Pink of Blue? Examining gender sensitivity in games - SXSWedu 2016Julie Evans
Contrary to what we may want to believe, emerging research indicates that use of digital tools and content within learning is not gender-blind. While girls and boys share a common interest in technology to support personalized learning, their uses of and aspirations for digital learning are often quite different. This is especially true with game-based learning. In this workshop, we will roll up our sleeves and interact with a variety of games that are popular in education. Using a new evaluation tool, participants will gain an insider perspective on gender-bias or sensitivity within games by examining the characterization, imagery and language, storyline and results of the game play.
Pink of Blue? Examining gender sensitivity in games - SXSWedu 2016Julie Evans
Contrary to what we may want to believe, emerging research indicates that use of digital tools and content within learning is not gender-blind. While girls and boys share a common interest in technology to support personalized learning, their uses of and aspirations for digital learning are often quite different. This is especially true with game-based learning. In this workshop, we will roll up our sleeves and interact with a variety of games that are popular in education. Using a new evaluation tool, participants will gain an insider perspective on gender-bias or sensitivity within games by examining the characterization, imagery and language, storyline and results of the game play.
Get ready to be surprised in this fast paced, top 10 focused session! Based upon the latest Speak Up Project findings from over 415,000 K-12 students, including 34,000 students from California, you will learn how students really want to use mobile devices, social media and digital content to enhance learning - key data you need to inform budgets, programs, policies and instruction.
For the past 14 years, the Speak Up Research Project has collected and reported on the views of 4.5 million K-12 students, educators and parents regarding digital learning. Using current and longitudinal Speak Up data, we will provide new insights into the use of games, mobile devices and digital content within learning, and counter mythology with the authentic views of students, teachers and parents regarding technology use within instruction. Going beyond anecdotes and assumptions, this interactive and eye-opening presentation will provide leaders with new metrics for evaluating the pulse of elearning in their school or district.
Speak Up Survey Insights for Private School Leaders
The Speak Up national findings have been helping private schools define education technology policies for 12 years. Each year, the views of private school stakeholders are captured to identify key trends and help plan for 21st century education. Join us to discover:
• What technology solutions administrators want most
• Where schools are prioritizing technology investments
• Which technologies students and parents want at school
• How students learn to write digitally and manage their digital footprint
Get ready to be surprised in this fast paced, top 10 focused session! Based upon the latest Speak Up Project findings from over 415,000 K-12 students, you will learn how students really want to use mobile devices, social media and digital content to enhance learning - key data you need to inform budgets, programs, policies and instruction.
Too Much Screen Time: Fake News or Real Parental Concern?Julie Evans
Education leaders are perplexed by parents’ views on technology use: parents worry about too much screen time but say digital learning is important. This session will unpack current research on parents’ views and provide K-12 leaders with insights to address screen time concerns with effective messaging and real data.
Get ready to be surprised in this fast paced, top 10 focused session! Based upon the latest Speak Up Project findings from over 415,000 K-12 students, including 34,000 students from California, you will learn how students really want to use mobile devices, social media and digital content to enhance learning - key data you need to inform budgets, programs, policies and instruction.
For the past 14 years, the Speak Up Research Project has collected and reported on the views of 4.5 million K-12 students, educators and parents regarding digital learning. Using current and longitudinal Speak Up data, we will provide new insights into the use of games, mobile devices and digital content within learning, and counter mythology with the authentic views of students, teachers and parents regarding technology use within instruction. Going beyond anecdotes and assumptions, this interactive and eye-opening presentation will provide leaders with new metrics for evaluating the pulse of elearning in their school or district.
Speak Up Survey Insights for Private School Leaders
The Speak Up national findings have been helping private schools define education technology policies for 12 years. Each year, the views of private school stakeholders are captured to identify key trends and help plan for 21st century education. Join us to discover:
• What technology solutions administrators want most
• Where schools are prioritizing technology investments
• Which technologies students and parents want at school
• How students learn to write digitally and manage their digital footprint
Get ready to be surprised in this fast paced, top 10 focused session! Based upon the latest Speak Up Project findings from over 415,000 K-12 students, you will learn how students really want to use mobile devices, social media and digital content to enhance learning - key data you need to inform budgets, programs, policies and instruction.
