Technology and Design Are Facilitating a Revolution

Real Industrial Revolution (Small)

I’ve continued to reflect on Alastair Parvin’s TEDtalk for several weeks. It is eminder about the importance and prevalence of design in today’s world. This quote, in particular, has stayed with me, so I used it to create this poster. Alastair’s presentation is an example of just how important it is for creativity to be fostered. Outside-the-box thinking like his may very well resolve some of the difficult issues that we’ll be facing in the coming decades.

Event Tags: FOL2013, hgsepzfol

13 Yr. Old CEO of Innovative Educational Gaming Company

Elementeo(Repost from 06/11/2007)

Event Tags: FOL2013, hgsepzfol

Anshul Samar is the CEO of Elementeo, a startup company seeking to combine fun and learning. This article provides an overview of the company’s goals, video of Anshul’s CEO speech, and a description of the company’s first game which teaches chemistry through a role-playing board game.

This is interesting to me on many different levels. Watching the video of Anshul’s CEO speech gives me the impression that this may have actually been a class project. Regardless, couldn’t a student activity like this be the jumping-off point for effectively integrating technology with teaching and learning?

  1. How many content areas/topics/objectives/skills would this kind of activity include? I’ve noticed 1) math, business and economics, 2) science/chemistry, 3) art and graphic design, 4) language arts, 5) perhaps copyright and patents, 6) ……???
  2. If this was a class project, do you think that the teacher could have ever imagined that this would be the result?
  3. Elementeo is seeking to put the fun back into learning. Has education taken the fun out of learning? It seems that these students think so. What does that tell those of us that are teachers?
  4. If this is not a class project and Anshul and his friends did this of their own initiative then perhaps we, as teachers, should reconsider what it is that we have our students doing. I suggest that a traditional lesson/unit on entrepreneurship would likely not teach students nearly as much about the world of business (and the other aforementioned content areas) as this activity likely did.
  5. While students weren’t necessarily playing games but rather developing games, this could be an example of effectively bringing gaming into the classroom and integrating it with the curriculum.
  6. Let’s begin to consider all the elements of effective teaching and learning (according to today’s research) that might possibly be identified in a class project like this. Such an activity might include 1) problem solving, 2) discovery learning, 3) legitimate peripheral participation and/or authentic/situated/contextual teaching and learning, 4) communities of practice, 5) collaboration, 6) project management (for those instructional designers among us), 7) ……???

I think this could be a rich discussion. Please, please chime in.

Can Rocketship Launch a Fleet of Successful, Mass-Produced Schools?

Rocketship EducationPBS’ NewsHour aired this story last month.

“John Danner has built seven “Rocketship” charter schools, whose model has produced results at or above average in low-income neighborhood by using technology, community engagement, and teaching coaches. Special correspondent John Merrow profiles the California program, which aims to mass-produce quality schools” (Source).

You can also read the full transcript from the news report.

What do you think? Share your thoughts in the comments.