With Connected Education Reference Architecture, plug in your mind, connect with your dreams, and make a difference. Our education system must prepare citizens to thrive in a global economy, inspire constructive thinkers, instill personal responsibility, and empower passionate leaders. As we prepare next generation citizens who will drive economic growth, scientific advancement, social awareness, and personal satisfaction, we need to ask:
• Are students learning the right skills?
• Are students learning fast enough?
• Is collaboration between private industry and education effective?
• Are we successfully promoting research project intellectual property?
In many educational communities, students, parents, and mentors answer these questions with a resoundingly negative response. As education continues a technology driven transition towards new school models, we need to establish a roadmap plan that engages students, overcomes structural challenges, and builds connections into the educational experience.
We must re-imaging the learning experience, and incorporate new interaction models into a new school environment that interacts across online digital resources. Where the old school environment included chalk boards, pen, paper, and overhead projectors, the new school environment includes promethean boards, PixelSense, tablets, broadband internet access, and Internet resources (e.g. Google, Wikipedia).
Call To Action
To best prepare next generation citizens who will drive economic growth, scientific advancement, social awareness, and personal satisfaction, we need to transform education into an encouraging and engaging learning environment. Gamification, collaboration, immersive digital experiences will encourage students to plug in their mind, gains the intellectual tools required to connect with their dreams and make a difference.
Gamifying lesson plans, classwork exercise, homework assignments, and projects will inject fun and motivation into the educational experience. Implement player centered design focusing on
• Knowing your player (the student)
• Identifying your mission
• Understand human motivation
• Apply game mechanics
• Manage, Monitor, and Measure the program
Create a collaborative environment that includes business mentors, teachers, students, and family members. IT professionals should execute a plan to:
• Build an engaging environment
• Enable collaboration across boundaries
• Deeply embed activity streams
• Unlock data, knowledge, and intellectual property
2. Plug in Your Mind
Image: http://singularityhub.com/2013/05/28/prepare-your-mind-for-the-future-plug-into-our-newsletter-today/
3. Connect with Your Dream
Image: http://liveyourlegend.net/5-steps-to-find-befriend-your-dream-connections-deciding-who-you-want-in-your-corner/
4. Everyone can make a difference
Image: http://www.collective-evolution.com/2013/04/18/how-to-empower-yourself-rediscover-freedom/
5. Why we need Connected Education
• Prepare citizens to thrive in a global economy
• Build/Inspire constructive thinkers and thought
leaders
• Instill personal responsibility, ownership, and passion
6. Education Scorecard
• Are students learning the right skills?
• Are students learning fast enough?
• Is collaboration between private industry and
education effective?
• Are we successfully promoting research project
intellectual property?
7. Building Connections into Education
• Access to engaging digital resources
• Opportunities to collaborate with peers and experts
• Powerful tools to solve real problems as an integral
part of learning experiences.
8. Are students engaged?
Image: http://edtechreview.in/news/324-examples-gamification-in-education
10. Education Industry Challenges
• Edge cost
• Incomplete content digitization (exams, quizes,
lesson plans)
• Limited broadband access
• A focus on money rather than innovation
• Global sharing and collaboration impediments
11. Call To Action – Access and Digitization
• "In South Korea, all schools
are connected to the internet
with high-speed connections,
all teachers are trained in
digital learning, and printed
textbooks will be phased out
by 2016.”
12. Call To Action – Connected Software and Hardware
• "A robust market in educational
software can unlock the full
educational potential of these
investments and create American
jobs and export opportunities in a
global education marketplace of
over $1 trillion. Third-party
validators can help schools find
educational software (including
apps) that provide content aligned
with college- and career-ready
standards being adopted and
implemented by States across
America."
13. Roadmap
• Build an engaging environment
• Enable collaboration across boundaries
• Deeply embed activity streams
• Unlock data, knowledge, and intellectual property
do we know how education is performing? u.s. news rank? metrics, reporting
Are we teaching students the right skills? advance knowledge, global contributions, jobs, advanced degrees
Is collaboration between private industry and education effective?
Are we promoting research project intellectual property?