Skip to main content

Home/ Diigo In Education/ Group items tagged generator places

Rss Feed Group items tagged

Adrienne Michetti

Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" - 52 views

    • Adrienne Michetti
       
      This is, I think, why I'm more keen on today's social networks than I am on games -- games do not provide deep emotional support.
  • "bowling alone" hypothesis (Putnam, 2000), which suggests that media are displacing crucial civic and social institutions
    • Adrienne Michetti
       
      Putnam - need to check this article. Interesting; not sure I agree.
  • ...80 more annotations...
  • According to Putnam, time spent with relatively passive and disengaging media has come at the expense of time spent on vital community-building activities.
  • The evidence to date is mixed
  • A core problem on both sides of the debate is an underlying assumption that all Internet use is more or less equivalent
    • Adrienne Michetti
       
      SO True
  • It would be more plausible and empirically rigorous, then, to consider how specific forms of Internet activity impact civic and social engagement as a result of their particular underlying social architectures
  • combining conclusions from two different lines of MMO research conducted from two different perspectives—one from a media effects approach, the other from a sociocultural perspective on cognition and learning.
  • By providing spaces for social interaction and relationships beyond the workplace and home, MMOs have the capacity to function as one form of a new "third place" for informal sociability much like the pubs, coffee shops, and other hangouts of old.
  • loosely structured by open-ended narratives
  • They are known for their peculiar combination of designed "escapist fantasy" and emergent "social realism"
  • from two research projects: one an examination of the media effects of MMOs, the other an ethnographic study of cognition and culture in such contexts.
  • the conclusions of both studies were remarkably aligned.
  • the assumption that the most fruitful advances are sometimes made when congruent findings are discovered through disparate means
    • Adrienne Michetti
       
      Love this quote.
  • demonstrate the "effects" of game play vs. no game play.
  • first project was a traditional effects study
  • second project, a qualitative study of cognition and learning in MMOs (
  • ethnography
  • sociocultural perspective
  • as a way to tease out what happens in the virtual setting of the game and how the people involved consider their own activities, the activities of others, and the contexts in which those activities takes place
  • a reasonable level of generalizability (random assignment to condition in the first study) and contextualization (ethnographic description of existing in-game social networks and practices in the second)
    • Adrienne Michetti
       
      but I wonder why he chose these games -- this is not specified. Only their success in US and abroad?
  • brick-and-mortar "third places" in America where individuals can gather to socialize informally beyond the workplace and home
  • the exaggerated self-consciousness of individuals.
  • In what ways might MMOs function as new third places for informal sociability?
  • virtual environments have the potential to function as new (albeit digitally mediated) third places similar to pubs, coffee shops, and other hangouts.
  • in this section we analyze the structural form of MMOs that warrants this "third place" assertion.
  • eight defining characteristics of third places
  • there is no default obligation
  • To oblige any one person to play requires that explicit agreements be entered into by parties
  • the default assumption is that no one person is compelled to participate legally, financially, or otherwise.
  • Unless one transforms the virtual world of the game into a workplace (e.g., by taking on gainful employment as a virtual currency "farmer" for example, Dibbell, 2006; Steinkuehler, 2006a) or enters into such agreement, no one person is obligated to log in
    • Adrienne Michetti
       
