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"content": "\u003cfigure id=\"attachment_27091\" class=\"wp-caption center\" style=\"max-width: 620px\">\u003ca href=\"http://www.flickr.com/photos/sfbrightworks/7566329228/sizes/z/in/photostream/\">\u003cimg class=\"size-full wp-image-27091\" title=\"\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2013/02/7566329228_4d5377458b_z-620x410.jpg\" alt=\"7566329228_4d5377458b_z-620x410\" width=\"620\" height=\"410\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2013/02/7566329228_4d5377458b_z-620x410.jpg 620w, https://ww2.kqed.org/app/uploads/sites/23/2013/02/7566329228_4d5377458b_z-620x410-400x265.jpg 400w, https://ww2.kqed.org/app/uploads/sites/23/2013/02/7566329228_4d5377458b_z-620x410-320x212.jpg 320w\" sizes=\"(max-width: 620px) 100vw, 620px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\"> \u003c/figcaption>\u003c/figure>\n\u003cp class=\"dropcap-serif\">As the \u003ca href=\"http://en.wikipedia.org/wiki/Maker_subculture\">Maker Movement\u003c/a> starts to gain momentum, schools that are trying to find ways to foster the do-it-yourself environment can learn a few lessons from another nexus in the universe: public libraries.\u003c/p>\n\u003cp>\u003ca href=\"http://en.wikipedia.org/wiki/Dale_Dougherty\">Dale Dougherty\u003c/a>, founding editor and publisher of \u003ca href=\"http://makezine.com/\">Make Magazine\u003c/a> -- and the de facto leader of the Maker Movement -- has a vision to create a network of libraries, museums, and schools with what he calls \"makerspaces\" that draw on common resources and experts in each community. Libraries and museums, he said, are easier places to incorporate makerspaces than schools, because they have more space flexibility and they’re trying to attract teens with their programs.\u003c/p>\n\u003cp>“Schools have already got the kids,\" Dougherty noted wryly, at the recent American Library Association Midwinter Meeting in Seattle. One day during the conference, dubbed \u003ca href=\"http://alamw13.ala.org/highlights#maker-monday\">Maker Monday,\u003c/a> focused on the Maker Movement, which emphasizes learning by engaging in tech-related projects. Two packed sessions, one standing room only, were filled with librarians clearly fascinated by the potential of attracting teens (and even parents) to Maker activities in libraries.\u003c/p>\n\u003cp>Schools can learn from libraries that participated in the inaugural \u003ca href=\"http://makezine.com/maker-camp/\">Maker Camps\u003c/a> last summer. The librarians speaking at ALA proffered seven lessons that apply beyond libraries to schools and other potential makerspaces.\u003c/p>\n\u003cp>\u003cstrong>1) KNOW YOUR SPACE. \u003c/strong>\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>“Why are you here?” That was one of the most common questions asked of the staff at the Make Magazine booth at the ALA. The answer: one of the hardest things for people interested in making is finding an appropriate physical space, and libraries actually have that space.\u003c/p>\n\u003cp>But not every space is alike, or even appropriate. Carla Avitabile of the Novato branch of the \u003ca href=\"http://www.marinlibrary.org/teens\">Marin County Free Library\u003c/a> in California found some projects just aren’t suitable in certain activity rooms. For example, she said, they couldn’t do a glow-in-the-dark candy project because of the potential mess caused by boiling sugar directly above carpet.\u003c/p>\n\u003cp>Travis Good, the co-founder of the Maker City Census, said he visited 68 makerspaces to develop his criteria for readiness. At the top of list for libraries? “Tolerance for noise,” along with the \u003c!--more-->willingness to establish ongoing programs, have available Making tools (even items as simple as scissors), provide dedicated-use space, and availability of “dirty” space for woodworking or other messy projects. All are considerations for schools as well.\u003c/p>\n\u003cp>\u003cstrong>2) DO A PREVIEW RUN. \u003c/strong>\u003c/p>\n\u003cp>Amber Creger with \u003ca href=\"http://ahml.info/teens/diy\">Arlington Heights Memorial Library\u003c/a> in Illinois discovered it was really important to try projects ahead of time, prior to diving in as a group. In one case, they were making a do-it-yourself cardboard pinball machine.\u003c/p>\n\u003cp>“Who knew the glue could burn,” she said. A trial run lets you work out the bugs before involving kids.\u003c/p>\n\u003cp>And that helps to ensure safety remains at the forefront, which Erin Downey Howerton, Children’s Manager at \u003ca href=\"http://www.wichita.lib.ks.us/\">Wichita Public Library\u003c/a>, said is a focus of their Maker activity: “I don’t think we actually set fire to anything.”\u003c/p>\n\u003cp>\u003cstrong>3) VERIFY SKILL LEVELS. \u003c/strong>\u003c/p>\n\u003cp>Marin County’s Avitabile had one surprise as her young makers dove into a project. “Only one in four in our team of kids knew how to use a screwdriver,” she said. Don’t assume students have even the necessary knowledge of basic skills. Plan for some instruction.\u003c/p>\n\u003cp>\u003cstrong>4) BE FLEXIBLE\u003c/strong>\u003cstrong>. \u003c/strong>\u003c/p>\n\u003cp>While Maker Camp provided descriptions for \u003ca href=\"http://makezine.com/maker-camp/schedule/index.html\">30 projects\u003c/a> in 30 days, libraries typically did one or two programs a week for a couple of hours each. And not every idea for a Maker project came from staff.\u003c/p>\n\u003cp>“I ask the teens what they want to do,” rather than dictating all projects, Avitabile said. That approach is very much in the spirit of making. And with teens who come to her with new ideas, she tells them, “You have to help me do it.” Creger added that her teens decide their monthly programs.\u003c/p>\n\u003cp>\u003cstrong>5) REACH OUT FOR HELP. \u003c/strong>\u003c/p>\n\u003cp>Not all the knowledge required for a successful making program comes in a kit or from staff. “Don’t be afraid to make friends” with those who are experts in areas in which you’re not, Creger advised. For one electricity project, she found an expert in Wichita who was willing to help.\u003c/p>\n\u003cp>In the case of libraries, that expertise can also come from educators. “We’re working on developing a better relationship with our schools,” Creger said, noting that her library wants to work with the schools that have robotics clubs to do joint maker activities.\u003c/p>\n\u003cp style=\"text-align: center\">[\u003cstrong>RELATED:\u003c/strong> \u003ca href=\"http://ww2.kqed.org/mindshift/2011/11/the-public-library-completely-reimagined/\">The Public Library, Completely Reimagined\u003c/a>]\u003c/p>\n\u003cp>Steve Teeri with \u003ca href=\"http://detroitpubliclibrary.org/hype-makerspace\">Detroit Public Library\u003c/a> partners with a local makerspace for a variety of different after-school projects, from bike repair to higher tech. “We learn from their mistakes,” he said. And kids learn because they have to go online to do research and figure out \u003cem>how\u003c/em> to make what they want to make.\u003c/p>\n\u003cp>“It’s not a difficult thing to find volunteers who know stuff,” Avitabile said. “It’s surprising how many people want to share stuff for free.”\u003c/p>\n\u003cp>\u003cstrong>6. DOING BRINGS DOUBTERS ON BOARD. \u003c/strong>\u003c/p>\n\u003cp>While not all involved may appreciate -- or even understand -- the maker approach at the start, “I was surprised at how quickly the staff bought into it,” said Creger. Those who were unsure learned with the others as they took part in creating the projects.\u003c/p>\n\u003cp>Though the reaction from others can sometimes be skeptical or hesitant, try different approaches. “Making? We don’t know what to do. We make crafts,” Howerton said she was told at first. So she thought of crafts as a “gateway drug” for making, such as moving to a fabric project with embedded LED lights. Ultimately, Howerton said, “We have actually built our staff capacity on Maker Camp and what Make has done for us.”\u003c/p>\n\u003cp>\u003cstrong>7. IT'S THE EXPERIENCE, NOT THE OBJECT. \u003c/strong>\u003c/p>\n\u003cp>Avitabile allowed that it’s hard to share or take home some maker projects (such as large collaborative efforts), so Novato Library focuses more on the process than the product. “Kids just like to make stuff,” she said. “And they don’t have to leave with the stuff they make.”\u003c/p>\n\u003cp>“You’re opening doors and windows” through the process, said Creger. And the positive aspects of the program have, in part, spurred Arlington Heights to plan a DIY corner where kids can check out maker kits, in addition to using a 1,700 square foot space in the center of the library for maker activities. Similarly, Wichita Public Library is in the design phase for a makerspace that Howerton hopes is built. Detroit Public Library’s HYPE makerspace is nine months old.\u003c/p>\n\u003cp style=\"text-align: center\">[\u003cstrong>RELATED:\u003c/strong> \u003ca href=\"http://ww2.kqed.org/mindshift/2012/08/lessons-learned-how-a-progressive-new-school-evolves/\">Lessons Learned: How a Progressive School Adapts to Reality\u003c/a>]\u003c/p>\n\u003cp>Make’s Dougherty reminded the librarian audience that the Maker Movement, while also tied to schools because of its connection with STEM initiatives, is naturally aligned with them. “Like libraries, we’re at the intersection of information and experience.” And ultimately, he said, making is about learning -- and creating evidence of that learning.\u003c/p>\n\u003cp>“It’s not just about getting 3D printers into libraries. It’s about getting the process of making into libraries,” Dougherty said. “Though the 3D printers are pretty cool.”\u003c/p>\n\u003cp>[ad floatright]\u003c/p>\n\u003cp>\u003cem>Frank Catalano is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes a column for \u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a> for which he also sought out the\u003c/em>\u003cem> \u003ca href=\"http://www.geekwire.com/2013/papering-over-library-tech/\">\u003cem>tech at ALA\u003c/em>\u003c/a>. \u003c/em>\u003cem>As a child, he used to frequent Radio Shack to find cool things to build that weren’t likely to accidentally catch on fire.\u003c/em>\u003cem>\u003c/em>\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>“Why are you here?” That was one of the most common questions asked of the staff at the Make Magazine booth at the ALA. The answer: one of the hardest things for people interested in making is finding an appropriate physical space, and libraries actually have that space.\u003c/p>\n\u003cp>But not every space is alike, or even appropriate. Carla Avitabile of the Novato branch of the \u003ca href=\"http://www.marinlibrary.org/teens\">Marin County Free Library\u003c/a> in California found some projects just aren’t suitable in certain activity rooms. For example, she said, they couldn’t do a glow-in-the-dark candy project because of the potential mess caused by boiling sugar directly above carpet.\u003c/p>\n\u003cp>Travis Good, the co-founder of the Maker City Census, said he visited 68 makerspaces to develop his criteria for readiness. At the top of list for libraries? “Tolerance for noise,” along with the \u003c!--more-->willingness to establish ongoing programs, have available Making tools (even items as simple as scissors), provide dedicated-use space, and availability of “dirty” space for woodworking or other messy projects. All are considerations for schools as well.\u003c/p>\n\u003cp>\u003cstrong>2) DO A PREVIEW RUN. \u003c/strong>\u003c/p>\n\u003cp>Amber Creger with \u003ca href=\"http://ahml.info/teens/diy\">Arlington Heights Memorial Library\u003c/a> in Illinois discovered it was really important to try projects ahead of time, prior to diving in as a group. In one case, they were making a do-it-yourself cardboard pinball machine.\u003c/p>\n\u003cp>“Who knew the glue could burn,” she said. A trial run lets you work out the bugs before involving kids.\u003c/p>\n\u003cp>And that helps to ensure safety remains at the forefront, which Erin Downey Howerton, Children’s Manager at \u003ca href=\"http://www.wichita.lib.ks.us/\">Wichita Public Library\u003c/a>, said is a focus of their Maker activity: “I don’t think we actually set fire to anything.”\u003c/p>\n\u003cp>\u003cstrong>3) VERIFY SKILL LEVELS. \u003c/strong>\u003c/p>\n\u003cp>Marin County’s Avitabile had one surprise as her young makers dove into a project. “Only one in four in our team of kids knew how to use a screwdriver,” she said. Don’t assume students have even the necessary knowledge of basic skills. Plan for some instruction.\u003c/p>\n\u003cp>\u003cstrong>4) BE FLEXIBLE\u003c/strong>\u003cstrong>. \u003c/strong>\u003c/p>\n\u003cp>While Maker Camp provided descriptions for \u003ca href=\"http://makezine.com/maker-camp/schedule/index.html\">30 projects\u003c/a> in 30 days, libraries typically did one or two programs a week for a couple of hours each. And not every idea for a Maker project came from staff.\u003c/p>\n\u003cp>“I ask the teens what they want to do,” rather than dictating all projects, Avitabile said. That approach is very much in the spirit of making. And with teens who come to her with new ideas, she tells them, “You have to help me do it.” Creger added that her teens decide their monthly programs.\u003c/p>\n\u003cp>\u003cstrong>5) REACH OUT FOR HELP. \u003c/strong>\u003c/p>\n\u003cp>Not all the knowledge required for a successful making program comes in a kit or from staff. “Don’t be afraid to make friends” with those who are experts in areas in which you’re not, Creger advised. For one electricity project, she found an expert in Wichita who was willing to help.\u003c/p>\n\u003cp>In the case of libraries, that expertise can also come from educators. “We’re working on developing a better relationship with our schools,” Creger said, noting that her library wants to work with the schools that have robotics clubs to do joint maker activities.\u003c/p>\n\u003cp style=\"text-align: center\">[\u003cstrong>RELATED:\u003c/strong> \u003ca href=\"http://ww2.kqed.org/mindshift/2011/11/the-public-library-completely-reimagined/\">The Public Library, Completely Reimagined\u003c/a>]\u003c/p>\n\u003cp>Steve Teeri with \u003ca href=\"http://detroitpubliclibrary.org/hype-makerspace\">Detroit Public Library\u003c/a> partners with a local makerspace for a variety of different after-school projects, from bike repair to higher tech. “We learn from their mistakes,” he said. And kids learn because they have to go online to do research and figure out \u003cem>how\u003c/em> to make what they want to make.\u003c/p>\n\u003cp>“It’s not a difficult thing to find volunteers who know stuff,” Avitabile said. “It’s surprising how many people want to share stuff for free.”\u003c/p>\n\u003cp>\u003cstrong>6. DOING BRINGS DOUBTERS ON BOARD. \u003c/strong>\u003c/p>\n\u003cp>While not all involved may appreciate -- or even understand -- the maker approach at the start, “I was surprised at how quickly the staff bought into it,” said Creger. Those who were unsure learned with the others as they took part in creating the projects.\u003c/p>\n\u003cp>Though the reaction from others can sometimes be skeptical or hesitant, try different approaches. “Making? We don’t know what to do. We make crafts,” Howerton said she was told at first. So she thought of crafts as a “gateway drug” for making, such as moving to a fabric project with embedded LED lights. Ultimately, Howerton said, “We have actually built our staff capacity on Maker Camp and what Make has done for us.”\u003c/p>\n\u003cp>\u003cstrong>7. IT'S THE EXPERIENCE, NOT THE OBJECT. \u003c/strong>\u003c/p>\n\u003cp>Avitabile allowed that it’s hard to share or take home some maker projects (such as large collaborative efforts), so Novato Library focuses more on the process than the product. “Kids just like to make stuff,” she said. “And they don’t have to leave with the stuff they make.”\u003c/p>\n\u003cp>“You’re opening doors and windows” through the process, said Creger. And the positive aspects of the program have, in part, spurred Arlington Heights to plan a DIY corner where kids can check out maker kits, in addition to using a 1,700 square foot space in the center of the library for maker activities. Similarly, Wichita Public Library is in the design phase for a makerspace that Howerton hopes is built. Detroit Public Library’s HYPE makerspace is nine months old.\u003c/p>\n\u003cp style=\"text-align: center\">[\u003cstrong>RELATED:\u003c/strong> \u003ca href=\"http://ww2.kqed.org/mindshift/2012/08/lessons-learned-how-a-progressive-new-school-evolves/\">Lessons Learned: How a Progressive School Adapts to Reality\u003c/a>]\u003c/p>\n\u003cp>Make’s Dougherty reminded the librarian audience that the Maker Movement, while also tied to schools because of its connection with STEM initiatives, is naturally aligned with them. “Like libraries, we’re at the intersection of information and experience.” And ultimately, he said, making is about learning -- and creating evidence of that learning.\u003c/p>\n\u003cp>“It’s not just about getting 3D printers into libraries. It’s about getting the process of making into libraries,” Dougherty said. “Though the 3D printers are pretty cool.”\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>\u003cem>Frank Catalano is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes a column for \u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a> for which he also sought out the\u003c/em>\u003cem> \u003ca href=\"http://www.geekwire.com/2013/papering-over-library-tech/\">\u003cem>tech at ALA\u003c/em>\u003c/a>. \u003c/em>\u003cem>As a child, he used to frequent Radio Shack to find cool things to build that weren’t likely to accidentally catch on fire.\u003c/em>\u003cem>\u003c/em>\u003c/p>\n\n\u003c/div>\u003c/p>",