Too Much Screen Time: Fake News or Real Parental Concern?Julie Evans
Education leaders are perplexed by parents’ views on technology use: parents worry about too much screen time but say digital learning is important. This session will unpack current research on parents’ views and provide K-12 leaders with insights to address screen time concerns with effective messaging and real data.
The Future of Personalized Learning in Elementary SchoolsDreamBox Learning
Personalized learning is the “Absolute Priority 1” of the new Race to the Top—District competition, and the latest Speak Up National Research Project reports that 74 percent of administrators believe that digital content increases student engagement and 50 percent find that it helps to personalize instruction.
Attend this web seminar to learn what the Speak Up National Research Project and Project Tomorrow discovered about what students, teachers, parents and administrators see as the future of personalized learning, how new technologies and digital content are transforming learning in elementary schools, and how these factors affect the decisions administrators need to make today.
Schools around the country are starting to blend online learning into their instructional design as a means of personalizing students’ learning experiences. But with the myriad options for structuring the combination of online and face-to-face learning, teachers and administrators are faced with tough decisions on how to best implement technology for their students. In this webinar, our guests will explore the different blended-learning models that schools are using to support math instruction. They’ll discuss national trends emerging around blended-learning math programs, as well as take an up-close look at the challenges and successes one school has experienced with the blended math model.
Julie Evans - By the Numbers: New Research on Games & LearningSeriousGamesAssoc
Today’s K-12 students see games as a gateway to more personalized learning and the opportunity to develop workplace ready skills. Educators are equally intrigued with the potential of games to increase students’ engagement. Since 2003, Project Tomorrow, a national education nonprofit organization, has conducted the annual Speak Up National Research Project to collect and report on the authentic, unfiltered views of K-12 students, parents and educators on digital learning, including the use of games both in and out of the classroom. In this talk, we will share the latest Speak Up research data from over 403,000 K-12 students, parents and educators on the benefits/challenges of incorporating games within instruction – and pose provocative questions for audience discussion on the future of serious games within both formal and informal learning.
New Research: Digital Tools and Personalized Learning, Today and TomorrowDreamBox Learning
Digital tools are transforming learning and teaching, and Project Tomorrow’s Speak Up National Research Project surveys provide insights into how these tools are being used, 21st century skills and STEM instruction in classrooms today. Attend this web seminar to hear from Julie Evans, CEO of Project Tomorrow, who will share recent survey findings and discuss what the future of personalized, blending learning is expected to look like. She will be joined by a curriculum administrator who led his district’s transition to a blended learning model—a 12-school pilot with a new “Centers Approach.”
Topics will include:
The student vision for digitally-rich, personalized learning
How administrators are leveraging technology solutions to decrease costs
How technology is being used to personalize learning across the U.S.
Julie Evans
CEO
Project Tomorrow
Alec Iogman
Elementary Math Curriculum Associate
Stamford Public Schools (Conn.)
Joe Trahan
Curriculum Designer
DreamBox Learning
Who will benefit:
Superintendents, curriculum directors, technology directors, principals and others involved with personalized or blended learning. Anyone may attend.
This Top Ten List is a digest of key findings from the Speak Up 2007 Student Surveys. For more information about the Speak Up National Research Project, data findings from our parent, teacher and administrator surveys, and information about our upcoming release of our Speak Up 2008 data findings, visit us at www.tomorrow.org.
Similar to Harness the Power of Digital Learning with Gaming (16)
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
Digital Artifact 2 - Investigating Pavilion Designs
Harness the Power of Digital Learning with Gaming
1. Dr. Julie Evans
CEO, Project Tomorrow
Harness the Power of Digital
Learning with Gaming
Key Findings from the Speak Up Research Project
September 23, 2016
3. Significant finding from our research :
Students, educators
and parents agree
–
we need a different
kind of learning
experience to
prepare students for
the future
4. Game based learning
Maker spaces
Project based learning
Experiential learning
Personalized learning
Career technical education
Key Trend: Learning = Doing
5. “Knowing it and seeing
it are two different
things.”