      and this is why, in my opinion, you will never see games in school. The game cannot be the Third Place because school is a Second Place.
  • Yee's (2006) interviews also reveal that individuals who game with romantic partners or family find that such joint engagement in the "other world" of MMOs allows them to redefine the nature and boundaries of their offline relationships, often in more equitable terms than what may be possible in day-to-day offline life
  • the relationships that play-partners have with one another offline are often "leveled" within the online world
  • an individual's rank and status in the home, workplace, or society are of no importance
  • appeal to people in part because they represent meritocracies otherwise unavailable in a world often filled with unfairness
  • conversation plays an analogous role
  • "In all such systems, linguistic interactions have been primary: users exchange messages that cement the social bonds between them, messages that reflect shared history and understandings (or misunderstandings) about the always evolving local norms for these interactions" (p. 22).
  • third places must also be easy to access
  • such that "one may go alone at almost any time of the day or evening with assurance that acquaintances will be there"
  • accessible directly from one's home, making them even more accommodating to individual schedules and preferences
  • barriers to initial access.
  • "What attracts a regular visitor to a third place is supplied not by management but by the fellow customer,"
  • "It is the regulars who give the place its character and who assure that on any given visit some of the gang will be there"
  • affective sense
  • As one informant satirically commented in an interview, "You go for the experience [points], you stay for the enlightening conversation.
  • engendering a sense of reliable mentorship and community stability.
  • Oldenburg argues that third places are characteristically homely, their d�cor defying tidiness and pretension whenever possible. MMOs do not fit this criterion in any literal sense
  • In neither of our investigations did the degree of formality exhibited by players within the game bear any relation to the degree of visual ornamentation of the players' immediate vicinity.
  • Thus, while the visual form of MMO environments does not fit Oldenburg's (1999) criterion of "low profile," the social function of those environments does.
  • Oldenburg (1999) argues that seriousness is anathema to a vibrant third place; instead, frivolity, verbal word play, and wit are essential.
  • The playful nature of MMOs is perhaps most apparent in what happens when individuals do bring gravity to the game.
  • the home-like quality of third places in rooting people
  • Participation becomes a regular part of daily life for players and, among regular gamemates such as guild members, exceptional absences (i.e., prolonged or unforeseen ones) are queried within the game or outside i
  • create an atmosphere of mutual caring that, while avoiding entangling obligations per se, creates a sense of rootedness to the extent that regularities exist, irregularities are duly noted, and, when concerning the welfare of any one regular, checked into
  • Are virtual communities really communities, or is physical proximity necessary?
  • Anderson (1991), who suggests that geographic proximity itself is neither a necessary nor sufficient condition for the emergence and preservation of "community."
  • Social capital (Coleman, 1988) works analogously to financial capital; it can be acquired and spent, but for social and personal gains rather than financial
  • operates cyclically within social networks because of their associated norms of reciprocity
  • bridging social capital is inclusive.
  • This form of social capital is marked by tentative relationships, yet what they lack in depth, they make up for in breadth.
  • On the one hand, bridging social capital provides little in the way of emotional support; on the other hand, such relationships can broaden social horizons or worldviews, providing access to information and new resources.
  • bonding social capital is exclusive.
  • social superglue.
  • it can also result in insularity.
  • shows that bridging and bonding social capital are tied to different social contexts, given the network of relationships they enable.
  • Virtual worlds appear to function best as bridging mechanisms rather than as bonding ones, although they do not entirely preclude social ties of the latter type.
  • One could argue that, if the benchmark for bonding social capital is the ability to acquire emotional, practical, or substantive support, then MMOs are not well set up for the task:
  • While deep affective relationships among players are possible, they are less likely to generate the same range of bonding benefits as real-world relationships because of players' geographic dispersion and the nature of third places themselves.
  • Despite differences in theoretical grounding and methodologies, our conclusions were remarkably similar across complementary macro- and micro-levels.
  • It is worth noting, however, that as gamers become more involved in long-term social networks such as guilds and their activities become more "hardcore" (e.g., marked by participation in large-scale collaborative problem-solving endeavors such as "raids" into difficult territories or castle sieges), the function of MMOs as "third places" begins to wane.
  • It may be, then, that the structure and function of MMOs as third places is one part of the "life cycle" for some gamers in a given title.
  • In such cases, MMOs appear to enable a different kind of sociability, one ostensibly recognizable as a "community" nonetheless.
  • However, our research findings indicate that this conclusion is uninformed. To argue that MMO game play is isolated and passive media consumption in place of informal social engagement is to ignore the nature of what participants actually do behind the computer screen
  • Perhaps it is not that contemporary media use has led to a decline in civic and social engagement, but rather that a decline in civic and social engagement has led to retribalization through contemporary media (McLuhan, 1964).
  • Such a view, however, ignores important nuances of what "community" means by pronouncing a given social group/place as either wholly "good" or "bad" without first specifying which functions the online community ought to fulfill.
  • Moreover, despite the semantics of the term, "weak" ties have been shown to be vital in communities, relationships, and opportunities.
  • is to what extent such environments shift the existing balance between bridging and bonding
  • In light of Putnam's evidence of the decline of crucial civic and social institutions, it may well be that the classification "lacking bridging social capital" best characterizes the everyday American citizen. T
  • Without bridging relationships, individuals remain sheltered from alternative viewpoints and cultures and largely ignorant of opportunities and information beyond their own closely bound social network.
  • it seems ironic that, now of all times, we would ignore one possible solution to our increasingly vexed relationship with diversity.
Davida Lindsay-Harewood