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"content": "\u003cdiv id=\"attachment_26515\" class=\"module image aligncenter mceTemp mceIEcenter\" style=\"width: 590px\">\u003ca href=\"http://ww2.kqed.org/mindshift/2013/01/closing-the-gap-between-educators-and-entrepreneurs/attachment/87180202/\" rel=\"attachment wp-att-26515\">\u003cimg class=\"size-full wp-image-26515\" title=\"87180202\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2013/01/87180202.jpg\" alt=\"\" width=\"590\" height=\"312\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2013/01/87180202.jpg 590w, https://ww2.kqed.org/app/uploads/sites/23/2013/01/87180202-400x212.jpg 400w, https://ww2.kqed.org/app/uploads/sites/23/2013/01/87180202-320x169.jpg 320w\" sizes=\"(max-width: 590px) 100vw, 590px\">\u003c/a>\n\u003cp class=\"wp-media-credit\">Getty\u003c/p>\n\u003c/div>\n\u003cp class=\"dropcap-serif\">There appears to be no shortage of new businesses looking to apply technology to education. An entire ecosystem has emerged in recent years to develop and promote the latest product or service for the classroom or district. But a major hurdle remains: the divide between what entrepreneurs build and educators need.\u003c/p>\n\u003cp>The ecosystem stimulating the “edupreneurial” activity ranges from startup instigators (\u003ca href=\"http://edu.startupweekend.org/\">Startup Weekend EDU\u003c/a>) and startup showcases (\u003ca href=\"http://sxswedu.com/launch-edu\">LAUNCHedu\u003c/a>, \u003ca href=\"http://www.siia.net/etis/2012/incubator.asp\">SIIA Innovation Incubator\u003c/a>), to startup incubators (\u003ca href=\"http://ycombinator.com/\">Y Combinator\u003c/a>, \u003ca href=\"http://www.imaginek12.com/\">Imagine K12\u003c/a>) and startup investors.\u003c/p>\n\u003cp>But in many cases, enthusiastic edupreneurs are propelled from this starting ramp to run full speed, like Wile E. Coyote, into an oversized anvil -- actual teachers. It doesn’t matter how good the concept, how cool the technology, or how pressing the need. There can be a fundamental disconnect between passion and reality.\u003c/p>\n\u003caside class=\"pullquote alignleft\">\n\u003cp>\"Solutions have to be easy to implement. They have to make the teacher feel inspired, rather than stupid.”\u003c/p>\n\u003c/aside>\n\u003cp>And that can keep good ideas out of the classroom.\u003c/p>\n\u003cp>To dissect the disconnect, the MIT Enterprise Forum of the Northwest \u003ca href=\"http://www.mitwa.org/events/enterprise-forum-program/obstacles-and-opportunities-entrepreneurs-education\">recently \u003c/a>brought together a group of insiders: traditional education company executive Randy Reina, senior vice president of digital product development at McGraw-Hill Education’s Center for Digital Innovation; a not-so-recently-startup edtech company CEO Jessie Woolley-Wilson, who's chair and president of DreamBox Learning; and teacher/entrepreneur Lindsey Own, a Seattle-area middle school science and health teacher and co-organizer of Startup Weekend Seattle EDU.\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>A handful of key themes emerged, casting light not just on what entrepreneurs need to know, but on issues parents and educators should expect as ed-tech startups get more attention.\u003c!--more-->\u003c/p>\n\u003cp>\u003cstrong>TECH ALONE WON'T IMPROVE EDUCATION.\u003cbr>\n\u003c/strong>\u003c/p>\n\u003cp>The biggest misconception that entrepreneurs (and even parents) have about the role of technology in education today, said DreamBox Learning CEO Jessie Woolley-Wilson, is that, “you can overlay technology on whatever is happening in education and you will see improvement.” The reality, Woolley-Wilson noted, is much more complicated. “Technology can help scale greatness” like a good teacher or teaching practices, but “the underbelly is that it can help scale bad things, too.”\u003c/p>\n\u003cp>But technology isn't necessarily needed to \"improve\" education, said Own, a middle-school teacher, regarding her earlier experience in Chicago with project-based learning. “We didn’t need a computer (for every student) to do that,” though it would have made it easier. “We’ve had education reform for a very long time without technology.”\u003c/p>\n\u003cp>That’s something entrepreneurs -- and parents -- should consider when blindly pushing for technology in the classroom. Avoiding, as Woolley-Wilson calls it, too much “exuberance for technology for technology’s sake.”\u003c/p>\n\u003cp>\u003cstrong>TIME -- NOT COMPETING PRODUCTS -- ARE ENTREPRENEURS' BIGGEST CHALLENGE.\u003cbr>\n\u003c/strong>\u003c/p>\n\u003cp>Teachers are busy. But startups tend to forget that.\u003c/p>\n\u003cp>From implementing Common Core State Standards to preparing for high-stakes tests, educators have their hands full. Entrepreneurs, Woolley-Wilson said, might look at competition as products and funding, “but they often underestimate the competition for time. Teachers just don’t have that much time. So the solutions have to be easy to implement. They have to make the teacher feel inspired, rather than stupid.”\u003c/p>\n\u003cp>McGraw-Hill’s Reina agreed, pointing out that “when entrepreneurs come in with a great new idea they don’t necessarily think about the ripple effect the idea may or may not have with the rest of\u003c/p>\n\u003cp style=\"text-align: center\">[\u003cstrong>\u003c/strong>\u003cem>\u003cstrong>RELATED:\u003c/strong> \u003ca href=\"http://ww2.kqed.org/mindshift/2012/10/the-rise-of-educator-entrepreneurs-bringing-classroom-experience-to-ed-tech/\">The Rise of Educator-Entrepreneurs, Classroom Experience to EdTech\u003c/a>\u003c/em>]\u003c/p>\n\u003cp>the organization. Education is a complicated system and, in many ways, it’s a political system.” With a nod to author Malcolm Gladwell, Reina said, “We are at a tipping point -- but that tipping point is going to tip slowly.”\u003c/p>\n\u003cp>Even with that caution, Woolley-Wilson noted there are a lot of innovative teachers willing to look at new things. But choose the moment carefully. “They’re focused on shelter and food, and you want them to talk about self-actualization.”\u003c/p>\n\u003cp>\u003cstrong>THE BEST PRODUCTS INVOLVE TEACHERS AND FIT WITHIN THEIR PRACTICE.\u003cbr>\n\u003c/strong>\u003c/p>\n\u003cp>Another area of disconnect: A clear understanding of how a product will actually be used. “You can come up with a sweet widget. It might be great,” Own said, “but it really has to be rooted in what is going to be happening in the classroom. In the pedagogy. In the learning objectives.”\u003c/p>\n\u003cp>That problem tends to surface when entrepreneurs wait too long to get teacher input and feedback. And beta, Own said, is too late: “There need to be teachers involved from day one.”\u003c/p>\n\u003cp>Finding those teachers, though, is another matter. Reina, Woolley-Wilson and Own suggested contacting foundations that work with teachers, attending small, local education conferences, and soliciting help on Twitter and from LinkedIn’s ed-tech groups. Once startups make a connection, Own predicted, “Teachers will tell you all day long what they need.”\u003c/p>\n\u003cp>\u003cstrong>RISK IS A BIG OBSTACLE.\u003cbr>\n\u003c/strong>\u003c/p>\n\u003cp>Startups fail. Startups “\u003ca href=\"https://www.edsurge.com/n/is-your-school-ready-to-date-a-startup-again\">pivot\u003c/a>” (the current euphemism for abandoning a product or a business model that isn’t working). Both are anathema to education institutions which may trust student data -- and a student’s education -- to consistent, reliable use of a product or service.\u003c/p>\n\u003cp>Then there’s the core matter of trusting that an entrepreneur’s educational solution will work.\u003c/p>\n\u003cp>Some support for entrepreneurs facing a skeptical school on the last point may come from a surprising source: foundations. Woolley-Wilson says she’s very hopeful about their role with educators: “What I think foundations can do is generate data that will help ‘de-risk’ a decision to try something new.”\u003c/p>\n\u003cp>Reina agreed, pointing out foundations have done a lot of good work on, for example, using games in learning. Having that kind of support, “changes the conversation with both educators and parents.” It’s a kind of research-based heavy lifting that foundations can do -- which others can later review -- that most startups cannot do for themselves.\u003c/p>\n\u003cp style=\"text-align: center\">[\u003cem>\u003cstrong>RELATED:\u003c/strong> \u003ca href=\"http://ww2.kqed.org/mindshift/2011/04/what-the-heck-is-a-teacherpreneur/\">What the Heck is a Teacherpreneur?\u003c/a>\u003c/em>]\u003c/p>\n\u003cp>Another way to reduce the risk of seeing if a product actually works is to adopt a “freemium” pricing model, in which some or all of the product can be used without charge. “The teachers need the opportunity to see it, to try it out and see if it’s worthwhile,” Own said.\u003c/p>\n\u003cp>There are other areas of disconnect, from entrepreneur assumptions that all districts -- or schools in a district -- have the same access to computers and Internet bandwidth (Own: “There’s no safe assumption (of what) even 50% of schools have”) to teacher expectations that good tech products will be completely free, forever (Reina: “You need to be able to get funding coming back to the people who are building the products so they can reinvest in the product”).\u003c/p>\n\u003cp>But overall, there’s hope the gap can be closed if K-12 educators and technology entrepreneurs listen to each other, often and early, and realize theirs is a symbiotic relationship. “The teacher is there to inspire kids and to help kids work together,” Reina said. “And do a lot of the things technology can’t do.”\u003c/p>\n\u003cp>[ad floatright]\u003c/p>\n\u003cp>\u003cem>Frank Catalano is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes a column for \u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a>. He moderated this MIT Enterprise Forum session, co-authored a \u003ca href=\"http://www.mitwa.org/sites/default/files/files/MITEF%20NW%20Education%20IT%20Companion%20Paper%20Dec2012_1.pdf\">companion paper\u003c/a>, and really likes it when edtech proponents and teachers just get along.\u003c/em> \u003cem>\u003c/em>\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cdiv id=\"attachment_26515\" class=\"module image aligncenter mceTemp mceIEcenter\" style=\"width: 590px\">\u003ca href=\"http://ww2.kqed.org/mindshift/2013/01/closing-the-gap-between-educators-and-entrepreneurs/attachment/87180202/\" rel=\"attachment wp-att-26515\">\u003cimg class=\"size-full wp-image-26515\" title=\"87180202\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2013/01/87180202.jpg\" alt=\"\" width=\"590\" height=\"312\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2013/01/87180202.jpg 590w, https://ww2.kqed.org/app/uploads/sites/23/2013/01/87180202-400x212.jpg 400w, https://ww2.kqed.org/app/uploads/sites/23/2013/01/87180202-320x169.jpg 320w\" sizes=\"(max-width: 590px) 100vw, 590px\">\u003c/a>\n\u003cp class=\"wp-media-credit\">Getty\u003c/p>\n\u003c/div>\n\u003cp class=\"dropcap-serif\">There appears to be no shortage of new businesses looking to apply technology to education. An entire ecosystem has emerged in recent years to develop and promote the latest product or service for the classroom or district. But a major hurdle remains: the divide between what entrepreneurs build and educators need.\u003c/p>\n\u003cp>The ecosystem stimulating the “edupreneurial” activity ranges from startup instigators (\u003ca href=\"http://edu.startupweekend.org/\">Startup Weekend EDU\u003c/a>) and startup showcases (\u003ca href=\"http://sxswedu.com/launch-edu\">LAUNCHedu\u003c/a>, \u003ca href=\"http://www.siia.net/etis/2012/incubator.asp\">SIIA Innovation Incubator\u003c/a>), to startup incubators (\u003ca href=\"http://ycombinator.com/\">Y Combinator\u003c/a>, \u003ca href=\"http://www.imaginek12.com/\">Imagine K12\u003c/a>) and startup investors.\u003c/p>\n\u003cp>But in many cases, enthusiastic edupreneurs are propelled from this starting ramp to run full speed, like Wile E. Coyote, into an oversized anvil -- actual teachers. It doesn’t matter how good the concept, how cool the technology, or how pressing the need. There can be a fundamental disconnect between passion and reality.\u003c/p>\n\u003caside class=\"pullquote alignleft\">\n\u003cp>\"Solutions have to be easy to implement. They have to make the teacher feel inspired, rather than stupid.”\u003c/p>\n\u003c/aside>\n\u003cp>And that can keep good ideas out of the classroom.\u003c/p>\n\u003cp>To dissect the disconnect, the MIT Enterprise Forum of the Northwest \u003ca href=\"http://www.mitwa.org/events/enterprise-forum-program/obstacles-and-opportunities-entrepreneurs-education\">recently \u003c/a>brought together a group of insiders: traditional education company executive Randy Reina, senior vice president of digital product development at McGraw-Hill Education’s Center for Digital Innovation; a not-so-recently-startup edtech company CEO Jessie Woolley-Wilson, who's chair and president of DreamBox Learning; and teacher/entrepreneur Lindsey Own, a Seattle-area middle school science and health teacher and co-organizer of Startup Weekend Seattle EDU.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>A handful of key themes emerged, casting light not just on what entrepreneurs need to know, but on issues parents and educators should expect as ed-tech startups get more attention.\u003c!--more-->\u003c/p>\n\u003cp>\u003cstrong>TECH ALONE WON'T IMPROVE EDUCATION.\u003cbr>\n\u003c/strong>\u003c/p>\n\u003cp>The biggest misconception that entrepreneurs (and even parents) have about the role of technology in education today, said DreamBox Learning CEO Jessie Woolley-Wilson, is that, “you can overlay technology on whatever is happening in education and you will see improvement.” The reality, Woolley-Wilson noted, is much more complicated. “Technology can help scale greatness” like a good teacher or teaching practices, but “the underbelly is that it can help scale bad things, too.”\u003c/p>\n\u003cp>But technology isn't necessarily needed to \"improve\" education, said Own, a middle-school teacher, regarding her earlier experience in Chicago with project-based learning. “We didn’t need a computer (for every student) to do that,” though it would have made it easier. “We’ve had education reform for a very long time without technology.”\u003c/p>\n\u003cp>That’s something entrepreneurs -- and parents -- should consider when blindly pushing for technology in the classroom. Avoiding, as Woolley-Wilson calls it, too much “exuberance for technology for technology’s sake.”\u003c/p>\n\u003cp>\u003cstrong>TIME -- NOT COMPETING PRODUCTS -- ARE ENTREPRENEURS' BIGGEST CHALLENGE.\u003cbr>\n\u003c/strong>\u003c/p>\n\u003cp>Teachers are busy. But startups tend to forget that.\u003c/p>\n\u003cp>From implementing Common Core State Standards to preparing for high-stakes tests, educators have their hands full. Entrepreneurs, Woolley-Wilson said, might look at competition as products and funding, “but they often underestimate the competition for time. Teachers just don’t have that much time. So the solutions have to be easy to implement. They have to make the teacher feel inspired, rather than stupid.”\u003c/p>\n\u003cp>McGraw-Hill’s Reina agreed, pointing out that “when entrepreneurs come in with a great new idea they don’t necessarily think about the ripple effect the idea may or may not have with the rest of\u003c/p>\n\u003cp style=\"text-align: center\">[\u003cstrong>\u003c/strong>\u003cem>\u003cstrong>RELATED:\u003c/strong> \u003ca href=\"http://ww2.kqed.org/mindshift/2012/10/the-rise-of-educator-entrepreneurs-bringing-classroom-experience-to-ed-tech/\">The Rise of Educator-Entrepreneurs, Classroom Experience to EdTech\u003c/a>\u003c/em>]\u003c/p>\n\u003cp>the organization. Education is a complicated system and, in many ways, it’s a political system.” With a nod to author Malcolm Gladwell, Reina said, “We are at a tipping point -- but that tipping point is going to tip slowly.”\u003c/p>\n\u003cp>Even with that caution, Woolley-Wilson noted there are a lot of innovative teachers willing to look at new things. But choose the moment carefully. “They’re focused on shelter and food, and you want them to talk about self-actualization.”\u003c/p>\n\u003cp>\u003cstrong>THE BEST PRODUCTS INVOLVE TEACHERS AND FIT WITHIN THEIR PRACTICE.\u003cbr>\n\u003c/strong>\u003c/p>\n\u003cp>Another area of disconnect: A clear understanding of how a product will actually be used. “You can come up with a sweet widget. It might be great,” Own said, “but it really has to be rooted in what is going to be happening in the classroom. In the pedagogy. In the learning objectives.”\u003c/p>\n\u003cp>That problem tends to surface when entrepreneurs wait too long to get teacher input and feedback. And beta, Own said, is too late: “There need to be teachers involved from day one.”\u003c/p>\n\u003cp>Finding those teachers, though, is another matter. Reina, Woolley-Wilson and Own suggested contacting foundations that work with teachers, attending small, local education conferences, and soliciting help on Twitter and from LinkedIn’s ed-tech groups. Once startups make a connection, Own predicted, “Teachers will tell you all day long what they need.”\u003c/p>\n\u003cp>\u003cstrong>RISK IS A BIG OBSTACLE.\u003cbr>\n\u003c/strong>\u003c/p>\n\u003cp>Startups fail. Startups “\u003ca href=\"https://www.edsurge.com/n/is-your-school-ready-to-date-a-startup-again\">pivot\u003c/a>” (the current euphemism for abandoning a product or a business model that isn’t working). Both are anathema to education institutions which may trust student data -- and a student’s education -- to consistent, reliable use of a product or service.\u003c/p>\n\u003cp>Then there’s the core matter of trusting that an entrepreneur’s educational solution will work.\u003c/p>\n\u003cp>Some support for entrepreneurs facing a skeptical school on the last point may come from a surprising source: foundations. Woolley-Wilson says she’s very hopeful about their role with educators: “What I think foundations can do is generate data that will help ‘de-risk’ a decision to try something new.”\u003c/p>\n\u003cp>Reina agreed, pointing out foundations have done a lot of good work on, for example, using games in learning. Having that kind of support, “changes the conversation with both educators and parents.” It’s a kind of research-based heavy lifting that foundations can do -- which others can later review -- that most startups cannot do for themselves.\u003c/p>\n\u003cp style=\"text-align: center\">[\u003cem>\u003cstrong>RELATED:\u003c/strong> \u003ca href=\"http://ww2.kqed.org/mindshift/2011/04/what-the-heck-is-a-teacherpreneur/\">What the Heck is a Teacherpreneur?\u003c/a>\u003c/em>]\u003c/p>\n\u003cp>Another way to reduce the risk of seeing if a product actually works is to adopt a “freemium” pricing model, in which some or all of the product can be used without charge. “The teachers need the opportunity to see it, to try it out and see if it’s worthwhile,” Own said.\u003c/p>\n\u003cp>There are other areas of disconnect, from entrepreneur assumptions that all districts -- or schools in a district -- have the same access to computers and Internet bandwidth (Own: “There’s no safe assumption (of what) even 50% of schools have”) to teacher expectations that good tech products will be completely free, forever (Reina: “You need to be able to get funding coming back to the people who are building the products so they can reinvest in the product”).\u003c/p>\n\u003cp>But overall, there’s hope the gap can be closed if K-12 educators and technology entrepreneurs listen to each other, often and early, and realize theirs is a symbiotic relationship. “The teacher is there to inspire kids and to help kids work together,” Reina said. “And do a lot of the things technology can’t do.”\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>\u003cem>Frank Catalano is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes a column for \u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a>. He moderated this MIT Enterprise Forum session, co-authored a \u003ca href=\"http://www.mitwa.org/sites/default/files/files/MITEF%20NW%20Education%20IT%20Companion%20Paper%20Dec2012_1.pdf\">companion paper\u003c/a>, and really likes it when edtech proponents and teachers just get along.\u003c/em> \u003cem>\u003c/em>\u003c/p>\n\n\u003c/div>\u003c/p>",