Suzanne Collins, Mockingjay
6.
7. Without data, you are
just another person
with an opinion.
W. Edward Deming
8. “Without data, you are just another person
with an opinion …
Introducing the
Speak Up data to inform
new discussions and
better decision-making around
the future of learning
9. Speak Up Research Project on Digital Learning
Annual research project since 2003
Uses online surveys + focus groups
Schools/districts register to participate
Surveys for: K-12 Students, Teachers, Parents, Administrators,
Community Members
Open for all K-12 schools and districts
Schools and districts receive free report with their own data
– and state and national data for benchmarking
4.5 million
surveys since
2003
Data informs: policies,
programs, funding at
local, state and
federal levels
10. K-12 Students 415,686
Teachers & Librarians 38,613
Parents (in English & Spanish) 40,218
School/District Administrators/Tech Leaders 4,536
Community Members 6,623
About the participating schools & districts
o 7,825 schools and 2,676 districts
o 25% urban / 35% rural / 40% suburban
o All 50 states + DC + Guam + DODEA schools
Speak Up 2015 national participation: 505,676
11. Learning & Teaching with Technology
College and Career Ready Skills
Students’ Career Interests in STEM
Professional Development / Teacher Preparation
Internet Safety / Data Privacy Issues / Homework Gap
Administrators’ Challenges / Bandwidth Capacity
Emerging Technologies both in & out of the Classroom
o Mobile Devices, Online Learning, Digital Content, E-texts
o Educational Games, Social Media tools and applications
o New Classroom Models, Print to Digital, Online
Assessments
Designing the Ultimate School/Classroom
Speak Up survey question themes
12. Congressional Briefing to release the national report
May 5, 2016
Focus on videos, games,
animations and simulations
Growth of digital content
usage in K-12 classrooms
How these tools are being
used in classrooms
How students are using these
tools outside of school
13. How students want to learn
Gaming within K-12 classrooms
What’s next for digital learning & gaming
Using Speak Up data to understand how to
harness the power of gaming for education
18. In his/her digital life, this student ….
Plays digital/video games regularly in school (65%)
Wants to learn how to code (54%)
Takes tests online in class (50%)
Has a personal tablet – not school provided (55%)
Prefers reading on a tablet to reading a printed book
(57%)
Watches videos to learn math (59%)
Is interested in a future job in a STEM field (45%)
19. Who is a . . . . . ?
o 3rd grade girl
o 6th grade boy
o 9th grade girl
o 12th grade boy
25. Perceptions of teachers and administrators:
o A place for learning and knowledge
acquisition – preparation for college
o A place for socialization
School
26. Students’ valuation:
o Not their primary place of learning
o School learning is passive and detached
o Still a place for socialization, but that role
is diminishing as well
School
27. School
“I am interested in what I am
learning at school”
Only 46% of students in grades 6-12 nationally
agree with this statement
28. School
“I wish my classes were
more interesting”
55% of students in grades 6-12 have this
aspiration
29. School
“Doing well in school is
important to me”
But 82% of students in grades 6-12 nationwide
agree with this statement
31. School
“I am learning things that are
important for my future on my own
outside of school”
52% of students in grades 6-12 say this is a fact of
their learning life
32. School
Examples of how students are self-directing learning outside
of school
Watching a video to learn how to do something (79%)
Research a website to learn more about a topic (77%)
Reading news stories or reports (64%)
Using social media to follow experts or learn what people are thinking
about (55%)
Playing online games or simulations (50%)
Using online writing tools to improve writing skills (38%)
33. School
“I use technology outside of school mostly for academic
activities. I play a game called total war which explains the
battles/events of a country thousands of years ago. This helps
me learn about history especially when were learning about
Rome, Egypt, and any other country/civilization back then. I
also use technology for websites like Aleks or Khan Academy
or to research things I need to know for school work.”