Nutley Public School District - 4 views

  •  
    In Social Studies this year your child's learning will focus on the world's continents via the "Five Themes of Geography." The five themes are Location (the specific or general positioning of something on the earth), Place (the physical and human characteristics of an area), Human-Environmental Interaction (the way the world appears a a result of how humans have interacted with the environment), Movement (the way people, ideas, and goods travel from place to place), and Region (areas of the world that have common characteristics).
Maughn Gregory

The Elusive Big Idea - NYTimes.com - 51 views

  • If our ideas seem smaller nowadays, it’s not because we are dumber than our forebears but because we just don’t care as much about ideas as they did. In effect, we are living in an increasingly post-idea world — a world in which big, thought-provoking ideas that can’t instantly be monetized are of so little intrinsic value that fewer people are generating them and fewer outlets are disseminating them, the Internet notwithstanding. Bold ideas are almost passé.
  • we live in a post-Enlightenment age in which rationality, science, evidence, logical argument and debate have lost the battle in many sectors, and perhaps even in society generally, to superstition, faith, opinion and orthodoxy. While we continue to make giant technological advances, we may be the first generation to have turned back the epochal clock — to have gone backward intellectually from advanced modes of thinking into old modes of belief.
  • Post-Enlightenment refers to a style of thinking that no longer deploys the techniques of rational thought. Post-idea refers to thinking that is no longer done, regardless of the style.
  • ...10 more annotations...
  • In the past, we collected information not simply to know things. That was only the beginning. We also collected information to convert it into something larger than facts and ultimately more useful — into ideas that made sense of the information. We sought not just to apprehend the world but to truly comprehend it, which is the primary function of ideas. Great ideas explain the world and one another to us.
  • These ideas enabled us to get our minds around our existence and attempt to answer the big, daunting questions of our lives.
  • But if information was once grist for ideas, over the last decade it has become competition for them.
  • In effect, we are living within the nimbus of an informational Gresham’s law in which trivial information pushes out significant information, but it is also an ideational Gresham’s law in which information, trivial or not, pushes out ideas.
  • We prefer knowing to thinking because knowing has more immediate value. It keeps us in the loop
  • For one thing, social networking sites are the primary form of communication among young people, and they are supplanting print, which is where ideas have typically gestated. For another, social networking sites engender habits of mind that are inimical to the kind of deliberate discourse that gives rise to ideas.
  • Indeed, the gab of social networking tends to shrink one’s universe to oneself and one’s friends, while thoughts organized in words, whether online or on the page, enlarge one’s focus.
  • But because they are scientists and empiricists rather than generalists in the humanities, the place from which ideas were customarily popularized, they suffer a double whammy: not only the whammy against ideas generally but the whammy against science, which is typically regarded in the media as mystifying at best, incomprehensible at worst. A generation ago, these men would have made their way into popular magazines and onto television screens.
  • there is a vast difference between profit-making inventions and intellectually challenging thoughts.
  • There won’t be anything we won’t know. But there will be no one thinking about it.
Roland Gesthuizen

How 3 Different Generations Use The Internet - Edudemic - 88 views

  •  
    "The web is filled with videos, social media chatter, and more resources than your brain can handle. Who is putting all that stuff online? According to a new study on internet usage by different generations, all the content on the web may be coming from some unexpected places."
Steve Ransom