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"content": "\u003cp class=\"dropcap-serif\">At the end of the year, pundits love to share their versions of summarized lists of what was hot in ed tech in 2012. In addition to the obvious -- Common Core curriculum and assessments, games in learning, consumer tech in education -- there are others that may be more subtle or even counter-intuitive.\u003c/p>\n\u003cp>Here are five, drawn from first-hand observation at major 2012 industry conferences ranging from the more traditional Association of Educational Publishers’ and Association of American Publishers’\u003ca href=\"http://www.contentincontext.org/\"> Content in Context \u003c/a>to the edgy \u003ca href=\"http://sxswedu.com/\">SXSWedu\u003c/a> event in Austin. These represent one perspective of what the education industry itself is seeing, cutting across individual conferences and events.\u003c/p>\n\u003cp> \u003c/p>\n\u003cdiv id=\"attachment_25839\" class=\"module image alignright mceTemp\" style=\"width: 300px\">\n\u003cp>\u003ca href=\"http://www.flickr.com/photos/remiforall/4869519971/sizes/m/in/photostream//?attachment_id=25839\">\u003cimg class=\"size-medium wp-image-25839\" title=\"OLYMPUS DIGITAL CAMERA\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/12/4869519971_4104e85f65-300x225.jpg\" alt=\"\" width=\"300\" height=\"225\">\u003c/a>\u003c/p>\n\u003cp class=\"wp-media-credit\">Flickr:remiforall\u003c/p>\n\u003c/div>\n\u003ch4>\u003cstrong>1. PAPER IS NOT DEAD\u003c/strong>\u003c/h4>\n\u003cp style=\"padding-left: 30px\">\u003cstrong>\u003c/strong>While digital is firing up imaginations and well-equipped classrooms, paper is still the pervasive medium of choice. Digital instruction is simply finally achieving equal billing for serious consideration and state and federal funding. Despite this year’s \u003ca href=\"http://www.fcc.gov/document/fcc-chairman-and-ed-sec-discuss-digital-textbooks-edtech-leaders\">declaration \u003c/a>from the FCC and U.S. Department of Education that the industry should replace paper with digital textbooks by 2017, financial and technical hurdles remain.\u003c/p>\n\u003cp style=\"padding-left: 30px\">For example, one high-profile Open Educational Resources \u003ca href=\"http://www.slideshare.net/opencontent/the-5-texbook\">pilot \u003c/a>in Utah uses digital resources to create paper high school science textbooks -- at an attractive per-copy price of about five dollars, versus $80 for commercial texts. Why paper? David Wiley of Brigham Young University explained at SXSWedu that the digital device cost per student was high and much of the benefit could be derived in how the material was customized, taking advantage of paper’s “unlimited battery life.”\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp style=\"padding-left: 30px\">Technical concerns were front-and-center at a Consortium for School Networking/SIIA \u003ca href=\"http://www.cosn.org/Events/FeedbackFocusGroups/tabid/4638/Default.aspx\">Feedback Forum\u003c/a> held with district and state officials during the \u003ca href=\"http://www.isteconference.org/2012/\">ISTE 2012\u003c/a> conference. While WiFi and devices may exist in a school district, distribution can be lumpy, creating hurdles to smooth implementation. “We have schools that are one hundred percent textbook, and schools that are fully digital -- a broad spectrum,” said a Louisiana-based tech coordinator.\u003c/p>\n\u003cp style=\"padding-left: 30px\">It is, one administrator from a California district noted, the last mile Internet connection into schools and even individual classrooms “where things get interesting.” Which renders paper \u003c!--more-->as a cheap, convenient delivery mechanism, a good option -- for now.\u003c/p>\n\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003ch4>\u003ca href=\"http://ww2.kqed.org/mindshift/2012/12/2012-ed-tech-trends-insights-from-insiders/colleges2-4/\" rel=\"attachment wp-att-25841\">\u003cimg class=\"alignright size-medium wp-image-25841\" title=\"colleges2\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/12/colleges2-300x166.jpg\" alt=\"\" width=\"300\" height=\"166\">\u003c/a>2. MOOCs AND BLENDED LEARNING FLOURISH\u003c/h4>\n\u003cp style=\"padding-left: 30px\">Perhaps the\u003ca href=\"http://hackeducation.com/2012/12/03/top-ed-tech-trends-of-2012-moocs/\"> most-covered trend \u003c/a>in 2012 is the MOOC movement -- \u003ca href=\"http://ww2.kqed.org/mindshift/tag/mooc/\">Massively Open Online Courses \u003c/a>in higher education -- so pervasive it is now also getting noticed at K-12-focused events. Investors and media are paying close attention to Coursera, edX, Udacity, and other major players. But the attention paid to the newest MOOCs seemed to overshadow awareness of the progress being made in another online instructional area: K-12 web-only and blended learning.\u003c/p>\n\u003cp style=\"padding-left: 30px\">When it comes to blended learning, one of the biggest challenges this year echoed at ed-tech conferences was agreeing on a clear definition. The Innosight Institute in 2012 simplified its original 40 blended learning profiles to a more manageable number -- four models. Perhaps symptomatic of the need for clarity, at one event a representative of a well-known education company\u003ca href=\"https://www.edsurge.com/n/who-invented-blended-learning\"> claimed \u003c/a> it had “invented” blended learning because its reading intervention software existed on computers years ago.\u003c/p>\n\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003cdiv id=\"attachment_25842\" class=\"module image alignright mceTemp\" style=\"width: 300px\">\u003ca href=\"http://www.flickr.com/photos/opethpainter/3419418246/sizes/m/in/photostream/\">\u003cimg class=\"size-medium wp-image-25842\" title=\"3419418246_7671451850\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/12/3419418246_7671451850-300x190.jpg\" alt=\"\" width=\"300\" height=\"190\">\u003c/a>\u003c/div>\n\u003ch4>\u003cstrong>3. MALLS, CHURCHES, BUSES: SCHOOL IS EVERYWHERE \u003c/strong>\u003c/h4>\n\u003cp style=\"padding-left: 30px\">Online learning aside, the physical definition of “school” and its borders are noticeably expanding, and not just to the home.\u003c/p>\n\u003cp style=\"padding-left: 30px\">At the \u003ca href=\"http://www.schooldata.com/ednetagenda.asp\">EdNET 2012\u003c/a> conference, online program manager Gloria L. Keaton of Annapolis Road Academy in Prince George’s County Public Schools, MD, noted that online learning labs don’t have to be in school buildings. “Let’s have a lab in a shopping mall. Kids go there. Teachers go there.”\u003c/p>\n\u003cp style=\"padding-left: 30px\">An administrator from Arizona, speaking at the CoSN/SIIA Feedback Forum, said his district started putting WiFi on buses because kids have an hour-and-a-half ride each way. At that same session, a Chicago-area district official said his schools were working with malls and other public areas to install WiFi for students to use while studying. And a Louisiana tech coordinator said churches, as gathering places, are putting in WiFi to become community centers for studying.\u003c/p>\n\u003cp style=\"padding-left: 30px\">Summed up the CoSN/SIIA facilitator: “The last mile (for school Internet access) is changing. But you’re not responsible for that last mile.”\u003c/p>\n\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003ch4>\u003cstrong>4.\u003c/strong>\u003cstrong> MOBILE AND BYOD: THE CLASH OF REALITY AND POTENTIAL\u003cbr>\n\u003c/strong>\u003c/h4>\n\u003cp style=\"padding-left: 30px\">\u003cstrong>\u003c/strong>Discussion of \u003ca href=\"http://ww2.kqed.org/mindshift/2012/03/amidst-a-mobile-revolution-in-schools-will-old-teaching-tactics-prevail/\">mobile devices\u003c/a> -- school or student-owned -- was a huge topic of conversation in 2012. (Check out \u003ca href=\"http://www.zdnet.com/blog/sap/chart-top-100-ipad-rollouts-by-enterprises-and-schools-updated-oct-16-2012/1274\">ZDNet's post tracking iPad adoption.\u003c/a>)\u003c/p>\n\u003cp style=\"padding-left: 30px\">But as with infrastructure, reality lagged behind enthusiasm. Flybridge Capital’s Matt Witheiler opined at SIIA’s \u003ca href=\"http://www.siia.net/etbf/2012/schedule.asp\">Ed Tech Business Forum\u003c/a> that mobile education was “under-invested.” At the CoSN/SIIA Feedback Forum, one Oklahoma district tech said he passed out iPads to all teachers on the first day of school, but “a month later all the teachers were complaining they couldn’t get online when they wanted.”\u003c/p>\n\u003cp style=\"padding-left: 30px\">As to students bringing their own devices? It’s a misconception that BYOD is a common policy, said Peter DeWitt, principal of Poestenkill Elementary School in upstate New York and a popular \u003ca href=\"http://blogs.edweek.org/edweek/finding_common_ground/\">ed-tech blogger\u003c/a>, at EdNET 2012. With pressures of Common Core curriculum, teacher evaluations, new tests and other higher priorities sucking all the time out of the school day, “I don’t think schools are prepared for BYOD. I want them to be,” he said. Issues include teacher control, teaching kids to use their devices on school properly, infrastructure and number of tech support staff.\u003c/p>\n\u003cp style=\"padding-left: 30px\">On the plus side, “The iPad has been one of the elements of seismic change, because of how it opened people’s minds,” said David Straus, vice president of product at Kno at the \u003ca href=\"http://siia.net/etis/2012/\">SIIA Ed Tech Industry Summit\u003c/a>.\u003c/p>\n\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003ch4>\u003cstrong>5. FLOOD OF MONEY CHASING ED TECH\u003cbr>\n\u003c/strong>\u003c/h4>\n\u003cp style=\"padding-left: 30px\">This year saw so much investor, startup and news media attention paid to ed tech, that by this fall whispers began about the \u003ca href=\"http://www.geekwire.com/2012/coming-tech-bubble-education/\">potential of a bubble\u003c/a>, one that might drag teachers and students who depend on the latest products down with the overheated companies should it pop.\u003c/p>\n\u003cp style=\"padding-left: 30px\">At year’s end the whispers had become chatter as investors met with the industry at the SIIA Ed Tech Business Forum in New York City. “There’s more money than talent,” said City Light Capital’s\u003c/p>\n\u003caside class=\"pullquote alignleft\">\n\u003cp>“The startup end of the space is extremely over-inflated.”\u003c/p>\n\u003cp style=\"padding-left: 30px\">\u003c/p>\u003c/aside>\n\n\u003cp style=\"padding-left: 30px\">Josh Cohen, bluntly stating a common attitude. He added that while his firm has invested in higher education, it has “been looking to do a K-12 deal since 2004 and still haven’t found the right one.” Overall, Chief Strategy Officer Diana Rhoten of Amplify observed, “The startup end of the space is extremely over-inflated.”\u003c/p>\n\u003cp style=\"padding-left: 30px\">As for the traditional educational publishers, only Pearson is an active strategic investor among the major players, according to Baran Rosen of Whitestone Communications. Others, such as Houghton Mifflin Harcourt and McGraw-Hill, “have fallen behind” due to internal issues, flagging sales and other distractions. But Rosen noted investors view the appeal of education as huge, “second only to health care” in size.\u003c/p>\n\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003ch4>\u003cstrong>MISCELLANY\u003c/strong>\u003c/h4>\n\u003cp>Finally, there’s the trend category of \"lots of talk,\" nascent widespread adoption. Big or portable education data is not quite there yet, but there’s been lots of promising activity with the \u003ca href=\"http://ww2.kqed.org/mindshift/2012/07/how-will-student-data-be-used/\">Shared Learning Collaborative\u003c/a> and the U.S. Department of Education’s \u003ca href=\"http://www.ed.gov/edblogs/technology/mydata/\">MyData\u003c/a> initiative. The maker movement is cool, but hardly ubiquitous in most traditional K-12 schools. Digital badges for informal (and some formal) learning trumpeted by \u003ca href=\"http://openbadges.org/en-US/\">Mozilla Open Badges\u003c/a> and the MacArthur Foundation are still in early development stages.\u003c/p>\n\u003cp>There’s just one caveat about trying to divine trends from these half-dozen events. As Justin Serrano, President of Kaplan K12 Learning Services, quipped at the Software and Information Industry Association’s Ed Tech Industry Summit last spring, “Sometimes these conferences are a little bit like a Dead show. You see the same people moving from one to another.”\u003c/p>\n\u003cp>[ad floatright]\u003c/p>\n\u003cp>\u003cem>Frank Catalano is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes a column for \u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a>. He attended every event listed here, and even spoke at a few of them.\u003c/em>\u003cem>\u003c/em>\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cp class=\"dropcap-serif\">At the end of the year, pundits love to share their versions of summarized lists of what was hot in ed tech in 2012. In addition to the obvious -- Common Core curriculum and assessments, games in learning, consumer tech in education -- there are others that may be more subtle or even counter-intuitive.\u003c/p>\n\u003cp>Here are five, drawn from first-hand observation at major 2012 industry conferences ranging from the more traditional Association of Educational Publishers’ and Association of American Publishers’\u003ca href=\"http://www.contentincontext.org/\"> Content in Context \u003c/a>to the edgy \u003ca href=\"http://sxswedu.com/\">SXSWedu\u003c/a> event in Austin. These represent one perspective of what the education industry itself is seeing, cutting across individual conferences and events.\u003c/p>\n\u003cp> \u003c/p>\n\u003cdiv id=\"attachment_25839\" class=\"module image alignright mceTemp\" style=\"width: 300px\">\n\u003cp>\u003ca href=\"http://www.flickr.com/photos/remiforall/4869519971/sizes/m/in/photostream//?attachment_id=25839\">\u003cimg class=\"size-medium wp-image-25839\" title=\"OLYMPUS DIGITAL CAMERA\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/12/4869519971_4104e85f65-300x225.jpg\" alt=\"\" width=\"300\" height=\"225\">\u003c/a>\u003c/p>\n\u003cp class=\"wp-media-credit\">Flickr:remiforall\u003c/p>\n\u003c/div>\n\u003ch4>\u003cstrong>1. PAPER IS NOT DEAD\u003c/strong>\u003c/h4>\n\u003cp style=\"padding-left: 30px\">\u003cstrong>\u003c/strong>While digital is firing up imaginations and well-equipped classrooms, paper is still the pervasive medium of choice. Digital instruction is simply finally achieving equal billing for serious consideration and state and federal funding. Despite this year’s \u003ca href=\"http://www.fcc.gov/document/fcc-chairman-and-ed-sec-discuss-digital-textbooks-edtech-leaders\">declaration \u003c/a>from the FCC and U.S. Department of Education that the industry should replace paper with digital textbooks by 2017, financial and technical hurdles remain.\u003c/p>\n\u003cp style=\"padding-left: 30px\">For example, one high-profile Open Educational Resources \u003ca href=\"http://www.slideshare.net/opencontent/the-5-texbook\">pilot \u003c/a>in Utah uses digital resources to create paper high school science textbooks -- at an attractive per-copy price of about five dollars, versus $80 for commercial texts. Why paper? David Wiley of Brigham Young University explained at SXSWedu that the digital device cost per student was high and much of the benefit could be derived in how the material was customized, taking advantage of paper’s “unlimited battery life.”\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp style=\"padding-left: 30px\">Technical concerns were front-and-center at a Consortium for School Networking/SIIA \u003ca href=\"http://www.cosn.org/Events/FeedbackFocusGroups/tabid/4638/Default.aspx\">Feedback Forum\u003c/a> held with district and state officials during the \u003ca href=\"http://www.isteconference.org/2012/\">ISTE 2012\u003c/a> conference. While WiFi and devices may exist in a school district, distribution can be lumpy, creating hurdles to smooth implementation. “We have schools that are one hundred percent textbook, and schools that are fully digital -- a broad spectrum,” said a Louisiana-based tech coordinator.\u003c/p>\n\u003cp style=\"padding-left: 30px\">It is, one administrator from a California district noted, the last mile Internet connection into schools and even individual classrooms “where things get interesting.” Which renders paper \u003c!--more-->as a cheap, convenient delivery mechanism, a good option -- for now.\u003c/p>\n\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003ch4>\u003ca href=\"http://ww2.kqed.org/mindshift/2012/12/2012-ed-tech-trends-insights-from-insiders/colleges2-4/\" rel=\"attachment wp-att-25841\">\u003cimg class=\"alignright size-medium wp-image-25841\" title=\"colleges2\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/12/colleges2-300x166.jpg\" alt=\"\" width=\"300\" height=\"166\">\u003c/a>2. MOOCs AND BLENDED LEARNING FLOURISH\u003c/h4>\n\u003cp style=\"padding-left: 30px\">Perhaps the\u003ca href=\"http://hackeducation.com/2012/12/03/top-ed-tech-trends-of-2012-moocs/\"> most-covered trend \u003c/a>in 2012 is the MOOC movement -- \u003ca href=\"http://ww2.kqed.org/mindshift/tag/mooc/\">Massively Open Online Courses \u003c/a>in higher education -- so pervasive it is now also getting noticed at K-12-focused events. Investors and media are paying close attention to Coursera, edX, Udacity, and other major players. But the attention paid to the newest MOOCs seemed to overshadow awareness of the progress being made in another online instructional area: K-12 web-only and blended learning.\u003c/p>\n\u003cp style=\"padding-left: 30px\">When it comes to blended learning, one of the biggest challenges this year echoed at ed-tech conferences was agreeing on a clear definition. The Innosight Institute in 2012 simplified its original 40 blended learning profiles to a more manageable number -- four models. Perhaps symptomatic of the need for clarity, at one event a representative of a well-known education company\u003ca href=\"https://www.edsurge.com/n/who-invented-blended-learning\"> claimed \u003c/a> it had “invented” blended learning because its reading intervention software existed on computers years ago.\u003c/p>\n\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003cdiv id=\"attachment_25842\" class=\"module image alignright mceTemp\" style=\"width: 300px\">\u003ca href=\"http://www.flickr.com/photos/opethpainter/3419418246/sizes/m/in/photostream/\">\u003cimg class=\"size-medium wp-image-25842\" title=\"3419418246_7671451850\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/12/3419418246_7671451850-300x190.jpg\" alt=\"\" width=\"300\" height=\"190\">\u003c/a>\u003c/div>\n\u003ch4>\u003cstrong>3. MALLS, CHURCHES, BUSES: SCHOOL IS EVERYWHERE \u003c/strong>\u003c/h4>\n\u003cp style=\"padding-left: 30px\">Online learning aside, the physical definition of “school” and its borders are noticeably expanding, and not just to the home.