Saturday, May 5, 2018

THE NMC/COSN HORIZON REPORT: 2017 K–12 Edition at a Glance

THE NMC/COSN HORIZON REPORT: 

2017 K–12 Edition at a Glance


THE REPORT IS ORGANIZED IN THREE MAJOR SECTIONS, AND IN EACH SECTION THERE ARE SIX SETS OF KEY FINDINGS:

Key Trends Accelerating K–12 Tech Adoption 

• Long-Term Trends: Five or More Years
  • Advancing Cultures of Innovation
  • Deeper Learning Approaches 
• Mid-Term Trends: Three to Five Years
  • Growing Focus on Measuring Learning 
  • Redesigning Learning Spaces 
• Short Term Trends: The Next One to Two Years
  • Coding as a Literacy 
  • Rise of STEAM Learning 
Significant Challenges Impeding K–12 Tech Adoption  

• Solvable Challenges: Those We Both Understand and Know How to Solve
  • Authentic Learning Experiences 
  • Improving Digital Literacy 
• Difficult Challenges: Those We Understand, but Solutions Are Elusive
  • Rethinking the Roles of Teachers 
  • Teaching Computational Thinking 
• Wicked Challenges: Those That Are Complex to Even Define, Much Less Address
  • Achievement Gap 
  • Sustaining Innovation through Leadership Changes 
Important Developments in Educational Technology for K–12 Education

•Time-to-Adoption of One Year or Less
  • Maker spaces
  • Robotics 
  •  
• Time-to-Adoption of Two to Three Years
  • Analytics Technologies 
  • Virtual Reality 
• Time-to-Adoption of Four to Five Years
  • Artificial Intelligence 
  • Internet of Things

Full Horizon Report
https://cdn.nmc.org/media/2017-nmc-cosn-horizon-report-k12-EN.pdf

Wednesday, April 11, 2018

Google is trying to encourage diversity in the games that are available by pointing out that while 65% of women play mobile games, yet only 23% of game developers identify as women

Google is trying to encourage diversity in the games that are available by pointing out that while 65% of women play mobile games, yet only 23% of game developers identify as women.

So they have created this challenge to encourage students of all kinds to come up with game ideas and submit them. The students do not have to know how to code, they just need to be able to come up with a compelling game idea. This is an opportunity for any creative person.

Attached is a copy of an information letter you may share. Follow this link to the site, which includes a neat little "game" that will inform the player on many of the issues surrounding gaming and diversity.

The winner will receive a $10,000 college scholarship and $15,00 for their school and the top five will get a trip to the Electronic Entertainment Expo and an opportunity to showcase their game design, receive mentor-ship from leaders in the industry, and join a celebration of women in gaming.

Please help me get the word out on this exciting opportunity by sharing it with other educators.

Link to full details on this program
https://drive.google.com/file/d/1XnfeGCf_rY1RuzSpvlSJrDqcF5nvVeco/view?usp=sharing


Release of overdue federal report on ‘homework gap’ validates stakeholder concerns


Release of overdue federal report on ‘homework gap’ validates stakeholder concerns

The Institute of Education Sciences' report shows a "huge gap" in broadband access among children, and it breaks down the data across demographic groups.

https://edscoop.com/ies-homework-gap-report-digital-equity

About Me

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I am the Director of Technology at a K-12 School system.