Wikipedia:FAQ/Schools - Wikipedia, the free encyclopedia - 0 views

  • Students should never use information in Wikipedia (or any other online encyclopedia) for formal purposes (such as school essays) until they have verified and evaluated the information based on external sources. For this reason, Wikipedia, like any encyclopedia, is a great starting place for research but not always a great ending place.
  • It is possible for a given Wikipedia article to be biased, outdated, or factually incorrect. This is true of any resource. One should always double-check the accuracy of important facts, regardless of the source. In general, popular Wikipedia articles are more accurate than ones that receive little traffic, because they are read more often and therefore any errors are corrected in a more timely fashion. Wikipedia articles may also suffer from issues such as Western bias, but hopefully this will also improve with time. For more information
  • Although the majority of edits attempt to improve the encyclopedia, vandalism is frequent.
  • ...8 more annotations...
  • If an anonymous or relatively new user changes a statistic or date by even a little bit, without justifying their edit, they are particularly likely to raise a red flag. If an individual continues to vandalize after being warned, then they may even be blocked from further editing.
  • keeps a full history of every change to every article
  • It is for this reason that readers must be particularly diligent in verifying Wikipedia against its external sources, as discussed above. It is also a good idea, if you feel uncomfortable about an article, to check its history for recent "bad-faith" edits. If you find a piece of uncorrected vandalism, you might even decide to help future users by correcting it yourself. That's a great feature of Wikipedia.
  • Wikipedia can be an excellent starting place for further research.
  • Students can compare information in Wikipedia with information in other encyclopedias or books in the library. As a general rule, contributors to Wikipedia are encouraged to cite their sources, but, of course, not all do. For the sake of verifiability, it is advisable to cite an article that has listed its sources. Most of our better articles have sections such as "References," "Sources," "Notes," "Further reading," or "External links," which generally contain such information.
  • The 2008/9 Wikipedia Selection for Schools is a selection of 5,500 articles deemed suitable for school children and has been checked and edited for this audience and protected against editing or vandalism. It contains about the equivalent content to a 20 volume encyclopaedia organized around school curriculum subjects, and is available online and as a free download for use by schools.
  • Educators can use Wikipedia as a way of teaching students to develop hierarchies of credibility that are essential for navigating and conducting research on the Internet.
  • Wikipedia's objective is to become a compendium of published knowledge about notable subjects.
Bob Rowan

Weblogg-ed - 2 views

  • no better place for my children to watch that speech (or any other, for that matter) than in a place where ideas are encouraged, where critical thinking about those ideas is a natural part of the conversation, and where appropriate response and debate can flourish. Where the adults in the room lead my kids to dig deeper, to validate facts, and consider the many levels of context in which every speech and every debate takes place. Where the discussion around it is such that it lays to rest the concern that many seem to have about this particular speech in general, that in some way the President will be able to “indoctrinate” our kids into some socialist mindset. If schools are the fully functioning learning communities that we hope they are, they should be the place where our kids learn to make sense of ideas, not to fear them. That, however, is not the message we are sending.
    • C Clausen
       
      Isn't it ironic that the very things that we fought for and received via the US Constitution, Civil Rights, etc. are the very things that students are today losing? As an American History teacher I talk about the past, present, and future and show my students how things have/have not changed throughout time. I begin the year by reading the "True Story of the 3 Little Pigs," and talk about J.S. Mill and his challenge to others to question. Is society truly against the educating of its students to have an open-mind, ask questions, and look at many perspectives?
  • In the midst of all of the “uproar” over the President’s planned speech to school kids on Tuesday, I keep thinking about what all of this says about schools, about what they are for, and about the perception that a lot of people in this country have of them.
    • Michelle Ohanian
       
      My English Language Learners were very positive about the speech and couldn't understand all the uproar. Aren't we teaching in government funded schools? Well my young adults liked the message of responsibilty. I have also taught the true story of the 3 little pigs but my ELLs weren/t really familiar with the original version. It helped with point of view from the orignal version.
  • thin walls
  • ...1 more annotation...
  • thin walls
  •  
    Education Speech
  •  
    Education Speech
  •  
    Will Richardson is Mr. Utopian Education to a lot of people. Even if you don't agree with everything he says, most folks agree that he offers thought-provoking topics.
Tony Baldasaro

NetGen Teachers? | Not So Distant Future - 0 views

  • they expect to choose where and when they work; they use technology to escape traditional office space and hours; and they integrate their home and social lives with work life. 
  • want to be able to work in places other than an office
  • I wonder if we are losing the “creative set” of teachers from the classroom, as young Net Geners, (or older ones of us) who thrive on this sort of play, creativity, flexibility–but are still intensely committed employees–seek other opportunities.
  • ...3 more annotations...
  • we are seeing Net Gen employees in our new(and sometimes in our experienced) staff as well.
    • Tony Baldasaro
       
      One of my frustrations with education is that it doesn't necessarily allow for flexibility in where we work. Because the kids come to school, we are still tied to a location. Hopefully, virtual schools and extended learning opportunities will allow this to change.
  • It’s something we should be thinking about–because not only are we teaching Net Gen students, who crave this kind of flexible, playful, time shifting environment in our schools/classrooms, but we are employing Net Geners who crave these same things.  And don’t we want them to stay?
  • It’s something we should be thinking about–because not only are we teaching Net Gen students, who crave this kind of flexible, playful, time shifting environment in our schools/classrooms, but we are employing Net Geners who crave these same things.  And don’t we want them to stay?
  •  
    I've been thinking a lot about Tapscott's comments about this particular expectation of Net Gen workers, because I believe that not only are we seeing Net Gen students in our classrooms and libraries, we are seeing Net Gen employees in our new(and sometimes in our experienced) staff as well.
Roland Gesthuizen