\u003c/p>\n\u003cp style=\"padding-left: 30px\">At the \u003ca href=\"http://www.schooldata.com/ednetagenda.asp\">EdNET 2012\u003c/a> conference, online program manager Gloria L. Keaton of Annapolis Road Academy in Prince George’s County Public Schools, MD, noted that online learning labs don’t have to be in school buildings. “Let’s have a lab in a shopping mall. Kids go there. Teachers go there.”\u003c/p>\n\u003cp style=\"padding-left: 30px\">An administrator from Arizona, speaking at the CoSN/SIIA Feedback Forum, said his district started putting WiFi on buses because kids have an hour-and-a-half ride each way. At that same session, a Chicago-area district official said his schools were working with malls and other public areas to install WiFi for students to use while studying. And a Louisiana tech coordinator said churches, as gathering places, are putting in WiFi to become community centers for studying.\u003c/p>\n\u003cp style=\"padding-left: 30px\">Summed up the CoSN/SIIA facilitator: “The last mile (for school Internet access) is changing. But you’re not responsible for that last mile.”\u003c/p>\n\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003ch4>\u003cstrong>4.\u003c/strong>\u003cstrong> MOBILE AND BYOD: THE CLASH OF REALITY AND POTENTIAL\u003cbr>\n\u003c/strong>\u003c/h4>\n\u003cp style=\"padding-left: 30px\">\u003cstrong>\u003c/strong>Discussion of \u003ca href=\"http://ww2.kqed.org/mindshift/2012/03/amidst-a-mobile-revolution-in-schools-will-old-teaching-tactics-prevail/\">mobile devices\u003c/a> -- school or student-owned -- was a huge topic of conversation in 2012. (Check out \u003ca href=\"http://www.zdnet.com/blog/sap/chart-top-100-ipad-rollouts-by-enterprises-and-schools-updated-oct-16-2012/1274\">ZDNet's post tracking iPad adoption.\u003c/a>)\u003c/p>\n\u003cp style=\"padding-left: 30px\">But as with infrastructure, reality lagged behind enthusiasm. Flybridge Capital’s Matt Witheiler opined at SIIA’s \u003ca href=\"http://www.siia.net/etbf/2012/schedule.asp\">Ed Tech Business Forum\u003c/a> that mobile education was “under-invested.” At the CoSN/SIIA Feedback Forum, one Oklahoma district tech said he passed out iPads to all teachers on the first day of school, but “a month later all the teachers were complaining they couldn’t get online when they wanted.”\u003c/p>\n\u003cp style=\"padding-left: 30px\">As to students bringing their own devices? It’s a misconception that BYOD is a common policy, said Peter DeWitt, principal of Poestenkill Elementary School in upstate New York and a popular \u003ca href=\"http://blogs.edweek.org/edweek/finding_common_ground/\">ed-tech blogger\u003c/a>, at EdNET 2012. With pressures of Common Core curriculum, teacher evaluations, new tests and other higher priorities sucking all the time out of the school day, “I don’t think schools are prepared for BYOD. I want them to be,” he said. Issues include teacher control, teaching kids to use their devices on school properly, infrastructure and number of tech support staff.\u003c/p>\n\u003cp style=\"padding-left: 30px\">On the plus side, “The iPad has been one of the elements of seismic change, because of how it opened people’s minds,” said David Straus, vice president of product at Kno at the \u003ca href=\"http://siia.net/etis/2012/\">SIIA Ed Tech Industry Summit\u003c/a>.\u003c/p>\n\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003ch4>\u003cstrong>5. FLOOD OF MONEY CHASING ED TECH\u003cbr>\n\u003c/strong>\u003c/h4>\n\u003cp style=\"padding-left: 30px\">This year saw so much investor, startup and news media attention paid to ed tech, that by this fall whispers began about the \u003ca href=\"http://www.geekwire.com/2012/coming-tech-bubble-education/\">potential of a bubble\u003c/a>, one that might drag teachers and students who depend on the latest products down with the overheated companies should it pop.\u003c/p>\n\u003cp style=\"padding-left: 30px\">At year’s end the whispers had become chatter as investors met with the industry at the SIIA Ed Tech Business Forum in New York City. “There’s more money than talent,” said City Light Capital’s\u003c/p>\n\u003caside class=\"pullquote alignleft\">\n\u003cp>“The startup end of the space is extremely over-inflated.”\u003c/p>\n\u003cp style=\"padding-left: 30px\">\u003c/p>\u003c/aside>\n\n\u003cp style=\"padding-left: 30px\">Josh Cohen, bluntly stating a common attitude. He added that while his firm has invested in higher education, it has “been looking to do a K-12 deal since 2004 and still haven’t found the right one.” Overall, Chief Strategy Officer Diana Rhoten of Amplify observed, “The startup end of the space is extremely over-inflated.”\u003c/p>\n\u003cp style=\"padding-left: 30px\">As for the traditional educational publishers, only Pearson is an active strategic investor among the major players, according to Baran Rosen of Whitestone Communications. Others, such as Houghton Mifflin Harcourt and McGraw-Hill, “have fallen behind” due to internal issues, flagging sales and other distractions. But Rosen noted investors view the appeal of education as huge, “second only to health care” in size.\u003c/p>\n\u003cp style=\"padding-left: 30px\">\n\u003c/p>\u003ch4>\u003cstrong>MISCELLANY\u003c/strong>\u003c/h4>\n\u003cp>Finally, there’s the trend category of \"lots of talk,\" nascent widespread adoption. Big or portable education data is not quite there yet, but there’s been lots of promising activity with the \u003ca href=\"http://ww2.kqed.org/mindshift/2012/07/how-will-student-data-be-used/\">Shared Learning Collaborative\u003c/a> and the U.S. Department of Education’s \u003ca href=\"http://www.ed.gov/edblogs/technology/mydata/\">MyData\u003c/a> initiative. The maker movement is cool, but hardly ubiquitous in most traditional K-12 schools. Digital badges for informal (and some formal) learning trumpeted by \u003ca href=\"http://openbadges.org/en-US/\">Mozilla Open Badges\u003c/a> and the MacArthur Foundation are still in early development stages.\u003c/p>\n\u003cp>There’s just one caveat about trying to divine trends from these half-dozen events. As Justin Serrano, President of Kaplan K12 Learning Services, quipped at the Software and Information Industry Association’s Ed Tech Industry Summit last spring, “Sometimes these conferences are a little bit like a Dead show. You see the same people moving from one to another.”\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>\u003cem>Frank Catalano is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes a column for \u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a>. He attended every event listed here, and even spoke at a few of them.\u003c/em>\u003cem>\u003c/em>\u003c/p>\n\n\u003c/div>\u003c/p>",
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"content": "\u003cdiv id=\"attachment_25179\" class=\"module image aligncenter mceTemp mceIEcenter\" style=\"width: 480px\">\u003ca href=\"http://ww2.kqed.org/mindshift/2012/11/going-retro-reading-apps-for-real-books/mzl-bjvfazrr-480x480-75-2/\" rel=\"attachment wp-att-25179\">\u003cimg class=\"size-full wp-image-25179\" title=\"\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/11/mzl.bjvfazrr.480x480-751.jpg\" alt=\"\" width=\"480\" height=\"311\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2012/11/mzl.bjvfazrr.480x480-751.jpg 480w, https://ww2.kqed.org/app/uploads/sites/23/2012/11/mzl.bjvfazrr.480x480-751-400x259.jpg 400w, https://ww2.kqed.org/app/uploads/sites/23/2012/11/mzl.bjvfazrr.480x480-751-320x207.jpg 320w\" sizes=\"(max-width: 480px) 100vw, 480px\">\u003c/a>\n\u003cp class=\"wp-media-credit\">Reading Rainbow app\u003c/p>\n\u003c/div>\n\u003cp class=\"dropcap-serif\">YouTube clips. Texting. Twitter. Facebook status updates.\u003c/p>\n\u003cp>The prevalence of short-attention-span media -- easily scanned or consumed -- has led to much hand-wringing over how students will develop that lifelong love of reading perceived to be so critical to lifelong learning.\u003c/p>\n\u003cp>One answer (in addition to “it’s not as bad as you think,” as a recent\u003ca href=\"http://ww2.kqed.org/mindshift/2012/10/beyond-texts-and-tweets-young-people-still-love-to-read-books/\"> Pew Research Center\u003c/a> study might be summarized) may be in adapting the function to the form. Which is to say to put real, and sometimes classic, children’s books on the latest digital devices via apps and the web.\u003c/p>\n\u003cp>That’s the tack several tech-oriented companies are taking with both fiction and non-fiction. And while the customer for each effort differs -- ranging from parents to teachers to librarians -- the emphasis is remarkably similar: instilling the love of reading and books early, even if there isn’t a physical book.\u003c/p>\n\u003cp>A handful of recent examples for this revenge of the retro:\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>\u003cstrong>LIVING BOOKS.\u003c/strong> Your first reaction may be that “Living Books” sounds familiar. And it should. A startup, \u003ca href=\"http://wanderfulstorybooks.com/\">Wanderful\u003c/a>, is bringing back titles in the much-loved series that software company Broderbund originally produced two decades ago, at the dawn of the CD-ROM age.\u003c/p>\n\u003cp>No longer restricted to physical discs or desktop computers underpowered for multimedia, the updated titles are returning as $5 iPad iOS apps (and eligible for Apple’s Volume Purchase Program for Education), with plans to add Android versions after the first of the year. These newest Living \u003c!--more-->Books are being driven by leaders of the original team, including former Broderbund CTO Mickey W. Mantle (now CEO) and Living Books creator Mark Schlichting.\u003c/p>\n\u003cp>The five titles available now are \u003cem>Arthur’s Teacher Trouble\u003c/em>, \u003cem>The Tortoise and the Hare\u003c/em>,\u003cem> Little Monster at School\u003c/em>, \u003cem>Harry and the Haunted House\u003c/em> and most recently, \u003cem>The Berenstein Bears Get in a Fight\u003c/em>. Each includes multiple languages, interactive features for multi-touch devices and refreshed art work for higher-resolution displays that didn’t exist when cathode ray tubes reigned supreme. An\u003c/p>\n\u003ch5>\u003c/h5>\n\u003caside class=\"pullquote alignleft\">\n\u003ch5>RELATED READING:\u003c/h5>\n\u003cul>\n\u003cli>\u003ca href=\"http://ww2.kqed.org/mindshift/2012/09/survey-for-young-kids-parents-prefer-reading-print-books/\">Study: Parents Prefer Reading Print Books to Young Kids\u003c/a>\u003c/li>\n\u003cli>\u003ca href=\"http://ww2.kqed.org/mindshift/2012/05/for-young-readers-print-or-digital-books/\">For Young Readers: Print or Digital?\u003c/a>\u003c/li>\n\u003cli>\u003ca href=\"http://ww2.kqed.org/mindshift/2010/10/ipad-game-changing-device-latest-fad-or-the-future-of-education-how-about-all-three/\">iPad: Game-Changer or Fad?\u003c/a>\u003c/li>\n\u003c/ul>\n\u003c/aside>\n\u003cp>educator-focused Classroom Activities Guide is available for $2.99 as an in-app purchase, tying each storybook to reading, arts, math, social studies and other subjects with alignment to Common Core State Standards.\u003c/p>\n\u003cp>Wanderful’s Bill Hensley plans to have a free “sampler” app before the holidays (with a sample page of each title) and a second Arthur title, \u003cem>Arthur’s Birthday\u003c/em>, is slated for January.\u003c/p>\n\u003cp>\u003cstrong>READING RAINBOW. \u003c/strong>Earlier this year at the SXSWedu education technology conference, keynote speaker LeVar Burton (known, depending on one’s generation, as Kunta Kinte of \u003cem>Roots\u003c/em>, Geordi La Forge of \u003cem>Star Trek: The Next Generation\u003c/em> or the host of PBS’ long-running \u003cem>Reading Rainbow\u003c/em>) \u003ca href=\"http://www.youtube.com/watch?v=b52ZlO6tbmY&feature=plcp\">announced\u003c/a> to wild educator applause the return of \u003ca href=\"https://itunes.apple.com/us/app/reading-rainbow/id512350210?ls=1&mt=8\">Reading Rainbow\u003c/a> as an iPad app. Burton’s\u003ca href=\"http://www.rrkidz.com/\"> RRKidz \u003c/a>venture subsequently launched the app in June with 150 books, now up to 175 titles, sporting voice-overs, “light animations” and activities.\u003c/p>\n\u003cp>Designed for kids ages 3-9, the iPad app is free and includes one book; others are part of a $10/month subscription (or $30 for six months). A companion website gives parents updates on the amount of time kids spend reading and recommends new stories based on their interests. Publishers involved include Little, Brown, Holiday House and Peachtree Publishers. RRKIdz says popular titles, so far, include\u003cem> A Child’s Calendar \u003c/em>by John Updike and the\u003cem> I See I Learn\u003c/em> series by Stuart J. Murphy. Android? Expect it in the first quarter of 2013.\u003c/p>\n\u003cp>But those are books by the piece. What about books delivered by the digital pallet to school libraries and entire buildings?\u003c/p>\n\u003cp>\u003cstrong>MYON READER.\u003c/strong> Capstone Digital has put more than 3,000 digital book titles on its web- and iPad- friendly \u003ca href=\"http://www.thefutureinreading.com/content.html\">myOn Reader\u003c/a> enhanced eBook platform and expects to reach 4,000 by the end of the year. Each book is tied to Lexile measures for reading difficulty and ability level and has an embedded assessment. Most feature narration (for reading aloud), highlighting, a dictionary and other scaffolds which can be turned on or off as needed.\u003c/p>\n\u003cp>And in an era driven by recommendation engines, myOn suggests more reading based on student interests. Books come from more than two dozen \u003ca href=\"http://www.thefutureinreading.com/content.html\">publishers\u003c/a> such as Hachette, DK, Highlights and Capstone itself, ranging in reading level from early childhood to high school.\u003c/p>\n\u003cp>Because of the education customer focus, myOn Reader has an annual school subscription model. Capstone estimates more than 4.25 million books have been read since it launched in January 2011.\u003c/p>\n\u003cp>\u003cstrong>BRAIN HIVE. \u003c/strong>A different, pay-as-you go approach comes from \u003ca href=\"http://www.brainhive.com/Pages/How-It-Works.aspx\">Brain Hive\u003c/a>. It’s a free web-based platform that works with Mac and Windows computers, tablets with browsers and through a dedicated iPad app. Brain Hive has more than 3,000 basic -- and non-interactive -- non-fiction and fiction eBooks for which school libraries pay $1 per student checkout. Books in the collection do offer bookmarking and note-taking capabilities.\u003c/p>\n\u003cp>Familiar books include those in the\u003cem> Boxcar Children\u003c/em> series, \u003cem>Franklin’s Thanksgiving\u003c/em> by Paulette Bourgeois and others from major publishers such as Random House. While the names may resonate, questions were raised when this was shown at June’s ISTE conference about what happens when checkouts exceed a school library budget. The answer? Titles become “\u003ca href=\"http://www.brainhive.com/Pages/FAQ.aspx\">temporarily unavailable\u003c/a>,” just as they might if a physical library ran out of copies.\u003c/p>\n\u003cp>So does this mean many of today’s young children will \u003cem>never\u003c/em> heft a physical tome? Unlikely. But they will come to understand that a book is more than its container, whether it’s paper or plastic.\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>\u003cem>Frank Catalano is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes a column for \u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a>. Full disclosure: he advised Capstone Digital on its plans for myON Reader in late 2010, but will never disclose his Lexile measure.\u003c/em>\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cdiv id=\"attachment_25179\" class=\"module image aligncenter mceTemp mceIEcenter\" style=\"width: 480px\">\u003ca href=\"http://ww2.kqed.org/mindshift/2012/11/going-retro-reading-apps-for-real-books/mzl-bjvfazrr-480x480-75-2/\" rel=\"attachment wp-att-25179\">\u003cimg class=\"size-full wp-image-25179\" title=\"\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/11/mzl.bjvfazrr.480x480-751.jpg\" alt=\"\" width=\"480\" height=\"311\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2012/11/mzl.bjvfazrr.480x480-751.jpg 480w, https://ww2.kqed.org/app/uploads/sites/23/2012/11/mzl.bjvfazrr.480x480-751-400x259.jpg 400w, https://ww2.kqed.org/app/uploads/sites/23/2012/11/mzl.bjvfazrr.480x480-751-320x207.jpg 320w\" sizes=\"(max-width: 480px) 100vw, 480px\">\u003c/a>\n\u003cp class=\"wp-media-credit\">Reading Rainbow app\u003c/p>\n\u003c/div>\n\u003cp class=\"dropcap-serif\">YouTube clips. Texting. Twitter. Facebook status updates.\u003c/p>\n\u003cp>The prevalence of short-attention-span media -- easily scanned or consumed -- has led to much hand-wringing over how students will develop that lifelong love of reading perceived to be so critical to lifelong learning.\u003c/p>\n\u003cp>One answer (in addition to “it’s not as bad as you think,” as a recent\u003ca href=\"http://ww2.kqed.org/mindshift/2012/10/beyond-texts-and-tweets-young-people-still-love-to-read-books/\"> Pew Research Center\u003c/a> study might be summarized) may be in adapting the function to the form. Which is to say to put real, and sometimes classic, children’s books on the latest digital devices via apps and the web.\u003c/p>\n\u003cp>That’s the tack several tech-oriented companies are taking with both fiction and non-fiction. And while the customer for each effort differs -- ranging from parents to teachers to librarians -- the emphasis is remarkably similar: instilling the love of reading and books early, even if there isn’t a physical book.\u003c/p>\n\u003cp>A handful of recent examples for this revenge of the retro:\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>\u003cstrong>LIVING BOOKS.\u003c/strong> Your first reaction may be that “Living Books” sounds familiar. And it should. A startup, \u003ca href=\"http://wanderfulstorybooks.com/\">Wanderful\u003c/a>, is bringing back titles in the much-loved series that software company Broderbund originally produced two decades ago, at the dawn of the CD-ROM age.\u003c/p>\n\u003cp>No longer restricted to physical discs or desktop computers underpowered for multimedia, the updated titles are returning as $5 iPad iOS apps (and eligible for Apple’s Volume Purchase Program for Education), with plans to add Android versions after the first of the year. These newest Living \u003c!--more-->Books are being driven by leaders of the original team, including former Broderbund CTO Mickey W. Mantle (now CEO) and Living Books creator Mark Schlichting.