Middle School Student (California)
35. Perceptions of teachers, administrators,
parents and policymakers:
o Get in line
o Pay attention
o Be quiet
o Follow the rules
o We know best
Preparation
36. Students’ valuation:
o Taking control of my educational destiny
o Learning skills outside of school that will
help my future plans
o Placing a premium on experiential
learning and creativity
o Following my own path
Preparation
37. “I like learning about new ideas.”
o 64% of students in grades 6-12
“I like learning how to do things.”
o 72% of students in grades 6-12
“I like learning when I am in
control of when and how I learn.”
o 53% of students in grades 6-12
Preparation
38. How do you want to explore future careers?
Goal: Gain real world life experiences to “testdrive” future careers
Students are more interested
in:
o Playing an online or
digital game about the
career
o Taking an online quiz to
evaluate strengths/interests
o Researching career field mobile
apps/websites
o Watching videos about different
jobs/careers
o Using social media to follow
people in different jobs
And less interested in:
o Participating in an after
school program about
careers
o Going to a summer camp
like science camp
o Participating in competitions
to see how my skills compare
with others
o Taking CTE classes at school
40. Perceptions of teachers and administrators:
o Entertainment only
o Not academically rigorous
o Engagement is good – but limited value
for in-school usage
o Difficult to implement effectively
Games
41. Students’ valuation:
o Game experience + content = learning
o Failure is a learning process
o Easier to understand difficult concepts
o Way to personalize learning
o Supports development of critical thinking
and problem solving skills
Games
42. Playing digital games for learning
Grades Girls Boys
K-2 77% 77%
Gr 3-5 65% 65%
Gr 6-8 22% 24%
Gr 9-12 16% 16%
43. Girls and boys value game play differently
Girls:
1. Games increase my interest in school
2. Games provide a more interesting way to learn
3. Games make it easier to understand difficult concepts
4. I learn more through a game
5. Games personalize my learning
Boys:
1. Games make it easier to understand difficult concepts
2. Games increase my interest in school
3. Games provide a more interesting way to learn
4. Games adapt to what I know or need to know
5. I am a better thinker and problem solver when I play games
45. 82% of school administrators say their
teachers are using digital content and online
resources regularly within classroom
instruction
49% say digital games specifically
Usage of technology within classrooms today
46. What digital approaches are already demonstrating
positive results in academic achievement?
16%
22%
25%
27%
47%
54%
10%
27%
23%
22%
33%
28%
11%
15%
10%
13%
9%
8%
63%
36%
41%
38%
11%
10%
1:1 mobiles
Blended learning
Online textbooks
Games
Online assessments
Digital content
Positive results Too early for results Considering No plans
48. Differences in teacher use of digital content
Digital content K-2
teachers
Gr 3-5
teachers
Gr 6-8
teachers
Gr 9-12
teachers
Content subscriptions 48% 49% 33% 21%
Games 65% 59% 44% 31%
Online textbooks 27% 32% 33% 33%
Teaching aids 48% 53% 50% 47%
Videos 60% 67% 72% 69%
49. What are the benefits of using digital games
within learning?
Benefits of using digital games Teachers who are
using digital games in
their classroom
All teachers
Increased student engagement 88% 74%
Address different learning styles 80% 63%
Help students reinforce learning 62% 49%
Provide practice opportunities 59% 46%
Differentiate instruction 59% 48%
Help students visualize different
concepts
51% 40%
Introduce new concepts within
lessons
50% 41%
50. How does technology use within instruction impact
your students’ success?
Student outcomes Teachers who are
using digital games
in their classroom
All teachers
Students are more motivated to
learn
70% 53%
Students develop critical thinking
and problem solving skills
49% 38%
Students develop creativity skills 48% 39%
Students take ownership of their
learning
39% 30%
Students develop collaboration
skills
37% 30%
51. How does technology use within instruction
impact your effectiveness as a teacher?
