Articles Posted in Education Technology

Caveman in TunnelWhy can’t teachers buy lessons like people buy songs off of iTunes? Are publishers at risk of irrelevance if they don’t proactively solve this problem for their customers?

I have noticed that my music habits have changed dramatically over the past 5-6 years. With the advent of iTunes I was no longer bound to buying albums – I could sample and just buy the songs that sounded good to my ears. Most albums have 2-3 good songs, several so-so songs, and a couple of clunkers. I only want the good stuff thank you very much.

Musicians put a huge amount of energy into creating albums that presented a sweep of music in just the right thematic sequence. Decades of practice dictated that this was something that customers wanted. Only – once they had a real choice – they didn’t. It was vanity not reality.

Idea SpiderEducation technology bloggers have been a busy lot with NECC 08, end of school year, and lots of new products to play with. Here are just a smattering of some of my favorite posts from the past few weeks. Enjoy.

John Rice flagged an article showing that putting games in libraries increases reading. This jibes with a presentation I saw last week at Games Learning & Society – a public librarian started doing game nights and they saw their youth circulation double – for BOOKS. This is going to make several people in my house happy – Mrs. Education Business Blog is a middle school librarian and the EBB spawn are avid gamers and readers.

Danah Boyd shares some meaty insights on status and online behavior for teens. The money quote:

Old Texas MapISTE’s National Education Computing Conference (NECC) 2008 is in full swing in San Antonio.

The Education Technology maven’s tribal gathering is bigger than ever. A sign over the entrance reads “The Worlds Largest Education Technology Exhibit.” That’s a Texas sized ambition.

Here are a few impressions from day one. I’ll write a more detailed analysis after the show closes.

The Obama and McCain campaigns squared off at the Great American Education Forum sponsored by the Association of Education Publishers (AEP)* in Washington DC today. Educational policy experts from the campaigns addressed a wide range of positions the candidates are staking out from vouchers to the federal role in education.

Jeanne Century, Director of Science Education, University of Chicago represented the Obama campaign and Lisa Keegan, former Arizona Superintendent of Public Instruction represented Senator McCain. A panel of publishing industry experts** posed questions followed by a press conference. This is the first head to head discussion of education priorities between the two campaigns.

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Given that Education is consistently rated as one of the top 2-3 issues (Pew May 29th) it is surprising that it hasn’t been more visible in the campaign trail so far. The forum was valuable because differences in approach, philosophy, and policy emerged during the discussion.

On most of the issues the differences between the candidates positions are more matters of emphasis. Generally speaking the McCain position is that we already know what works, we just need to let the states sort that out and help them do more of it. Obama wants to take a more pro-active and comprehensive approach to addressing not just K12 but lifelong learning. Both camps support helping teachers be more professional and helping them follow best practices that help kids prepare for the 21st Century.

Follow below the fold for a detailed look at the positions of the campaigns. RSS readers click through for the full article.

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Globe w $$How will the economic downturn affect education budgets? How are executives at publishing houses and education technology firms planning for the recession?

Education Week noted a couple of weeks ago:

“…states across the country are confronting deteriorating budget conditions that have tied the hands of legislators and governors hoping to spare K-12 education…Altogether, the 2009 budget gaps—the difference between what states are expected to collect in revenue and what they’re expected to spend on services—will exceed $26 billion, the NCSL says.”

I recently conducted an informal poll of 30 Education Industry executives on this topic. They expect that the impact will be far more immediate than past downturns but generally they expect it be moderate.

DSC01549.jpgWhat do large school districts need from ed-tech providers? Michael Casserly Executive Director of the Council of the Great City Schools spoke at the Software Information Industry Association (SIIA) conference this week in San Francisco. The speech was direct, honest, and well balanced in tackling some difficult issues like NCLB.

Towards the close of the speech he made the following 10 requests of the Ed-Tech community. I’ve added my perspective from the industry’s side of the conversation.

1. Provide tools that build academic vocabulary and develop high order thinking skills. I found this an interesting request given that all the major publishers and several mid and small sized publishers have materials that do all of these things. Either we are not meeting the real need with our products or we are not getting the word out effectively. This should give all of these providers cause to reflect on their offerings and their go-to-market strategies.

By Randy Wilhelm, CEO Thinkronize – Guest Blogger

Did George Washington’s dog play multiplication math games with Abraham Lincoln’s animals during the Civil War?

I would guess the answer is a resounding no. However, a new Index reveals the most popular keywords that K-12 students are searching for on the Internet. It includes these terms in the top 15. netTrekker d.i.’s quarterly “Top 15 In-School Search Index” for spring 2008 will be announced on Wednesday, with Games coming in at #1, Dogs at #2 and George Washington, at #5.

186873_world_cyber_games_2004_finalsThe reaction of many parents and educators to the idea of playing games in school is horror. School is supposed to be serious hard work. What these people don’t know is that in modern video games doing tasks repetitively to slowly build skills and status is the norm not the exception. These games are all about “hard” play.

Gamers have a term for this – grinding. Grinding is spending two months getting your mining skills up so that you can make a special suit of armor for your friends. Grinding is repeatedly doing some menial chore for a faction so you can earn status with them and get access to skills they can teach you.

Educators also have a term of art for this kind of activity – they call it building fluency. We learn most of the hardest skills in life through a slow process of accretion that amounts to building fluency. According to reading experts a child needs to read several million words in order to become a fluent reader.

Washing Plane - Self ServeIt has been a while since I did a round up of blog articles, time to clean a few items out. Rather than dump a long list I’ve picked four articles I’ve found particularly interesting in the past few weeks.

Matt Mihaly over at The Forge notes that MMO’s/Virtual Worlds are some of the most valuable private tech firms in the world. I would add to Matt’s observation that 3 of the 4 firms he cites in the top 20 are for kids. Silicon Alley Insider’s original article is here.

Chris Anderson over at The Long Tail has an interesting take on the decline of the newspaper industry that is directly relevant to education publishing. Sure, readership is down, but at $45b it is still twice as big as Google and Yahoo combined. The money quote:

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Virtual Reality and Education have a long and checkered history.

On-line worlds give students opportunities to experience things that would be too expensive, too dangerous, or too time consuming in the “real” world. It allows us to distill an experience into it’s essence while allowing learners to be active agents rather than passive recipients.

That said I would argue that the word “virtual” has little or no meaning for today’s students. It is an artifact from a time when the internet was not a pervasive presence. In todays on-line social spaces teens are making friends, sharing experiences, flirting, competing, earning status, and defining their identities. There is very little that is “virtual” about any of this for them – it is just one more aspect of reality.