\u003c/p>\n\u003cp>The five titles available now are \u003cem>Arthur’s Teacher Trouble\u003c/em>, \u003cem>The Tortoise and the Hare\u003c/em>,\u003cem> Little Monster at School\u003c/em>, \u003cem>Harry and the Haunted House\u003c/em> and most recently, \u003cem>The Berenstein Bears Get in a Fight\u003c/em>. Each includes multiple languages, interactive features for multi-touch devices and refreshed art work for higher-resolution displays that didn’t exist when cathode ray tubes reigned supreme. An\u003c/p>\n\u003ch5>\u003c/h5>\n\u003caside class=\"pullquote alignleft\">\n\u003ch5>RELATED READING:\u003c/h5>\n\u003cul>\n\u003cli>\u003ca href=\"http://ww2.kqed.org/mindshift/2012/09/survey-for-young-kids-parents-prefer-reading-print-books/\">Study: Parents Prefer Reading Print Books to Young Kids\u003c/a>\u003c/li>\n\u003cli>\u003ca href=\"http://ww2.kqed.org/mindshift/2012/05/for-young-readers-print-or-digital-books/\">For Young Readers: Print or Digital?\u003c/a>\u003c/li>\n\u003cli>\u003ca href=\"http://ww2.kqed.org/mindshift/2010/10/ipad-game-changing-device-latest-fad-or-the-future-of-education-how-about-all-three/\">iPad: Game-Changer or Fad?\u003c/a>\u003c/li>\n\u003c/ul>\n\u003c/aside>\n\u003cp>educator-focused Classroom Activities Guide is available for $2.99 as an in-app purchase, tying each storybook to reading, arts, math, social studies and other subjects with alignment to Common Core State Standards.\u003c/p>\n\u003cp>Wanderful’s Bill Hensley plans to have a free “sampler” app before the holidays (with a sample page of each title) and a second Arthur title, \u003cem>Arthur’s Birthday\u003c/em>, is slated for January.\u003c/p>\n\u003cp>\u003cstrong>READING RAINBOW. \u003c/strong>Earlier this year at the SXSWedu education technology conference, keynote speaker LeVar Burton (known, depending on one’s generation, as Kunta Kinte of \u003cem>Roots\u003c/em>, Geordi La Forge of \u003cem>Star Trek: The Next Generation\u003c/em> or the host of PBS’ long-running \u003cem>Reading Rainbow\u003c/em>) \u003ca href=\"http://www.youtube.com/watch?v=b52ZlO6tbmY&feature=plcp\">announced\u003c/a> to wild educator applause the return of \u003ca href=\"https://itunes.apple.com/us/app/reading-rainbow/id512350210?ls=1&mt=8\">Reading Rainbow\u003c/a> as an iPad app. Burton’s\u003ca href=\"http://www.rrkidz.com/\"> RRKidz \u003c/a>venture subsequently launched the app in June with 150 books, now up to 175 titles, sporting voice-overs, “light animations” and activities.\u003c/p>\n\u003cp>Designed for kids ages 3-9, the iPad app is free and includes one book; others are part of a $10/month subscription (or $30 for six months). A companion website gives parents updates on the amount of time kids spend reading and recommends new stories based on their interests. Publishers involved include Little, Brown, Holiday House and Peachtree Publishers. RRKIdz says popular titles, so far, include\u003cem> A Child’s Calendar \u003c/em>by John Updike and the\u003cem> I See I Learn\u003c/em> series by Stuart J. Murphy. Android? Expect it in the first quarter of 2013.\u003c/p>\n\u003cp>But those are books by the piece. What about books delivered by the digital pallet to school libraries and entire buildings?\u003c/p>\n\u003cp>\u003cstrong>MYON READER.\u003c/strong> Capstone Digital has put more than 3,000 digital book titles on its web- and iPad- friendly \u003ca href=\"http://www.thefutureinreading.com/content.html\">myOn Reader\u003c/a> enhanced eBook platform and expects to reach 4,000 by the end of the year. Each book is tied to Lexile measures for reading difficulty and ability level and has an embedded assessment. Most feature narration (for reading aloud), highlighting, a dictionary and other scaffolds which can be turned on or off as needed.\u003c/p>\n\u003cp>And in an era driven by recommendation engines, myOn suggests more reading based on student interests. Books come from more than two dozen \u003ca href=\"http://www.thefutureinreading.com/content.html\">publishers\u003c/a> such as Hachette, DK, Highlights and Capstone itself, ranging in reading level from early childhood to high school.\u003c/p>\n\u003cp>Because of the education customer focus, myOn Reader has an annual school subscription model. Capstone estimates more than 4.25 million books have been read since it launched in January 2011.\u003c/p>\n\u003cp>\u003cstrong>BRAIN HIVE. \u003c/strong>A different, pay-as-you go approach comes from \u003ca href=\"http://www.brainhive.com/Pages/How-It-Works.aspx\">Brain Hive\u003c/a>. It’s a free web-based platform that works with Mac and Windows computers, tablets with browsers and through a dedicated iPad app. Brain Hive has more than 3,000 basic -- and non-interactive -- non-fiction and fiction eBooks for which school libraries pay $1 per student checkout. Books in the collection do offer bookmarking and note-taking capabilities.\u003c/p>\n\u003cp>Familiar books include those in the\u003cem> Boxcar Children\u003c/em> series, \u003cem>Franklin’s Thanksgiving\u003c/em> by Paulette Bourgeois and others from major publishers such as Random House. While the names may resonate, questions were raised when this was shown at June’s ISTE conference about what happens when checkouts exceed a school library budget. The answer? Titles become “\u003ca href=\"http://www.brainhive.com/Pages/FAQ.aspx\">temporarily unavailable\u003c/a>,” just as they might if a physical library ran out of copies.\u003c/p>\n\u003cp>So does this mean many of today’s young children will \u003cem>never\u003c/em> heft a physical tome? Unlikely. But they will come to understand that a book is more than its container, whether it’s paper or plastic.\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>\u003cem>Frank Catalano is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes a column for \u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a>. Full disclosure: he advised Capstone Digital on its plans for myON Reader in late 2010, but will never disclose his Lexile measure.\u003c/em>\u003c/p>\n\n\u003c/div>\u003c/p>",
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"content": "\u003cdiv id=\"attachment_23927\" class=\"module image aligncenter mceTemp mceIEcenter\" style=\"width: 500px\">\n\u003cp>\u003ca href=\"http://www.flickr.com/photos/56155476@N08/6660073135/sizes/m/in/photostream/\">\u003cimg class=\"size-full wp-image-23927\" title=\"6660073135_a315ee4b17\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/09/6660073135_a315ee4b17.jpg\" alt=\"\" width=\"500\" height=\"375\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2012/09/6660073135_a315ee4b17.jpg 500w, https://ww2.kqed.org/app/uploads/sites/23/2012/09/6660073135_a315ee4b17-400x300.jpg 400w, https://ww2.kqed.org/app/uploads/sites/23/2012/09/6660073135_a315ee4b17-320x240.jpg 320w\" sizes=\"(max-width: 500px) 100vw, 500px\">\u003c/a>\u003c/p>\n\u003cp class=\"wp-media-credit\">Flickr:Flickingrbrad\u003c/p>\n\u003c/div>\n\u003cp class=\"dropcap-serif\">Increasingly, digital games are cropping up everywhere in education. And that’s stimulated a flurry of activity leading to the expectation that no longer are learning games only likely to come from traditional education companies, but a wide variety of sources.\u003c/p>\n\u003cp>The expectation-setting stats and statements, at least, are straightforward. Both the New Media Consortium’s\u003ca href=\"http://ww2.kqed.org/mindshift/2012/02/whats-on-the-horizon-in-higher-education/\"> 2012 Horizon Report on higher education\u003c/a> and its 2011 Horizon Report for K-12 put game-based learning in the mainstream (defined as adopted by about 20% of institutions) in the next two-to-three years. “The greatest potential of games for learning lie in their ability to foster collaboration and engage students deeply in the process of learning,” noted the 2012 higher ed collaborative effort of NMC educators and research centers.\u003c/p>\n\u003cp>Then there’s the expectation of the “demand” side: students. An \u003ca href=\"http://www.educause.edu/library/resources/ecar-national-study-undergraduate-students-and-information-technology-2011-report\">Educause survey\u003c/a> last October found 37% of college students use educational games or simulations – and 15% wished their instructors used them more often. Project Tomorrow’s national \u003ca href=\"http://www.tomorrow.org/speakup/2012_PersonalizedLearning.html\">Speak Up report\u003c/a> released in April found that 52% of middle school students wanted their “ultimate” school to have games and simulations.\u003c/p>\n\u003cp>Now, it appears, the “supply” side is responding, building on a base of learning game research from this century – or simply taking advantage of heightened expectations. No matter what the motivation, it provides evidence a perceived K-20 trend toward games may actually be real and is spurring activity from places not always thought as hotbeds of hard-core learning game development.\u003c/p>\n\u003cp>\u003cstrong>CONSUMER\u003c/strong>\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>\u003cstrong>\u003c/strong>Consumer and learning game worlds have long been separate, with some notable crossovers (Where in the World is Carmen Sandiego and SimCity are two early standouts). But motivated companies are trying to make consumer crossovers more common and even more structured.\u003c!--more-->\u003c/p>\n\u003cp>Take the original Angry Birds, which has been used to teach \u003ca href=\"http://www.good.is/post/atlanta-teacher-uses-angry-birds-for-physics-lessons/\">physics\u003c/a>. Developer Rovio subsequently worked with NASA on the micro-gravity used in Angry Birds Space to improve its educational value (if you can ignore the exploding pigs in vacuum). That collaboration reached a new orbit with the landing of the Mars Curiosity rover and the \u003ca href=\"http://www.nasa.gov/home/hqnews/2012/aug/HQ_12-285_Angry_Birds.html\">release\u003c/a> the same month of an Angry Birds Space: Red Planet update with explicit links to NASA educational \u003ca href=\"http://www.nasa.gov/redplanet/mars.html\">content \u003c/a>about Mars.\u003c/p>\n\u003cp>Another example: Valve, the maker of hit video games such as Half-Life, \u003ca href=\"http://www.geekwire.com/2011/valve-high-hopes-nonsucky-educational-game/\">promoted\u003c/a> its Learn With Portals initiative last year and went on to release education-specific \u003ca href=\"http://www.teachwithportals.com/\">tools and lessons plans\u003c/a> for its Portal and Portal 2 games to help middle-school students learn physics and encourage STEM education.\u003c/p>\n\u003cp>It’s as if educators and companies are taking advantage of improved consumer game engines that allow for more realistic simulations – and the more life-like the fantasy scenarios become, the more applicable they may be for education in the real world.\u003c/p>\n\u003cp>\u003cstrong>NON-PROFITS\u003c/strong>\u003c/p>\n\u003cp>\u003cstrong>\u003c/strong>Non-profits, including foundations and research labs, are also creating games and simulations for use in education – and some commercial firms are even taking notice.\u003c/p>\n\u003cp>Digital citizenship game house \u003ca href=\"http://www.icivics.org/games\">iCivics\u003c/a> was founded by former Supreme Court Justice Sandra Day O’Connor. In two years, it created 16 digital educational games such as Argument Wars (arguing cases in front of the Supreme Court) and People’s Pie (controlling the federal government budget), along with teaching materials for each. Several of the iCivics games have made their way into BrainPOP’s year-old \u003ca href=\"http://www.brainpop.com/games/\">GameUp\u003c/a> site for K-12 classrooms. BrainPOP Chief Operating Officer and General Manager Din Heiman notes many of the 50 or so games on its free GameUp site, “are grant funded, published by universities or by entities strongly affiliated with universities and research centers.”\u003c/p>\n\u003cp>Another non-profit offspring is \u003ca href=\"http://gamestarmechanic.com/\">Gamestar Mechanic\u003c/a>, created by the \u003ca href=\"http://www.instituteofplay.org/about/\">Institute of Play\u003c/a> and released in late 2010. It’s a kind of meta-“learning game” game, designed to teach 7- to 14-year olds systems thinking and game design. Games created by students can be played by other students.\u003c/p>\n\u003cp>Other examples include games from organizations as varied as the \u003ca href=\"http://www.nobelprize.org/educational/\">Nobel Prize\u003c/a> to \u003ca href=\"http://www.generationcures.org/education\">Generation Cures\u003c/a>, based at Children’s Hospital Boston. Not to mention a number of government agencies, and museums such as those of the \u003ca href=\"http://www.si.edu/Encyclopedia/Search/Kids%20Favorites\">Smithsonian\u003c/a>.\u003c/p>\n\u003cp>\u003cstrong>EDUCATIONAL INSTITUTIONS\u003cbr>\n\u003c/strong>\u003c/p>\n\u003cp>\u003cstrong>\u003c/strong>Schools, colleges and universities are creating their own games and \u003ca href=\"http://ww2.kqed.org/mindshift/2012/08/whats-the-difference-between-games-and-gamification/\">sims\u003c/a>. And rather than just use them for their own students, they’re sharing.\u003c/p>\n\u003cp>A relatively well-known example is the video game company management simulator \u003ca href=\"https://mitsloan.mit.edu/MSTIR/system-dynamics/platform-wars/Pages/default.aspx\">Platform Wars\u003c/a>, originally created by the MIT Sloan School of Management for its own use but made available – for free – to other institutions, and anyone with a web browser, early this year.\u003c/p>\n\u003cp>But there are more game-like – and even quirkier – examples. Take \u003ca href=\"http://cme.stanford.edu/septris/game/index.html\">Septris\u003c/a>. The brainchild of the Stanford University School of Medicine, it tackles education about the deadly complications of \u003ca href=\"http://cme.stanford.edu/septris/\">sepsis \u003c/a>by channeling the classic video game Tetris.\u003c/p>\n\u003cp>In Septris, two “hospital patients” sink fast with alarming vital signs, and players have to race to apply tests and treatments to make a diagnosis and keep them alive. (Sepsis, in real life, can kill a patient only a few hours; in the game, it can happen in as little as two minutes.) While the game is free and can be played on the web or mobile devices, nurses and doctors can level up $20 for a post-game test to get Continuing Medical Education credits. If they succeed.\u003c/p>\n\u003cp>In addition, initiatives like the \u003ca href=\"http://www.stemchallenge.org/winners/2012Youth.aspx\">National STEM Video Game Challenge\u003c/a> encourage students and teachers to create games that can be shared outside their schools’ walls.\u003c/p>\n\u003cp>Cool startups (such as \u003ca href=\"http://www.kuatostudios.com/index.html#\" target=\"_blank\">Kuato\u003c/a>) and established educational companies (such as \u003ca href=\"http://mhecdi.com/pt_about.html\" target=\"_blank\">McGraw-Hill\u003c/a>) are also sources of good learning games, but as the digital games for learning market accelerates, educators may be increasingly looking to – and companies looking over their shoulders at – the playful activities of their counterparts in the consumer, non-profit and academic worlds.\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>\u003cstrong>\u003cem>Frank Catalano\u003c/em>\u003c/strong>\u003cem> is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes the regular Practical Nerd column for \u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a>. He failed miserably at Septris, dashing any lingering hopes of his parents that he might someday be a doctor.\u003c/em>\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cdiv id=\"attachment_23927\" class=\"module image aligncenter mceTemp mceIEcenter\" style=\"width: 500px\">\n\u003cp>\u003ca href=\"http://www.flickr.com/photos/56155476@N08/6660073135/sizes/m/in/photostream/\">\u003cimg class=\"size-full wp-image-23927\" title=\"6660073135_a315ee4b17\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/09/6660073135_a315ee4b17.jpg\" alt=\"\" width=\"500\" height=\"375\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2012/09/6660073135_a315ee4b17.jpg 500w, https://ww2.kqed.org/app/uploads/sites/23/2012/09/6660073135_a315ee4b17-400x300.jpg 400w, https://ww2.kqed.org/app/uploads/sites/23/2012/09/6660073135_a315ee4b17-320x240.jpg 320w\" sizes=\"(max-width: 500px) 100vw, 500px\">\u003c/a>\u003c/p>\n\u003cp class=\"wp-media-credit\">Flickr:Flickingrbrad\u003c/p>\n\u003c/div>\n\u003cp class=\"dropcap-serif\">Increasingly, digital games are cropping up everywhere in education. And that’s stimulated a flurry of activity leading to the expectation that no longer are learning games only likely to come from traditional education companies, but a wide variety of sources.\u003c/p>\n\u003cp>The expectation-setting stats and statements, at least, are straightforward. Both the New Media Consortium’s\u003ca href=\"http://ww2.kqed.org/mindshift/2012/02/whats-on-the-horizon-in-higher-education/\"> 2012 Horizon Report on higher education\u003c/a> and its 2011 Horizon Report for K-12 put game-based learning in the mainstream (defined as adopted by about 20% of institutions) in the next two-to-three years. “The greatest potential of games for learning lie in their ability to foster collaboration and engage students deeply in the process of learning,” noted the 2012 higher ed collaborative effort of NMC educators and research centers.\u003c/p>\n\u003cp>Then there’s the expectation of the “demand” side: students. An \u003ca href=\"http://www.educause.edu/library/resources/ecar-national-study-undergraduate-students-and-information-technology-2011-report\">Educause survey\u003c/a> last October found 37% of college students use educational games or simulations – and 15% wished their instructors used them more often. Project Tomorrow’s national \u003ca href=\"http://www.tomorrow.org/speakup/2012_PersonalizedLearning.html\">Speak Up report\u003c/a> released in April found that 52% of middle school students wanted their “ultimate” school to have games and simulations.\u003c/p>\n\u003cp>Now, it appears, the “supply” side is responding, building on a base of learning game research from this century – or simply taking advantage of heightened expectations. No matter what the motivation, it provides evidence a perceived K-20 trend toward games may actually be real and is spurring activity from places not always thought as hotbeds of hard-core learning game development.\u003c/p>\n\u003cp>\u003cstrong>CONSUMER\u003c/strong>\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>\u003cstrong>\u003c/strong>Consumer and learning game worlds have long been separate, with some notable crossovers (Where in the World is Carmen Sandiego and SimCity are two early standouts). But motivated companies are trying to make consumer crossovers more common and even more structured.\u003c!--more-->\u003c/p>\n\u003cp>Take the original Angry Birds, which has been used to teach \u003ca href=\"http://www.good.is/post/atlanta-teacher-uses-angry-birds-for-physics-lessons/\">physics\u003c/a>. Developer Rovio subsequently worked with NASA on the micro-gravity used in Angry Birds Space to improve its educational value (if you can ignore the exploding pigs in vacuum). That collaboration reached a new orbit with the landing of the Mars Curiosity rover and the \u003ca href=\"http://www.nasa.gov/home/hqnews/2012/aug/HQ_12-285_Angry_Birds.html\">release\u003c/a> the same month of an Angry Birds Space: Red Planet update with explicit links to NASA educational \u003ca href=\"http://www.nasa.gov/redplanet/mars.html\">content \u003c/a>about Mars.