – learners get lots and lots of practice in a context where practice is not boring (i.e. in a virtual world that is compelling to learners on their own terms and where the learners experience ongoing success). They spend lots of time on task.

5. Multimodal Principle – [In a videogame] – meaning and knowledge are built up through various modalities (images, texts, symbols, interactions, abstract design, sound, etc.), not just words.

These are principles built into all good videogames. I have listed 5, but there are 36 that Dr. Gee documents.

As you read through them, hopefully it becomes clear how videogame systems can actually translate into tremendously powerful and flexible learning systems. Tabula Digita [link] and other companies pioneering this arena embrace these principles and look to embed as many of these principles as possible in the design of our games.

The good thing is that school systems are beginning to realize the inherent power of simulations. I can only speak from our company’s experiences, but Tabula Digita games and simulations have been accepted in some of the largest and sometimes most conservative school districts in the country, including Plano ISD, Orange County – Florida, New York City Public Schools, Forsyth County, and Chicago Public Schools among others.

Educational gaming methodologies and pedagogical approaches have been accepted as superior by some of the most rigorous judges out there. Orange County educators published a list of 54 intervention products that they recommend their teachers use. Tabula Digita simulations received the highest Rubric score of ‘A’ and the highest educator recommendation rating of 4 stars. Only 4 other products were rated so highly. Two were non-computer based.

628292_imageAnd students are singing the praises of educational games and simulations, with approximately 88% of the students who have used our software recommending it to other students and over 90% saying they wished more simulations were in their classrooms.

There is a paradigm shift that is occurring in education and it’s being forced by our industry’s ultimate customer – the student. Today’s child demands immersion. They demand experience. They demand engagement. And their expectations of how they receive, interpret, and absorb information are growing more sophisticated every day. As educators, if our methods don’t adapt to their needs, we run the risk of irrelevance. And if we’re irrelevant then we run the risk that we can’t talk to them. And if that happens, then how will they ever hear what we have to say …. ?

About Tabula Digita:
Tabula Digita is the award winning publisher of the DimensionM series of educational videogame titles. DimensionM titles encompass action and non-action titles and allow students to play other students within classrooms, across schools, and across the country, all while learning and increasing achievement.

Related Blog Posts

Link to Part 1 in this series.

Slaying Myths About Video Games In Schools

Virtual Worlds for Education – 1987 Redux?

Games for Education- Essential Resource Links

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