Education. There's an app for that...


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The United States' public education system is failing. National rankings in science and math are at an all time low, and test scores have remained relatively stagnant since the 1970's. It's not about who should be blamed. A better question is who or what is going to lead that change. We believe the answer is technology. Come with us and explore the role technology will play in the future of American education.

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Education. There's an app for that...

  1. 1. Education<br />There’s an app for that…<br />The Role of Technology in the Future of Education<br />Presented by<br />Cyndi Masters<br />President/CEO<br />
  2. 2. SEMP<br />A student engagement monitoring program used to track and report on student observation sessions.<br />Developed for Android phones and Iphones<br />
  3. 3. Traditional Education<br />Horace Mann founded Public Education in 1937.<br />It hasn’t changed much since…<br />
  4. 4. Mann’s Theory<br /> Mann hoped that by bringing all children, of all classes together, they could have a common learning experience.<br /><ul><li>Help less fortunate to advance
  5. 5. Bring discipline in the school system
  6. 6. Instill values in students
  7. 7. Build character, which was viewed as important as reading, writing, and arithmetic</li></li></ul><li>“Is our current educational system outdated?”<br />
  8. 8. Current Status of Education in America<br />In 2020, it is estimated that:<br />Among 30 developed countries:1<br />Despite decades of efforts, ourtest scores are not improving. 2<br />Average Math and Reading scores for 17-year-olds in the National Assessment of Education Progress (NAEP) tests have remained stagnant since the 1970’s.<br />There will be 123 million high-paying, high-skill jobs in the United States, but only 50 million Americans will be qualified to fill them. 1<br />1. Waiting for “Superman” 2. Education Week, April 2009<br />
  9. 9. Why is Education Suffering?<br />Trying to meet the future by what we did in the past.<br />Educational system was developed during the Industrial Revolution, but we now live in a society where technology is literally at our fingertips 24/7.<br />
  10. 10. Technology as a Catalyst<br />To have any chance at continuing to be a relevant player in the world, a change needs to occur.<br />Technology can be the catalyst for this change!!<br />
  11. 11. Who Should Lead the Change?<br />
  12. 12. Who Can Be the Change Agent?<br /><ul><li>School psychologists interact with all relevant groups.
  13. 13. Possess insight on all types of students (Gifted/Special Needs/Behavioral Issues)</li></li></ul><li>“If not now, then when?”“If not me, then who?”<br />- Mick Ebeling<br />
  14. 14. Innovative Ideas in Education<br />“Make the impossible possible”– Mick Ebeling<br />
  15. 15. Gamification:The Integration of game mechanics or game dynamics into a website, service, community, campaign, or application in order to drive participation and engagement.<br />
  16. 16. <ul><li>The Khan Academy is a not-for-profit organization, which utilizes web-based software to teach lessons, create tests, grade assignments, & encourage learning in ways a traditional classroom setting can not.
  17. 17. Library of 2,600 videos covers topics from K-12</li></ul>Finance<br />History<br />Chemistry<br />Physics<br />
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  19. 19. Benefits of<br />Increased Teacher/Student Interaction<br />Loads of Data & Reporting Features<br />Continuity of Data from Year to Year<br />Eliminates Student Segmentation (Gifted vs Slow)<br />Accessible from Anywhere<br />Did I mention it is FREE!!!!!<br />Students<br />Teachers<br />Parents/Coaches<br />(Including <br />Mobile)<br />
  20. 20. Why It Works?<br />Game mechanics encourage participation and create incentives for students to challenge themselves.<br />Teachers & parents are better able to identify areas where a student may be stuck and give personal attention to help correct the problem.<br />Built in lessons & videos eliminate any anxiety or nervousness associated with asking for help.<br />Points System<br />Badges<br />
  21. 21. Learning Mgt. System (LMS):A software application for the administration, documentation, tracking, and reporting of training programs, classroom and online events, e-learning programs, and training content.<br />
  22. 22.<br />Edmodois a free and secure social learning network for teachers, students and schools. <br />Edmodoprovides classrooms a safe and easy way to connect and collaborate, offering <br /> a real-time platform to <br />exchange ideas, share <br />content, and access <br />homework, grades and <br />school notices.<br />
  23. 23.<br /><ul><li>Schoology is anonline learning, classroom management, and social networking platform that enhances user engagement and improves learning through collaboration and communication.
  24. 24. Class Profiles
  25. 25. Create Assignments
  26. 26. Create tests & Quizzes
  27. 27. Manage Gradebook
  28. 28. Iphone App
  29. 29. Bookmarking
  30. 30. Privacy Control
  31. 31. Student & Course </li></ul>Analytics<br />
  32. 32. EDU 2.0<br /><br /><ul><li>Free, cloud-hosted LMS with nothing to download or install</li></li></ul><li>Benefits of LMS’s<br />Increased communication and collaboration facilitates student learning.<br />Interfaces are often <br />designed to feel familiar.<br />Access to gradebook allows parents, students, and teachers to track progress.<br />
  33. 33. Alternate Reality Games (ARG):An interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants’ ideas or actions.<br />
  34. 34. Alternate Reality Games<br />A World Without Oil<br /> A realistic simulation of the first 32 <br /> weeks of a global oil shortage chronicled <br /> in 1,500 personal blog posts, videos, <br /> images and voicemails.<br />Used as a tool to engage students with <br />questions about energy use, <br />sustainability, the role energy plays<br />in our economy, culture, worldview, and history.<br />
  35. 35. Benefits of ARG’s<br />Develops a student’s critical thinking skills by engrossing all of their senses in a fictional, but vivid hypothetical situation.<br />Multimedia such as blogs and videos can be used to document a student’s own experiences.<br />
  36. 36. “If not now, then when?”“If not me, then who?”<br />- Mick Ebeling<br />
  37. 37. My Challenge to You<br />As one of the groups best able to create change, I challenge you to collectively implement an ARG across the state or a district.<br />
  38. 38. Other Resources<br />Gamification Resources<br /><br /><br /><br /><br /><br /><br /><br />Teachers Resources<br /><br /><br /><br /><br /><br /><br /><br /><ul><li>Social Bookmarking
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  44. 44. Additional Resources
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  48. 48. http://www.commoncraft/video/blogs
  49. 49.</li></li></ul><li>SEMP<br />
  50. 50. SEMP<br />A student engagement monitoring program used to track and report on student observation sessions.<br />Developed for Android phones and Iphones<br />
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  54. 54. Slideshare<br />To view or download a copy of this email, visit:<br /><br />
  55. 55. Thank You<br />for you time.<br />Cyndi Masters<br />President/CEO<br /><br />