\u003c/p>\n\u003cp>Another example: Valve, the maker of hit video games such as Half-Life, \u003ca href=\"http://www.geekwire.com/2011/valve-high-hopes-nonsucky-educational-game/\">promoted\u003c/a> its Learn With Portals initiative last year and went on to release education-specific \u003ca href=\"http://www.teachwithportals.com/\">tools and lessons plans\u003c/a> for its Portal and Portal 2 games to help middle-school students learn physics and encourage STEM education.\u003c/p>\n\u003cp>It’s as if educators and companies are taking advantage of improved consumer game engines that allow for more realistic simulations – and the more life-like the fantasy scenarios become, the more applicable they may be for education in the real world.\u003c/p>\n\u003cp>\u003cstrong>NON-PROFITS\u003c/strong>\u003c/p>\n\u003cp>\u003cstrong>\u003c/strong>Non-profits, including foundations and research labs, are also creating games and simulations for use in education – and some commercial firms are even taking notice.\u003c/p>\n\u003cp>Digital citizenship game house \u003ca href=\"http://www.icivics.org/games\">iCivics\u003c/a> was founded by former Supreme Court Justice Sandra Day O’Connor. In two years, it created 16 digital educational games such as Argument Wars (arguing cases in front of the Supreme Court) and People’s Pie (controlling the federal government budget), along with teaching materials for each. Several of the iCivics games have made their way into BrainPOP’s year-old \u003ca href=\"http://www.brainpop.com/games/\">GameUp\u003c/a> site for K-12 classrooms. BrainPOP Chief Operating Officer and General Manager Din Heiman notes many of the 50 or so games on its free GameUp site, “are grant funded, published by universities or by entities strongly affiliated with universities and research centers.”\u003c/p>\n\u003cp>Another non-profit offspring is \u003ca href=\"http://gamestarmechanic.com/\">Gamestar Mechanic\u003c/a>, created by the \u003ca href=\"http://www.instituteofplay.org/about/\">Institute of Play\u003c/a> and released in late 2010. It’s a kind of meta-“learning game” game, designed to teach 7- to 14-year olds systems thinking and game design. Games created by students can be played by other students.\u003c/p>\n\u003cp>Other examples include games from organizations as varied as the \u003ca href=\"http://www.nobelprize.org/educational/\">Nobel Prize\u003c/a> to \u003ca href=\"http://www.generationcures.org/education\">Generation Cures\u003c/a>, based at Children’s Hospital Boston. Not to mention a number of government agencies, and museums such as those of the \u003ca href=\"http://www.si.edu/Encyclopedia/Search/Kids%20Favorites\">Smithsonian\u003c/a>.\u003c/p>\n\u003cp>\u003cstrong>EDUCATIONAL INSTITUTIONS\u003cbr>\n\u003c/strong>\u003c/p>\n\u003cp>\u003cstrong>\u003c/strong>Schools, colleges and universities are creating their own games and \u003ca href=\"http://ww2.kqed.org/mindshift/2012/08/whats-the-difference-between-games-and-gamification/\">sims\u003c/a>. And rather than just use them for their own students, they’re sharing.\u003c/p>\n\u003cp>A relatively well-known example is the video game company management simulator \u003ca href=\"https://mitsloan.mit.edu/MSTIR/system-dynamics/platform-wars/Pages/default.aspx\">Platform Wars\u003c/a>, originally created by the MIT Sloan School of Management for its own use but made available – for free – to other institutions, and anyone with a web browser, early this year.\u003c/p>\n\u003cp>But there are more game-like – and even quirkier – examples. Take \u003ca href=\"http://cme.stanford.edu/septris/game/index.html\">Septris\u003c/a>. The brainchild of the Stanford University School of Medicine, it tackles education about the deadly complications of \u003ca href=\"http://cme.stanford.edu/septris/\">sepsis \u003c/a>by channeling the classic video game Tetris.\u003c/p>\n\u003cp>In Septris, two “hospital patients” sink fast with alarming vital signs, and players have to race to apply tests and treatments to make a diagnosis and keep them alive. (Sepsis, in real life, can kill a patient only a few hours; in the game, it can happen in as little as two minutes.) While the game is free and can be played on the web or mobile devices, nurses and doctors can level up $20 for a post-game test to get Continuing Medical Education credits. If they succeed.\u003c/p>\n\u003cp>In addition, initiatives like the \u003ca href=\"http://www.stemchallenge.org/winners/2012Youth.aspx\">National STEM Video Game Challenge\u003c/a> encourage students and teachers to create games that can be shared outside their schools’ walls.\u003c/p>\n\u003cp>Cool startups (such as \u003ca href=\"http://www.kuatostudios.com/index.html#\" target=\"_blank\">Kuato\u003c/a>) and established educational companies (such as \u003ca href=\"http://mhecdi.com/pt_about.html\" target=\"_blank\">McGraw-Hill\u003c/a>) are also sources of good learning games, but as the digital games for learning market accelerates, educators may be increasingly looking to – and companies looking over their shoulders at – the playful activities of their counterparts in the consumer, non-profit and academic worlds.\u003c/p>\n\u003cp>\u003c/p>\n\u003cp>\u003cstrong>\u003cem>Frank Catalano\u003c/em>\u003c/strong>\u003cem> is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes the regular Practical Nerd column for \u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a>. He failed miserably at Septris, dashing any lingering hopes of his parents that he might someday be a doctor.\u003c/em>\u003c/p>\n\n\u003c/div>\u003c/p>",
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"content": "\u003cfigure id=\"attachment_23437\" class=\"wp-caption center\" style=\"max-width: 583px\">\u003ca href=\"http://ww2.kqed.org/mindshift/2012/08/whats-the-difference-between-games-and-gamification/screen-shot-2012-05-16-at-10-22-24-am-2/\" rel=\"attachment wp-att-23437\">\u003cimg class=\"size-full wp-image-23437\" title=\"Screen-Shot-2012-05-16-at-10.22.24-AM\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/08/Screen-Shot-2012-05-16-at-10.22.24-AM.png\" alt=\"\" width=\"583\" height=\"341\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2012/08/Screen-Shot-2012-05-16-at-10.22.24-AM.png 583w, https://ww2.kqed.org/app/uploads/sites/23/2012/08/Screen-Shot-2012-05-16-at-10.22.24-AM-400x234.png 400w, https://ww2.kqed.org/app/uploads/sites/23/2012/08/Screen-Shot-2012-05-16-at-10.22.24-AM-320x187.png 320w\" sizes=\"(max-width: 583px) 100vw, 583px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\"> \u003c/figcaption>\u003c/figure>\n\u003cp class=\"dropcap-serif\">Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a “learning game.” Lumping all digital game approaches together makes no more sense than a toddler’s inclination to call every four-legged animal a “doggie.”\u003c/p>\n\u003cp>Game interest is definitely on the upswing in K-12 and higher education. It seems almost cyclical: every several years, almost in sync with the acceptance of new technologies (such as multimedia CD-ROM, then online, then mobile), there’s a surge of activity with games in education.\u003c/p>\n\u003cp>But everything game-like is not a game. And while game purists may wince at this simplification, it helps to consider games in education in terms of \u003cem>gamification\u003c/em>, \u003cem>simulation\u003c/em> and (simply) \u003cem>games\u003c/em>. The three approaches aren’t always exclusive – they’re more of a continuum, or a \u003ca href=\"http://en.wikipedia.org/wiki/Venn_diagram\">Venn\u003c/a> diagram’s overlapping circles – but they are notably different.\u003c/p>\n\u003cp>\u003cstrong>GAMIFICATION \u003c/strong>\u003c/p>\n\u003cp>Gamification is the current bright-shiny of the three terms – and, as a result, is the most used and frequently misused. But the cleanest definition is straightforward: gamification is adding game elements and mechanics to things that aren’t designed to be games.\u003c/p>\n\u003caside class=\"pullquote alignleft\">\n\u003cp>Providing feelings of competence, of being in control and that the outcome matters is critical, “and marketers (and frankly most people) don’t really have a clue.”\u003c/p>\n\u003c/aside>\n\u003cp>Outside of education, some call these “\u003ca href=\"http://tyleraltrup.com/2012/02/27/stop-using-the-g-word-how-to-successfully-pitch-gamification/\">reward, recognition and motivation programs\u003c/a>.” And Alex Chisholm, executive director of the \u003ca href=\"http://learninggamesnetwork.org/\">Learning Games Network\u003c/a>, a spin-off from the MIT Education Arcade and University of Wisconsin, shared an equivalent perspective recently when he noted that saying you’re going to “gamify” something in education means you’re applying game design principles to motivate and inspire learners.\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>In apps and software, this is commonly interpreted as adding point systems (sometimes with competitive student leaderboards), badges for accomplishments and levels of progression. One of the highest profile examples of this approach is the \u003ca href=\"http://www.khanacademy.org/about\">Khan Academy\u003c/a>, which layers avatars, energy points and badges on top of completing traditional math activities.\u003c/p>\n\u003cp>But gamification can be done well or poorly.\u003c/p>\n\u003cp>“The first place people go with gamification is ‘rewards.’ There can be dragons,\" says Scott Dodson, a gamification expert and executive with \u003ca href=\"http://www.bobberinteractive.com/about/team/\">Bobber Interactive\u003c/a>. \"Rewards done wrong \u003c!--more-->essentially train the user that the activity is devoid of intrinsic value which leads to amotivation, short-term engagement at best.”\u003c/p>\n\u003cp>Dodson adds that rewards can work, but the way the user experience is framed – providing feelings of competence, of being in control and that the outcome matters – is critical, “and marketers (and frankly most people) don’t really have a clue.”\u003c/p>\n\u003cp>Chisholm expresses similar skepticism when it comes to education. “We’re reserved, if not dubious, about how gamification is employed,” he says, adding it takes a good designer and serious thought about what is actually being gamified.\u003c/p>\n\u003cp>\u003cstrong>SIMULATION\u003c/strong>\u003c/p>\n\u003cp>Mention the original 1989 SimCity as an example and pretty much everyone understands what you mean by a digital simulation that can be used in education. But a good simulation doesn’t have to be game-like. It just has to have both an internally consistent setting with rules and attempt to recreate a real-world scenario or situation.\u003c/p>\n\u003cp>One example: \u003ca href=\"http://ww2.kqed.org/mindshift/2012/02/how-computer-games-help-children-learn/\">Platform Wars\u003c/a>, a management simulator used by the MIT Sloan School of Management for its courses and released for \u003ca href=\"https://mitsloan.mit.edu/MSTIR/system-dynamics/platform-wars/Pages/default.aspx\">public use\u003c/a> in February. In it, the student heads up a video game company and has to make strategic decisions over a decade in simulated time to edge out a competitor’s platform and maximize profits. It’s definitely not flashy, resembling Excel more than Electronic Arts.\u003c/p>\n\u003cp>But that doesn’t mean a simulation can’t be pretty. MediaSpark, which has created business education software for high schools for a number of years, is preparing for the alpha release of \u003ca href=\"http://goventureworld.com/\">GoVenture World\u003c/a>, a web-based, massively multiplayer online role-playing business simulation. In it, players (teenagers and older) can choose a role in manufacturing, law, advertising, retail or investment, deal with each other and sell to simulated consumers. One month in play equals a year in time.\u003c/p>\n\u003cp>Defined another way, “Simulations are re-creations of systems,” says Scott Traylor, who frequently speaks and writes about learning games and is the CEO of digital kids’ content and tech developer \u003ca href=\"http://360kid.org/\">360KID\u003c/a>. That simulation can be of a chemistry lab, gravity or even disaster response. “You are dropped into a situation and the only way you succeed is through trial and error, learning the correct ways of thinking to succeed in a particular role. Does learning occur in a well-designed simulation? You bet. Is this a game? You tell me.”\u003c/p>\n\u003cp>\u003cstrong>(SIMPLY) GAMES\u003c/strong>\u003c/p>\n\u003cp>Successful games in education have a long history, dating back to at least 1985, \u003ca href=\"http://en.wikipedia.org/wiki/Where_in_the_World_Is_Carmen_Sandiego%3F\">Where in the World is Carmen Sandiego\u003c/a> (the first learning product to receive the software industry’s \u003ca href=\"http://www.siia.net/codies/2013/pw_1986.asp\">CODiE award\u003c/a>) and that decade’s Reader Rabbit and Math Blaster, to massively multiplayer, web- and mobile-based learning games of today, like \u003ca href=\"http://us.battle.net/wow/en/\">World of Warcraft\u003c/a>.\u003c/p>\n\u003cp>Games, like simulations, are rule-based. But more so than gamified activities and simulations, there’s usually a strong emphasis on beating the game: that is, playing and winning.\u003c/p>\n\u003cp>“You, as the user, are intrinsically interested in the play experience. If you are engaged at that level, all games have the potential to teach,” notes 360KID’s Traylor. “Good play equals good learning. One example of where learning games tend to go wrong is when game developers apply an A-B-A-B approach to gaming. First you start off by offering some engaging gaming content (A), then you switch to some educational content you must get through in order to return to the game (B).\u003c/p>\n\u003cp>“That’s the chocolate-and-broccoli approach to gaming. Successful learning games seamlessly integrate learning content into the gaming experience,” he says.\u003c/p>\n\u003cp>Chisholm is equally direct, saying the field of game-based educational research has really exploded in the past dozen years. “We don’t want to mimic some of the interesting failures of the multimedia market of the 1990s,” he adds.\u003c/p>\n\u003cp>Traylor echoes the concern. “As people race to develop learning games, only thoughtful and solid collaboration (between gamers and teachers) guided by good research, game development expertise and content expertise will succeed. Learning games could become the latest fad if the market becomes flooded with really bad learning games. That is something I worry about.”\u003c/p>\n\u003cp>Then add in the reality that the lines between gamification, simulation and game aren’t clean: a fuzzy continuum, an overlapping series of circles or, as Bobber’s Dodson suggests, “a triangle, visually” with gamification off the axis and between the others.\u003c/p>\n\u003cp>Take \u003ca href=\"http://minecraftedu.com/\">Minecraft\u003c/a>. Is it a massively multiplayer digital simulation of building with LEGO-like blocks? Or is it a learning game once \u003ca href=\"http://ww2.kqed.org/mindshift/2012/05/teachers-transform-commercial-video-game-for-class-use/\">teachers create projects\u003c/a> for student collaboration using logic gates and objectives?\u003c/p>\n\u003cp>It could be the best response an educator or parent can have, when faced with a digital enthusiast who wants to use games in education, is to first simply ask, “What kind?” And then play on.\u003c/p>\n\u003cp>[ad floatright]\u003c/p>\n\u003cp>\u003cstrong>\u003cem>Frank Catalano\u003c/em>\u003c/strong>\u003cem> is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes the regular Practical Nerd column for \u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a>.\u003c/em>\u003c/p>\n\n",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cfigure id=\"attachment_23437\" class=\"wp-caption center\" style=\"max-width: 583px\">\u003ca href=\"http://ww2.kqed.org/mindshift/2012/08/whats-the-difference-between-games-and-gamification/screen-shot-2012-05-16-at-10-22-24-am-2/\" rel=\"attachment wp-att-23437\">\u003cimg class=\"size-full wp-image-23437\" title=\"Screen-Shot-2012-05-16-at-10.22.24-AM\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/08/Screen-Shot-2012-05-16-at-10.22.24-AM.png\" alt=\"\" width=\"583\" height=\"341\" srcset=\"https://ww2.kqed.org/app/uploads/sites/23/2012/08/Screen-Shot-2012-05-16-at-10.22.24-AM.png 583w, https://ww2.kqed.org/app/uploads/sites/23/2012/08/Screen-Shot-2012-05-16-at-10.22.24-AM-400x234.png 400w, https://ww2.kqed.org/app/uploads/sites/23/2012/08/Screen-Shot-2012-05-16-at-10.22.24-AM-320x187.png 320w\" sizes=\"(max-width: 583px) 100vw, 583px\">\u003c/a>\u003cfigcaption class=\"wp-caption-text\"> \u003c/figcaption>\u003c/figure>\n\u003cp class=\"dropcap-serif\">Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a “learning game.” Lumping all digital game approaches together makes no more sense than a toddler’s inclination to call every four-legged animal a “doggie.”\u003c/p>\n\u003cp>Game interest is definitely on the upswing in K-12 and higher education. It seems almost cyclical: every several years, almost in sync with the acceptance of new technologies (such as multimedia CD-ROM, then online, then mobile), there’s a surge of activity with games in education.\u003c/p>\n\u003cp>But everything game-like is not a game. And while game purists may wince at this simplification, it helps to consider games in education in terms of \u003cem>gamification\u003c/em>, \u003cem>simulation\u003c/em> and (simply) \u003cem>games\u003c/em>. The three approaches aren’t always exclusive – they’re more of a continuum, or a \u003ca href=\"http://en.wikipedia.org/wiki/Venn_diagram\">Venn\u003c/a> diagram’s overlapping circles – but they are notably different.\u003c/p>\n\u003cp>\u003cstrong>GAMIFICATION \u003c/strong>\u003c/p>\n\u003cp>Gamification is the current bright-shiny of the three terms – and, as a result, is the most used and frequently misused. But the cleanest definition is straightforward: gamification is adding game elements and mechanics to things that aren’t designed to be games.\u003c/p>\n\u003caside class=\"pullquote alignleft\">\n\u003cp>Providing feelings of competence, of being in control and that the outcome matters is critical, “and marketers (and frankly most people) don’t really have a clue.”\u003c/p>\n\u003c/aside>\n\u003cp>Outside of education, some call these “\u003ca href=\"http://tyleraltrup.com/2012/02/27/stop-using-the-g-word-how-to-successfully-pitch-gamification/\">reward, recognition and motivation programs\u003c/a>.” And Alex Chisholm, executive director of the \u003ca href=\"http://learninggamesnetwork.org/\">Learning Games Network\u003c/a>, a spin-off from the MIT Education Arcade and University of Wisconsin, shared an equivalent perspective recently when he noted that saying you’re going to “gamify” something in education means you’re applying game design principles to motivate and inspire learners.