Teachers who are using digital games in their
classroom say that games have:
Improved their productivity
Increased classroom management effectiveness
Provided time to differentiate instruction
Made it easier to assess student learning
53. Principals: What are the primary benefits of using more digital
content within instruction at your school?
o Increases student engagement in school and learning (80%)
o Extends learning beyond the school day (69%)
o Provides a way for instruction to be personalized for each
student (60%)
o Increases the relevancy and quality of instructional materials
(57%)
o Improves teachers’ skills with technology (51%)
Digital Content: valuation of usage
54. Greatest challenge?
54% of principals say biggest challenge is
motivating teachers to change the way they are
teaching to leverage digital content, tools and
resources within instruction
Aspirations for digital learning
55. What do teachers say they need to use digital
content more effectively?
1. Classroom set of mobile devices (59%)
2. Planning time to work with colleagues (57%)
3. Professional development (52%)
4. Confidence students have out-of-school Internet
access (51%)
5. Consistent, reliable, high bandwidth Internet access
(46%)
56. Teacher Professional Development
Are district PD priorities in alignment with teachers’ needs?
District PD priorities
1. Differentiating
instruction
2. Using tools for
assessment
3. Using tools for
SE/ELL
4. Using mobiles
5. Identifying digital
content
Teacher PD Wish List
1. Differentiating
instruction
2.Using games
3. Using tools for
assessment
4. Using mobiles
5. Finding mobile
apps
57. Teacher Professional Development
Most effective modes of professional development
1. In service school or district training days (52%)
2. In school peer coaching and mentoring (51%)
3. Observations of other teachers (48%)
4. Teacher led trainings (43%)
5. Conferences with experts (43%)
58. What types of PD experiences do librarians recommend
Mentoring with an instructional coach on site
Access to a curated collection of vetted, grade level,
content specific resources
Support from a librarian/media specialist
Peer coaching and mentoring
Participation in a PLC at the school
59. Principals: What challenges do you face
implementing digital content within instruction?
Top challenges Elementary Middle High School
Provide enough
technology
62% 55% 48%
Lack of teacher
training
60% 56% 54%
Balancing
instructional needs
60% 51% 44%
Evaluating quality
of digital content
51% 47% 45%
Locating
appropriate digital
content
51% 47% 45%
60. Metrics for evaluating the quality of digital content
0% 10% 20% 30% 40% 50% 60% 70% 80%
Colleague referral
Created by teachers
Student achievement
No ads
Inc. online assessments
Inc. teacher PD
Modifiable by teachers
Adjusts to reading levels
Research based
Principals Teachers
61. Librarians are building teacher capacity for digital
content and gaming usage in the classroom
Participating with teachers in school PLCs (74%)
Sourcing digital content such as games for classroom
usage (60%)
Providing PD on sourcing and evaluation quality within
digital content (52%)
Supporting classroom implementations (42%)
Curating collections and lib guides for teacher usage
(41%)
62. Librarians – harnessing the power of digital learning
Helping teachers look beyond what they think they “see”
to imagine what learning should be
64. National Speak Up reports and infographics
Targeted and thematic reports
Digital learning trends
Mobile learning & social media
Games in the classroom
Blended learning outcomes
Presentations, podcasts and webinars
Services: consulting, workshops, evaluation and
efficacy studies
More Speak Up? www.tomorrow.org
65. Online surveys for:
o K-12 students – individual + group
o Parents – English and Spanish
o Teachers
o Librarians/Media Specialists
o School Site & District Administrators
o Technology Leaders
o Community Members & Communications Officers
All schools/districts
are invited to
participate
Surveys open
Oct 12 – Dec 20
Speak Up 2016!
Calling all librarians – be
your school or district
contact for Speak Up!
Learn more at
tomorrow.org
66. Thank you for inviting me to be part of this
important discussion!
Julie Evans
jevans@tomorrow.org
949-609-4660 x15
Twitter: JulieEvans_PT and SpeakUpEd
Copyright Project Tomorrow 2016
This work is the intellectual property of the author. Permission is granted for this
material to be shared for non-commercial, educational purposes, provided that
this copyright statement appears on the reproduced materials and notice is given
that the copying is by permission of the author. To disseminate otherwise or to
republish requires written permission from the author.