"School life should become more like real life. If school were not such an artificial environment for students -- if they could do the kind of learning that people do outside of the school building in their professions, sometimes in their after-school activities -- if they could connect what they're learning in schools with community issues... you see students beginning to act like scientists, act like writers... That's what we want to see."
Increasingly, digital games are cropping up everywhere in education. And that's stimulated a flurry of activity leading to the expectation that no longer are learning games only likely to come from traditional education companies, but a wide variety of sources. The expectation-setting stats and statements, at least, are straightforward.
Comprehensive article outlining many trends and pressures in the educational landscape.
1. COLLEGE COSTS HAVE SKYROCKETED
2. CONVENIENCE ATTRACTS STUDENTS ONLINE
3. TEACHERS CONNECT WITH DIGITAL GENERATION
4. DIGITAL EDUCATION OFFERS BROAD REACH
5. FOR-PROFIT COLLEGES COMPETE FOR STUDENTS
6. BIG ONLINE COURSES GAIN NOTORIETY
7. COLLEGE BUDGETS KEEP SHRINKING
8. WHERE IS THIS HEADED?
"KnowledgeWorks Foundation has just released the third edition of its education forecast, called Forecast 3.0, Recombinant Education: Regenerating the Learning Ecosystem, that outlines the deconstruction of the current education model, a change in educators' roles based on their strengths, changing career pathways, and the role of technology in this realm."
The International Association for K-12 Online Learning (iNACOL) just released a new report arguing for changes in the metrics used to measure the quality of online learning. Like the Innosight Institute piece we read a few weeks ago advocates, they're advocating a shift from measuring inputs to tracking outcomes and making sure those outcomes are objective.