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>In apps and software, this is commonly interpreted as adding point systems (sometimes with competitive student leaderboards), badges for accomplishments and levels of progression. One of the highest profile examples of this approach is the \u003ca href=\"http://www.khanacademy.org/about\">Khan Academy\u003c/a>, which layers avatars, energy points and badges on top of completing traditional math activities.\u003c/p>\n\u003cp>But gamification can be done well or poorly.\u003c/p>\n\u003cp>“The first place people go with gamification is ‘rewards.’ There can be dragons,\" says Scott Dodson, a gamification expert and executive with \u003ca href=\"http://www.bobberinteractive.com/about/team/\">Bobber Interactive\u003c/a>. \"Rewards done wrong \u003c!--more-->essentially train the user that the activity is devoid of intrinsic value which leads to amotivation, short-term engagement at best.”\u003c/p>\n\u003cp>Dodson adds that rewards can work, but the way the user experience is framed – providing feelings of competence, of being in control and that the outcome matters – is critical, “and marketers (and frankly most people) don’t really have a clue.”\u003c/p>\n\u003cp>Chisholm expresses similar skepticism when it comes to education. “We’re reserved, if not dubious, about how gamification is employed,” he says, adding it takes a good designer and serious thought about what is actually being gamified.\u003c/p>\n\u003cp>\u003cstrong>SIMULATION\u003c/strong>\u003c/p>\n\u003cp>Mention the original 1989 SimCity as an example and pretty much everyone understands what you mean by a digital simulation that can be used in education. But a good simulation doesn’t have to be game-like. It just has to have both an internally consistent setting with rules and attempt to recreate a real-world scenario or situation.\u003c/p>\n\u003cp>One example: \u003ca href=\"http://ww2.kqed.org/mindshift/2012/02/how-computer-games-help-children-learn/\">Platform Wars\u003c/a>, a management simulator used by the MIT Sloan School of Management for its courses and released for \u003ca href=\"https://mitsloan.mit.edu/MSTIR/system-dynamics/platform-wars/Pages/default.aspx\">public use\u003c/a> in February. In it, the student heads up a video game company and has to make strategic decisions over a decade in simulated time to edge out a competitor’s platform and maximize profits. It’s definitely not flashy, resembling Excel more than Electronic Arts.\u003c/p>\n\u003cp>But that doesn’t mean a simulation can’t be pretty. MediaSpark, which has created business education software for high schools for a number of years, is preparing for the alpha release of \u003ca href=\"http://goventureworld.com/\">GoVenture World\u003c/a>, a web-based, massively multiplayer online role-playing business simulation. In it, players (teenagers and older) can choose a role in manufacturing, law, advertising, retail or investment, deal with each other and sell to simulated consumers. One month in play equals a year in time.\u003c/p>\n\u003cp>Defined another way, “Simulations are re-creations of systems,” says Scott Traylor, who frequently speaks and writes about learning games and is the CEO of digital kids’ content and tech developer \u003ca href=\"http://360kid.org/\">360KID\u003c/a>. That simulation can be of a chemistry lab, gravity or even disaster response. “You are dropped into a situation and the only way you succeed is through trial and error, learning the correct ways of thinking to succeed in a particular role. Does learning occur in a well-designed simulation? You bet. Is this a game? You tell me.”\u003c/p>\n\u003cp>\u003cstrong>(SIMPLY) GAMES\u003c/strong>\u003c/p>\n\u003cp>Successful games in education have a long history, dating back to at least 1985, \u003ca href=\"http://en.wikipedia.org/wiki/Where_in_the_World_Is_Carmen_Sandiego%3F\">Where in the World is Carmen Sandiego\u003c/a> (the first learning product to receive the software industry’s \u003ca href=\"http://www.siia.net/codies/2013/pw_1986.asp\">CODiE award\u003c/a>) and that decade’s Reader Rabbit and Math Blaster, to massively multiplayer, web- and mobile-based learning games of today, like \u003ca href=\"http://us.battle.net/wow/en/\">World of Warcraft\u003c/a>.\u003c/p>\n\u003cp>Games, like simulations, are rule-based. But more so than gamified activities and simulations, there’s usually a strong emphasis on beating the game: that is, playing and winning.\u003c/p>\n\u003cp>“You, as the user, are intrinsically interested in the play experience. If you are engaged at that level, all games have the potential to teach,” notes 360KID’s Traylor. “Good play equals good learning. One example of where learning games tend to go wrong is when game developers apply an A-B-A-B approach to gaming. First you start off by offering some engaging gaming content (A), then you switch to some educational content you must get through in order to return to the game (B).\u003c/p>\n\u003cp>“That’s the chocolate-and-broccoli approach to gaming. Successful learning games seamlessly integrate learning content into the gaming experience,” he says.\u003c/p>\n\u003cp>Chisholm is equally direct, saying the field of game-based educational research has really exploded in the past dozen years. “We don’t want to mimic some of the interesting failures of the multimedia market of the 1990s,” he adds.\u003c/p>\n\u003cp>Traylor echoes the concern. “As people race to develop learning games, only thoughtful and solid collaboration (between gamers and teachers) guided by good research, game development expertise and content expertise will succeed. Learning games could become the latest fad if the market becomes flooded with really bad learning games. That is something I worry about.”\u003c/p>\n\u003cp>Then add in the reality that the lines between gamification, simulation and game aren’t clean: a fuzzy continuum, an overlapping series of circles or, as Bobber’s Dodson suggests, “a triangle, visually” with gamification off the axis and between the others.\u003c/p>\n\u003cp>Take \u003ca href=\"http://minecraftedu.com/\">Minecraft\u003c/a>. Is it a massively multiplayer digital simulation of building with LEGO-like blocks? Or is it a learning game once \u003ca href=\"http://ww2.kqed.org/mindshift/2012/05/teachers-transform-commercial-video-game-for-class-use/\">teachers create projects\u003c/a> for student collaboration using logic gates and objectives?\u003c/p>\n\u003cp>It could be the best response an educator or parent can have, when faced with a digital enthusiast who wants to use games in education, is to first simply ask, “What kind?” And then play on.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>\u003cstrong>\u003cem>Frank Catalano\u003c/em>\u003c/strong>\u003cem> is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes the regular Practical Nerd column for \u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a>.\u003c/em>\u003c/p>\n\n\u003c/div>\u003c/p>",
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"content": "\u003cp class=\"dropcap-serif\">\u003ca href=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/07/997604511.jpg\">\u003cimg class=\"alignright size-large wp-image-22588\" title=\"99760451\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/07/997604511-620x328.jpg\" alt=\"\" width=\"620\" height=\"328\">\u003c/a>\u003c/p>\n\u003cp class=\"dropcap-serif\">Over the next few months, a handful of states will take early steps to try to solve a problem that's become a by-product of the digital age: navigating the flood of student data.\u003c/p>\n\u003cp>Right now, all sorts of student data are being kept in everything from testing programs and instructional software to grade books and learning management systems. But the data are often trapped in the program and not easily extracted or combined with other data on the same student, creating the educational equivalent of the Hotel California: data can check in any time it likes, but it can never leave. Or be used effectively by teachers.\u003c/p>\n\u003cp>So a new initiative, supported by state education leaders and funded by prominent foundations, plans to provide a place in the cloud for each state to store all data for every student, using \"free\" open source software. And, in the process, student achievement information will be connected to instructional apps and web resources. That is, as long as the effort can address concerns about technology, privacy, and whether enough education companies will want to build products for a system that could undermine parts of their own businesses.\u003c/p>\n\u003cp>In a nutshell, this describes the complicated Shared Learning Infrastructure, being built by the near-namesake \u003ca href=\"http://slcedu.org/\">Shared Learning Collaborative\u003c/a>.\u003c!--more-->\u003c/p>\n\u003cp>[ad fullwidth]\u003c/p>\n\u003cp>The SLI has had low visibility so far. Started in 2011, encouraged by the \u003ca href=\"http://ccsso.org/\">Council of Chief State School Officers\u003c/a> (the state superintendents of public instruction group that was one of the driving forces behind the Common Core State Standards), and funded by the Carnegie Corporation and Gates Foundation, the SLC has signed on \u003ca href=\"http://slcedu.org/states-districts/pilot-districts\">nine states\u003c/a> with the promise of creating a less expensive, more connected way to store student data with the potential to make student learning more personal.\u003c/p>\n\u003cp>\u003cstrong>WHERE WOULD THE DATA GO?\u003cbr>\n\u003c/strong>\u003c/p>\n\u003cp>Perhaps the best way to understand the SLI initiative – this nuts-and-bolts, multi-state, grand-vision education technology project that just went into its pilot \u003ca href=\"http://slcedu.org/blog/milepost-personalized-learning-journey-0\">alpha release\u003c/a> – is to visualize plumbing. Think of twin buckets in the cloud:\u003c/p>\n\u003cp style=\"padding-left: 30px\">1. The main part of the Shared Learning Infrastructure is a huge, carefully structured bucket: the data store/warehouse, which holds, well, a bucket-load of student data across grades and subjects, such as individual student names, demographic information, discipline history, grades, test results, teachers, attendance, graduation requirements, even detail of standards mastered.\u003c/p>\n\u003cp style=\"padding-left: 30px\">This is all data that schools already have, but it’s not necessarily stored all in the same place, in the same way (think of the historic tech disconnect of Beta vs. VHS videotape formats), or even synched and easily available when it’s needed. SLI is designed to serve all these needs and be based on technology that will be open source, free for states and districts to use, modify and share -- all appealing to administrators.\u003c/p>\n\u003cp style=\"padding-left: 30px\">2. A second, companion bucket inside SLI is information about instructional content and materials. But it doesn’t hold the instructional resources themselves. This bucket provides pointers to the \u003ca href=\"http://ww2.kqed.org/mindshift/2012/05/how-open-education-is-changing-the-texture-of-content/\">resources everywhere on the web\u003c/a>, leveraging tagging and indexes of the \u003ca href=\"http://lrmi.net/\">Learning Resource Metadata Initiative\u003c/a> and U.S. Department of Education \u003ca href=\"http://www.learningregistry.org/\">Learning Registry\u003c/a>. And these resources, through the pointers, are aligned to the new Common Core standards. That alignment provides a connection between the instructional materials and the student test data in the first, big bucket.\u003c/p>\n\u003cp style=\"padding-left: 30px\">3. The third part isn’t another bucket. It’s spigots and faucets that stick out of the buckets – the APIs, or Application Programming Interfaces. APIs are simply a way for school administration, instructional and assessment software outside of the bucket to receive a flow of information from inside the bucket and pour its own back in. This is what the school, teachers and students primarily work with: the software that works with the SLI, connected by the APIs.\u003c/p>\n\u003cp>The hope is that schools and students will be able to benefit when these pieces are connected. If a student changes schools, either by moving from one grade to another or simply moving, that student’s data would follow her in a consistent format (assuming the new school is also in a state that uses the SLI). Then, it's theoretically easier to understand a student’s -- or even an entire student group’s -- performance over time throughout their educational career, because all of that granular data, regardless of grade, is in one bucket.\u003c/p>\n\u003cp>Teachers and students could also benefit through easier-to-personalize instruction – a holy grail of education technology. Since the bucket of student data is explicitly tied to the Common Core standards, and the second bucket of content in the SLI is also tied to the same Common Core, connecting the two could create a clearer path to what needs to be learned based on what a student has shown he or she (or a group of students with similar learning patterns) does, or doesn’t, understand. As Brandt Redd, senior technology officer for education programs at the Gates Foundation, noted in a presentation at an \u003ca href=\"http://ww2.kqed.org/mindshift/2012/05/how-open-education-is-changing-the-texture-of-content/\">education industry conference\u003c/a>, SLI is part of the cycle, “How did I do? What don’t I know? How do I learn this? … That data isn’t getting back to the teachers and students.”\u003c/p>\n\u003cp>For their part, the pilot districts in the initial states see practical appeal in having one place to store and pull data rather than try to extract it from multiple administration, instructional and testing programs, all of which may not play nicely together. Tom Stella, assistant superintendent of Everett Public Schools in Massachusetts, summed up his district’s perspective at a Software and Information Industry Association \u003ca href=\"http://siia.net/index.php?option=com_docman&task=doc_download&gid=3468&Itemid=318\">SLC workshop\u003c/a> this spring in San Francisco: “The fewer places I have to go to get assessment data,” the better.\u003c/p>\n\u003cp>\u003cstrong>CARROTS AND STICKS FOR EDUCATION COMPANIES\u003c/strong>\u003c/p>\n\u003cp>But there are still a number of issues that remain before the spigots can be turned on. One of the biggest, of course, is that the technology all works, which is the point of a new \u003ca href=\"http://dev.slcedu.org/getting-started/sandbox\">developer’s Sandbox\u003c/a> that lets companies test applications.\u003c/p>\n\u003cp>A second is the privacy and security of student data. On its \u003ca href=\"http://slcedu.org/technology/privacy-and-security\">website\u003c/a>, the SLI prominently addresses this concern by stating that states, districts and schools \"retain ownership and control of their data,\" any existing privacy and security policies will continue, and it'll be the districts -- not the SLC -- that will determine which apps get data access.\" The SLC adds that it's building the technology so schools using it can be in compliance with the Family Educational Rights and Privacy Act (FERPA).\u003c/p>\n\u003cp>A third is how many education companies will build products that connect to the SLI and take advantage of its features.\u003c/p>\n\u003cp>This last piece isn’t a small detail. It’s pretty clear that the SLI could easily replace a good part of the data back end of a number of products, including student information systems. (One SLC official estimated, very cautiously, that 10-20% of such products are related to storing data.) Having ready-built student data storage could also make it easier for some companies to compete with those who already offer their own proprietary “personalized” products that they’ve engineered independently, and cause those companies to lose a competitive leg up.\u003c/p>\n\u003cp>With the education industry, SLC is using both the carrot and the stick. The carrot is the official stance.\u003c/p>\n\u003cp>“Students aren’t going to have a great educational experience (simply) because you solved the data problem again,” said Gates’ Sharren Bates at the Software and Information Industry Association’s \u003ca href=\"http://siia.net/etis/2012/schedule.asp\">Ed Tech Industry Summit\u003c/a> this spring.\u003c/p>\n\u003cp>Instead, she urged, let the SLC solve the data storage problem one more time, and let the industry focus on the tools that use it. Other advantages being touted to the industry are that early-stage and established companies will no longer have to figure out how to integrate their software with data software used by each district and state – as long as the software works with the SLI’s APIs, it will work.\u003c/p>\n\u003cp>The stick appears to be coming from the pilot states and districts themselves. At the same San Francisco workshop, at least one of three state and district representatives implied they wouldn’t even look at a product that didn’t work with the SLI once they start using it. But the promise for companies is based on the assumption that enough states and districts beyond the pilot phase will adopt it, creating a critical mass of potential customers to make education technology developers want to pay attention.\u003c/p>\n\u003cp>A myriad of other issues include how software that interacts with the SLI will be approved (both as a technical and policy matter) and who will approve it, the computing power and bandwidth required of schools, and – key – who will pay to maintain the Infrastructure and do new SLI development after it’s launched and foundation financial support ends.\u003c/p>\n\u003cp>The SLC has made it clear it’s aware of these issues and appears to be working in a similarly low-key-yet-persistent way to address them. In the meantime, its SLI has gone into \u003ca href=\"http://slcedu.org/blog/milepost-personalized-learning-journey-0\">alpha release\u003c/a> as of late June and plans a final release in December 2012 (assuming the Mayans don’t intrude). Committed to take part in the pilot are at least one school district in each of Massachusetts, New York, Illinois, North Carolina and Colorado, to be followed by Louisiana, Georgia, Delaware and Kentucky.\u003c/p>\n\u003cp>It’ll likely be some time in 2013 before we find out if the SLI will fully complete that complicated waterworks – or if it will become a fancy set of publicly owned buckets, attractive and exciting in design, but with spigots that remain closed because no one has constructed pipes to accept and renew the flow of data.\u003c/p>\n\u003cp>[ad floatright]\u003c/p>\n\u003cp>\u003cem>\u003cstrong>Frank Catalano\u003c/strong>\u003c/em>\u003cem> is a consultant, author and veteran analyst of digital education and consumer technologies. He tweets \u003ca href=\"http://twitter.com/frankcatalano\">\u003cstrong>@FrankCatalano\u003c/strong>\u003c/a>, consults as \u003ca href=\"http://intrinsicstrategy.com/\">\u003cstrong>Intrinsic Strategy\u003c/strong>\u003c/a>, and writes the regular Practical Nerd column for\u003c/em>\u003cem> \u003c/em>\u003cem>\u003ca href=\"http://practicalnerd.com/\">\u003cstrong>GeekWire\u003c/strong>\u003c/a>.\u003c/em> \u003cem>\u003c/em>\u003c/p>\n\n",