Frayer Model | Classroom Strategies | AdLit.org - 62 views

  • The Frayer Model draws on a student's prior knowledge to build connections among new concepts and creates a visual reference by which students learn to compare attributes and examples.
  •  
    "The Frayer Model is a strategy that uses a graphic organizer for vocabulary building. This technique requires students to (1) define the target vocabulary words or concepts, and (2) apply this information by generating examples and non-examples. This information is placed on a chart that is divided into four sections to provide a visual representation for students. "
Marc Patton

http://getideas.org/ - 64 views

  •  
    GETideas.org is the incubator where education leaders can develop their professional learning networks. Think of this space as a professional idea generator - a place where education leaders can be inspired to make change happen in their school, district, or university. Our goal is to bring people together to exchange ideas toward solving education challenges.
Martin Burrett

Tinkatolli - 99 views

  •  
    This is a fun, cute, social 3D island world designed especially with children in mind. Children make an avatar and follow a quick tutorial and explanation of safety rules. The children can take their characters on quests, play educational games and interact with other users of the site. A fabulous feature of the site is that users are encouraged to 'make and do' offline as well. These activities can be uploaded to a scrapbook and multimedia blog. Offline activities also generate points in the game. The scrapbook is defaulted to private and no photos of children will be approved by moderators if the scrapbook is public. All the usual safety features are in place, including a 'report' and 'block' other users button. The basic account with most features is free, but there are optional 'paid for' extras. http://ictmagic.wikispaces.com/ICT+%26+Web+Tools
Maggie Tsai

Diigo: a match made in SHEEN Sharing heaven? « SHEEN Sharing - 2 views

  • Diigo is like a next generation Delicious: it’s social bookmarking with the ability to also append comments and discussions on resources to the resources links, and to highlight and comment on sections of resources you’ve linked to.  Being a Web2.0 tool, you can then expose these resources, comments, discussions and highlights to other applications using feeds and widgets.  This means that the ECN can use Diigo to share resources and their experiences with them in one common place, but the results of this can be picked up and exposed in any site or repository.
  • instead of saving your favourites or bookmarks in your browser, you save them to your account on the website; this way, it doesn’t matter what computer you are on, you can always access them.  You can import your browser bookmarks
  • Diigo is a next-generation social bookmarking site.  It includes features for sharing and exposing annotations of, discussions around, and highlighted portions from resources, as well as really useful group features, allowing groups with specific interests to discuss and share resources.
  • ...1 more annotation...
  • Diigo and Netvibes We’re trialling using Netvibes as a central gathering and dissemination point for resources shared and recommended via the ECN.  Netvibes lets you put any number of “blocks” or widgets into it so it’s a one-stop-shop with little windows into feeds and pages and tools from other sites. You can put a block in Netvibes from a Diigo group; you’ll see resources shared publicly within that group, along with tags, descriptions, comments, discussions, and highlighted portions of those resources. For each resource you can either view all the Diigo commentary on the resource, or view the resource directly (you can toggle easily between these in Netvibes). You can link straight from that block by tag, by user, by group, and by resource, and go straight into the relevant place in Diigo. You can have a block in Netvibes showing a public group’s  forum discussions. You can have a block in Netvibes showing your resource list slideshow. You can have blocks in Netvibes based on feeds for specific tags, e.g. a block showing everything tagged “employability”.  This means you can have a fairly fine-grained structure within Netvibes, making it easier for visitors to the Netvibes page to find things on the main topics of interest.
Patience Wieland

Innovations in Teaching and Learning Technology Conference - FREE - 0 views

  •  
    In the greater Houston area: this is a free conference occuring in November of this year (so the warmer weather will be a nice break for out of towners) focusing on best practices in teaching and learning, and technology. Also an opportunity to meet other educators!
  •  
    Learning takes place in many locations and within the context of a variety of forums. Instructors are challenged on a daily basis to find innovative ways of enhancing the Net generation of students learning experiences. Our goal is promote greater understanding of cutting-edge approaches, techniques and instructional methodologies online and in the classroom. The Teaching and Learning Technology Conference provides a forum for educators to share effective and innovative teaching and learning models. This conference will explore and showcase excellence and innovation in teaching that facilitates student learning and positively impacts student academic success.
Kathleen N

