EdSurge reports that ed tech researchers from the Chan Zuckerberg Initiative, a philanthropic organization founded by Facebook CEO Mark Zuckerberg and his wife Priscilla Chan, are particularly interested in collecting data on diverse groups of preschoolers to determine what ed tech companies should focus on in the future.
Personalized learning, which tailors educational content to the unique needs of individual students, has become a huge component of K–12 education. A growing number of college educators are embracing the trend, taking advantage of data analytics and artificial intelligence to deliver just-right, just-in-time learning to their students.
VR and AR seem to exemplify this shiny, new technology-driven world we’re living in. If it can be used to expand pedagogical efficacy in schools, why not give a headset to every student? Of course, we must first consider the total impact of such a widespread application. So, what are the true pros and cons of VR and AR as teaching tools?
The Consortium for School Networking (CoSN), in partnership with EdScoop, today revealed the contents of a virtual EdTech Time Capsule, the culmination of a national crowdsourcing project that sought to identify the top 25 products, people and developments that transformed education through technology over the last 25 years.
The first is that technology has the capacity to disrupt systems. For all the hope and hype that technologies can enable major organizational changes in educational systems through personalization, unbundling, or information access, the reality is that culture domesticates new technologies. New apps, software, and devices are put in the service of existing structures and systems, rather than rearranging them. The most widely adopted education technologies are those that add a little efficiency to existing practices in school systems.
Learners, they reason, want to be able to access educational material and resources whenever they can grab a few minutes of free time. They want to be able to study on the train, during their lunch break, in bed, in the elevator. But some adventurous eLearning innovators have gone a step sideways. Instead of designing their material for any device, they’re choosing just one. Mobile only education technology is springing up as the latest attempt to bring eLearning to everyone.
To close the skills gap and provide long-term employability, we in higher education must continue to offer a broad-based education in which digital skills are not developed within a single set of courses, but rather throughout the entire curriculum and the wider array of co-curricular experiences.
Initially, people believed Chromebooks were good for surfing the internet and little else, but that mindset has been shown to be incorrect.
Max Ventilla sold investors on a promise to build modern, technology-infused schools that would revolutionize education. The former Google executive convinced Mark Zuckerberg and prominent venture capitalists to commit $175 million to his startup, AltSchool.
Bloomington Schools have mastered the one-to-one concept. That means one laptop for every student in the district. “Grades 3 through 12, every student is carrying a device," says Weisser. Digital content is much cheaper than text books, saving school districts thousands. It's immediate, adaptable and accessible outside of school walls. After three years of implementation, Weisser says he’s seen changes in the students with the technology.