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"excerpt": "A new initiative, supported by state education leaders and funded by prominent foundations, plans to provide a place in the cloud for each state to store all data for every student, using \"free\" open source software. And, in the process, student achievement information will be connected to instructional apps and web resources. ",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003cp class=\"dropcap-serif\">\u003ca href=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/07/997604511.jpg\">\u003cimg class=\"alignright size-large wp-image-22588\" title=\"99760451\" src=\"http://ww2.kqed.org/mindshift/wp-content/uploads/sites/23/2012/07/997604511-620x328.jpg\" alt=\"\" width=\"620\" height=\"328\">\u003c/a>\u003c/p>\n\u003cp class=\"dropcap-serif\">Over the next few months, a handful of states will take early steps to try to solve a problem that's become a by-product of the digital age: navigating the flood of student data.\u003c/p>\n\u003cp>Right now, all sorts of student data are being kept in everything from testing programs and instructional software to grade books and learning management systems. But the data are often trapped in the program and not easily extracted or combined with other data on the same student, creating the educational equivalent of the Hotel California: data can check in any time it likes, but it can never leave. Or be used effectively by teachers.\u003c/p>\n\u003cp>So a new initiative, supported by state education leaders and funded by prominent foundations, plans to provide a place in the cloud for each state to store all data for every student, using \"free\" open source software. And, in the process, student achievement information will be connected to instructional apps and web resources. That is, as long as the effort can address concerns about technology, privacy, and whether enough education companies will want to build products for a system that could undermine parts of their own businesses.\u003c/p>\n\u003cp>In a nutshell, this describes the complicated Shared Learning Infrastructure, being built by the near-namesake \u003ca href=\"http://slcedu.org/\">Shared Learning Collaborative\u003c/a>.\u003c!--more-->\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"content": "\u003cdiv class=\"post-body\">\u003cp>\u003c/p>\n\u003cp>The SLI has had low visibility so far. Started in 2011, encouraged by the \u003ca href=\"http://ccsso.org/\">Council of Chief State School Officers\u003c/a> (the state superintendents of public instruction group that was one of the driving forces behind the Common Core State Standards), and funded by the Carnegie Corporation and Gates Foundation, the SLC has signed on \u003ca href=\"http://slcedu.org/states-districts/pilot-districts\">nine states\u003c/a> with the promise of creating a less expensive, more connected way to store student data with the potential to make student learning more personal.\u003c/p>\n\u003cp>\u003cstrong>WHERE WOULD THE DATA GO?\u003cbr>\n\u003c/strong>\u003c/p>\n\u003cp>Perhaps the best way to understand the SLI initiative – this nuts-and-bolts, multi-state, grand-vision education technology project that just went into its pilot \u003ca href=\"http://slcedu.org/blog/milepost-personalized-learning-journey-0\">alpha release\u003c/a> – is to visualize plumbing. Think of twin buckets in the cloud:\u003c/p>\n\u003cp style=\"padding-left: 30px\">1. The main part of the Shared Learning Infrastructure is a huge, carefully structured bucket: the data store/warehouse, which holds, well, a bucket-load of student data across grades and subjects, such as individual student names, demographic information, discipline history, grades, test results, teachers, attendance, graduation requirements, even detail of standards mastered.\u003c/p>\n\u003cp style=\"padding-left: 30px\">This is all data that schools already have, but it’s not necessarily stored all in the same place, in the same way (think of the historic tech disconnect of Beta vs. VHS videotape formats), or even synched and easily available when it’s needed. SLI is designed to serve all these needs and be based on technology that will be open source, free for states and districts to use, modify and share -- all appealing to administrators.\u003c/p>\n\u003cp style=\"padding-left: 30px\">2. A second, companion bucket inside SLI is information about instructional content and materials. But it doesn’t hold the instructional resources themselves. This bucket provides pointers to the \u003ca href=\"http://ww2.kqed.org/mindshift/2012/05/how-open-education-is-changing-the-texture-of-content/\">resources everywhere on the web\u003c/a>, leveraging tagging and indexes of the \u003ca href=\"http://lrmi.net/\">Learning Resource Metadata Initiative\u003c/a> and U.S. Department of Education \u003ca href=\"http://www.learningregistry.org/\">Learning Registry\u003c/a>. And these resources, through the pointers, are aligned to the new Common Core standards. That alignment provides a connection between the instructional materials and the student test data in the first, big bucket.\u003c/p>\n\u003cp style=\"padding-left: 30px\">3. The third part isn’t another bucket. It’s spigots and faucets that stick out of the buckets – the APIs, or Application Programming Interfaces. APIs are simply a way for school administration, instructional and assessment software outside of the bucket to receive a flow of information from inside the bucket and pour its own back in. This is what the school, teachers and students primarily work with: the software that works with the SLI, connected by the APIs.\u003c/p>\n\u003cp>The hope is that schools and students will be able to benefit when these pieces are connected. If a student changes schools, either by moving from one grade to another or simply moving, that student’s data would follow her in a consistent format (assuming the new school is also in a state that uses the SLI). Then, it's theoretically easier to understand a student’s -- or even an entire student group’s -- performance over time throughout their educational career, because all of that granular data, regardless of grade, is in one bucket.\u003c/p>\n\u003cp>Teachers and students could also benefit through easier-to-personalize instruction – a holy grail of education technology. Since the bucket of student data is explicitly tied to the Common Core standards, and the second bucket of content in the SLI is also tied to the same Common Core, connecting the two could create a clearer path to what needs to be learned based on what a student has shown he or she (or a group of students with similar learning patterns) does, or doesn’t, understand. As Brandt Redd, senior technology officer for education programs at the Gates Foundation, noted in a presentation at an \u003ca href=\"http://ww2.kqed.org/mindshift/2012/05/how-open-education-is-changing-the-texture-of-content/\">education industry conference\u003c/a>, SLI is part of the cycle, “How did I do? What don’t I know? How do I learn this? … That data isn’t getting back to the teachers and students.”\u003c/p>\n\u003cp>For their part, the pilot districts in the initial states see practical appeal in having one place to store and pull data rather than try to extract it from multiple administration, instructional and testing programs, all of which may not play nicely together. Tom Stella, assistant superintendent of Everett Public Schools in Massachusetts, summed up his district’s perspective at a Software and Information Industry Association \u003ca href=\"http://siia.net/index.php?option=com_docman&task=doc_download&gid=3468&Itemid=318\">SLC workshop\u003c/a> this spring in San Francisco: “The fewer places I have to go to get assessment data,” the better.\u003c/p>\n\u003cp>\u003cstrong>CARROTS AND STICKS FOR EDUCATION COMPANIES\u003c/strong>\u003c/p>\n\u003cp>But there are still a number of issues that remain before the spigots can be turned on. One of the biggest, of course, is that the technology all works, which is the point of a new \u003ca href=\"http://dev.slcedu.org/getting-started/sandbox\">developer’s Sandbox\u003c/a> that lets companies test applications.\u003c/p>\n\u003cp>A second is the privacy and security of student data. On its \u003ca href=\"http://slcedu.org/technology/privacy-and-security\">website\u003c/a>, the SLI prominently addresses this concern by stating that states, districts and schools \"retain ownership and control of their data,\" any existing privacy and security policies will continue, and it'll be the districts -- not the SLC -- that will determine which apps get data access.\" The SLC adds that it's building the technology so schools using it can be in compliance with the Family Educational Rights and Privacy Act (FERPA).\u003c/p>\n\u003cp>A third is how many education companies will build products that connect to the SLI and take advantage of its features.\u003c/p>\n\u003cp>This last piece isn’t a small detail. It’s pretty clear that the SLI could easily replace a good part of the data back end of a number of products, including student information systems. (One SLC official estimated, very cautiously, that 10-20% of such products are related to storing data.) Having ready-built student data storage could also make it easier for some companies to compete with those who already offer their own proprietary “personalized” products that they’ve engineered independently, and cause those companies to lose a competitive leg up.\u003c/p>\n\u003cp>With the education industry, SLC is using both the carrot and the stick. The carrot is the official stance.\u003c/p>\n\u003cp>“Students aren’t going to have a great educational experience (simply) because you solved the data problem again,” said Gates’ Sharren Bates at the Software and Information Industry Association’s \u003ca href=\"http://siia.net/etis/2012/schedule.asp\">Ed Tech Industry Summit\u003c/a> this spring.\u003c/p>\n\u003cp>Instead, she urged, let the SLC solve the data storage problem one more time, and let the industry focus on the tools that use it. Other advantages being touted to the industry are that early-stage and established companies will no longer have to figure out how to integrate their software with data software used by each district and state – as long as the software works with the SLI’s APIs, it will work.\u003c/p>\n\u003cp>The stick appears to be coming from the pilot states and districts themselves. At the same San Francisco workshop, at least one of three state and district representatives implied they wouldn’t even look at a product that didn’t work with the SLI once they start using it. But the promise for companies is based on the assumption that enough states and districts beyond the pilot phase will adopt it, creating a critical mass of potential customers to make education technology developers want to pay attention.\u003c/p>\n\u003cp>A myriad of other issues include how software that interacts with the SLI will be approved (both as a technical and policy matter) and who will approve it, the computing power and bandwidth required of schools, and – key – who will pay to maintain the Infrastructure and do new SLI development after it’s launched and foundation financial support ends.\u003c/p>\n\u003cp>The SLC has made it clear it’s aware of these issues and appears to be working in a similarly low-key-yet-persistent way to address them. In the meantime, its SLI has gone into \u003ca href=\"http://slcedu.org/blog/milepost-personalized-learning-journey-0\">alpha release\u003c/a> as of late June and plans a final release in December 2012 (assuming the Mayans don’t intrude). Committed to take part in the pilot are at least one school district in each of Massachusetts, New York, Illinois, North Carolina and Colorado, to be followed by Louisiana, Georgia, Delaware and Kentucky.\u003c/p>\n\u003cp>It’ll likely be some time in 2013 before we find out if the SLI will fully complete that complicated waterworks – or if it will become a fancy set of publicly owned buckets, attractive and exciting in design, but with spigots that remain closed because no one has constructed pipes to accept and renew the flow of data.\u003c/p>\n\u003cp>\u003c/p>\u003c/div>",
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"info": "What kind of no sabo word is Hyphenación? For us, it’s about living within a hyphenation. Like being a third-gen Mexican-American from the Texas border now living that Bay Area Chicano life. Like Xorje! Each week we bring together a couple of hyphenated Latinos to talk all about personal life choices: family, careers, relationships, belonging … everything is on the table. ",
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"info": "The Political Mind of Jerry Brown brings listeners the wisdom of the former Governor, Mayor, and presidential candidate. Scott Shafer interviewed Brown for more than 40 hours, covering the former governor's life and half-century in the political game and Brown has some lessons he'd like to share. ",
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"info": "Our flagship program, helmed by Kai Ryssdal, examines what the day in money delivered, through stories, conversations, newsworthy numbers and more. Updated Monday through Friday at about 3:30 p.m. PT.",
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"info": "The MindShift podcast explores the innovations in education that are shaping how kids learn. Hosts Ki Sung and Katrina Schwartz introduce listeners to educators, researchers, parents and students who are developing effective ways to improve how kids learn. We cover topics like how fed-up administrators are developing surprising tactics to deal with classroom disruptions; how listening to podcasts are helping kids develop reading skills; the consequences of overparenting; and why interdisciplinary learning can engage students on all ends of the traditional achievement spectrum. This podcast is part of the MindShift education site, a division of KQED News. KQED is an NPR/PBS member station based in San Francisco. You can also visit the MindShift website for episodes and supplemental blog posts or tweet us \u003ca href=\"https://twitter.com/MindShiftKQED\">@MindShiftKQED\u003c/a> or visit us at \u003ca href=\"/mindshift\">MindShift.KQED.org\u003c/a>",
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"info": "For decades, the process for how police police themselves has been inconsistent – if not opaque. In some states, like California, these proceedings were completely hidden. After a new police transparency law unsealed scores of internal affairs files, our reporters set out to examine these cases and the shadow world of police discipline. On Our Watch brings listeners into the rooms where officers are questioned and witnesses are interrogated to find out who this system is really protecting. Is it the officers, or the public they've sworn to serve?",
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"tagline": "Politics from a personal perspective",
"info": "Political Breakdown is a new series that explores the political intersection of California and the nation. Each week hosts Scott Shafer and Marisa Lagos are joined with a new special guest to unpack politics -- with personality — and offer an insider’s glimpse at how politics happens.",
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"possible": {
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"title": "Possible",
"info": "Possible is hosted by entrepreneur Reid Hoffman and writer Aria Finger. Together in Possible, Hoffman and Finger lead enlightening discussions about building a brighter collective future. The show features interviews with visionary guests like Trevor Noah, Sam Altman and Janette Sadik-Khan. Possible paints an optimistic portrait of the world we can create through science, policy, business, art and our shared humanity. It asks: What if everything goes right for once? How can we get there? Each episode also includes a short fiction story generated by advanced AI GPT-4, serving as a thought-provoking springboard to speculate how humanity could leverage technology for good.",
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"pri-the-world": {
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"info": "Each weekday, host Marco Werman and his team of producers bring you the world's most interesting stories in an hour of radio that reminds us just how small our planet really is.",
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"imageSrc": "https://cdn.kqed.org/wp-content/uploads/2024/04/The-World-Podcast-Tile-360x360-1.jpg",
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"radiolab": {
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},
"rightnowish": {
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"title": "Rightnowish",
"tagline": "Art is where you find it",
"info": "Rightnowish digs into life in the Bay Area right now… ish. Journalist Pendarvis Harshaw takes us to galleries painted on the sides of liquor stores in West Oakland. We'll dance in warehouses in the Bayview, make smoothies with kids in South Berkeley, and listen to classical music in a 1984 Cutlass Supreme in Richmond. Every week, Pen talks to movers and shakers about how the Bay Area shapes what they create, and how they shape the place we call home.",
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"info": "Science Friday is a weekly science talk show, broadcast live over public radio stations nationwide. Each week, the show focuses on science topics that are in the news and tries to bring an educated, balanced discussion to bear on the scientific issues at hand. Panels of expert guests join host Ira Flatow, a veteran science journalist, to discuss science and to take questions from listeners during the call-in portion of the program.",
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"title": "Snap Judgment",
"tagline": "Real stories with killer beats",
"info": "The Snap Judgment radio show and podcast mixes real stories with killer beats to produce cinematic, dramatic radio. Snap's musical brand of storytelling dares listeners to see the world through the eyes of another. This is storytelling... with a BEAT!! Snap first aired on public radio stations nationwide in July 2010. Today, Snap Judgment airs on over 450 public radio stations and is brought to the airwaves by KQED & PRX.",
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"soldout": {
"id": "soldout",
"title": "SOLD OUT: Rethinking Housing in America",
"tagline": "A new future for housing",
"info": "Sold Out: Rethinking Housing in America",
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