Gale - Widgets - 0 views

  •  
    If you subscribe to Gale Databases ... Gale's new customizable widgets are simple but powerful tools that generate short HTML code to be placed directly into any page on yur Web site. Most widgets also provide an option for adding to your facebook profile and iGoogle pages
Jess Hazlewood

Education Needs a Digital-Age Upgrade - NYTimes.com - 75 views

  •  
    Columnist Virginia Heffernan reviews Cathy N. Davidson's book "Now You See It."  Heffernan discusses historical shifts in education in response to the needs of the workforce, and suggests we are in the midst of another shift currently as most of the jobs the grade-school generation will have are not yet in existence.  The larger questions are, "How do we prepare students for a society we can't really imagine," and "What skills can translate and give them the  most flexibility to adapt to the needs of this (most likely) digital landscape."  Heffernan concludes that our current model is outdated and a stronger emphasis should be placed on creativity and critical thinking. 
Martin Burrett

Primary languages - 1 views

  •  
    A general MFL site with resources, guidance and advice. A good place to find your feet if you are new to teaching languages. http://ictmagic.wikispaces.com/Languages,+Culture+&+International+Projects
Thieme Hennis

Cowbird · About - 75 views

  •  
    "Cowbird is a library of human experience. We are a community of tens of thousands of storytellers, located all over the world. We offer free and simple storytelling tools for anyone to use, combining photos, audio, and text into heartfelt personal vignettes. We've designed Cowbird to reflect the basic truths that all human lives are interconnected, that great stories can come from anywhere, and that we can learn a lot from each other, once we make the time to listen. This is a place to slow down and go deeper - our mission is to build to world's first public library of human experience, so the knowledge and wisdom we accumulate as individuals may live on as a part of the commons, available for this and future generations to look to for guidance."
Nigel Coutts

Teaching in the 21st Century - The Learner's Way - 46 views

  •  
    The consistent message is that we are preparing our students for success in a world very different to that which was the norm only a short time ago. The implications of this change are immense and require a shift in our thinking about what matters most in our classrooms. Such is the pace of change that within any school there will be multiple generations who normalise different perspective on technology and its place in their lives. What becomes clear that the skills we most need within our schools at every level are those which are critical for individuals to be empowered, self-navigating learners. But what does this mean in practical terms?
Lisa C. Hurst

Inside the School Silicon Valley Thinks Will Save Education | WIRED - 9 views

  •  
    "AUTHOR: ISSIE LAPOWSKY. ISSIE LAPOWSKY DATE OF PUBLICATION: 05.04.15. 05.04.15 TIME OF PUBLICATION: 7:00 AM. 7:00 AM INSIDE THE SCHOOL SILICON VALLEY THINKS WILL SAVE EDUCATION Click to Open Overlay Gallery Students in the youngest class at the Fort Mason AltSchool help their teacher, Jennifer Aguilar, compile a list of what they know and what they want to know about butterflies. CHRISTIE HEMM KLOK/WIRED SO YOU'RE A parent, thinking about sending your 7-year-old to this rogue startup of a school you heard about from your friend's neighbor's sister. It's prospective parent information day, and you make the trek to San Francisco's South of Market neighborhood. You walk up to the second floor of the school, file into a glass-walled conference room overlooking a classroom, and take a seat alongside dozens of other parents who, like you, feel that public schools-with their endless bubble-filled tests, 38-kid classrooms, and antiquated approach to learning-just aren't cutting it. At the same time, you're thinking: this school is kind of weird. On one side of the glass is a cheery little scene, with two teachers leading two different middle school lessons on opposite ends of the room. But on the other side is something altogether unusual: an airy and open office with vaulted ceilings, sunlight streaming onto low-slung couches, and rows of hoodie-wearing employees typing away on their computers while munching on free snacks from the kitchen. And while you can't quite be sure, you think that might be a robot on wheels roaming about. Then there's the guy who's standing at the front of the conference room, the school's founder. Dressed in the San Francisco standard issue t-shirt and jeans, he's unlike any school administrator you've ever met. But the more he talks about how this school uses technology to enhance and individualize education, the more you start to like what he has to say. And so, if you are truly fed up with the school stat
1 - 20 of 49 Next › Last »
Showing 20 items per page