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Chris Dede

Education Week: Competency-Based Schools Embrace Digital Learning - 2 views

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    more on competency based schools
Jason Outlaw

English-Teaching Robots To Terminate Jobs in South Korea - 0 views

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    Interesting article on robot-teachers in Korea. Let's say there are two scenarios: 1. Creating a technology that competes with non-consumption, and 2. Creating a technology that competes with human labor Does the nature of one's advocacy change? Should it? What if it isn't your job that is on the line? What if it is indeed your job? Does this think about you you frame your discourse surrounding such an emerging technology?
Jason Hammon

The Engine behind WGU - 0 views

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    Western Governor's University shows what software it uses to keep up with its competency based model
Chris Dede

Learning Can Be Flexible - 2 views

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    two useful reports on competency-based and student-centered learning
Steve Henderson

Education Week: Competency-Based Schools Embrace Digital Learning - 3 views

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    Competency Based Learning is Badge Learning. A district in California is putting it into practice.
Laura Johnson

10 Features Of Semester Online (The New Credit-Awarding MOOC) - 1 views

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    Semester Online is a MOOC consortium intending to compete with edX
Arthur Josephson

University of Wisconsin to Offer Credit for "competency-based assessments" rather than ... - 2 views

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    Wisconsin officials tout the UW Flexible Option as the first to offer multiple, competency-based bachelor's degrees from a public university system. Officials encourage students to complete their education independently through online courses, which have grown in popularity through efforts by companies such as Coursera, edX and Udacity. No classroom time is required under the Wisconsin program except for clinical or practicum work for certain degrees.
Janet Dykstra

Competency-Based Schools Embrace Digital Learning - 1 views

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    Features Tom Rooney sees competency-based education-supported by digital learning tools-as the path to building a better school district. The superintendent of the 4,200-student Lindsay Unified School District in California, Rooney set in motion this school year a plan to move to a system in which students progress not on the basis of their age or a set school calendar, but by demonstrating proficiency on learning objectives.
James Glanville

Expand Horizons Through Expanded Learning Time - Global Learning - Education Week - 1 views

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    The role technology can play in expanding the time during which learning can take place.
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    Another article about "expanded learning time" both online and via community-based "brick and mortar" locations like libraries, YMCA, and Boys & Girls Clubs. "Out-of-school programs can be strong partners for schools who want to leverage expanded learning time to help their students achieve global competence. Youth-serving organizations share the broad mission to promote student success in work and life in the 21st century. Out-of-school program organization and management is often based on an asset model that values diversity. In order to attract and retain participants, out-of-school programs are centered around youth engagement through hands-on and experiential learning, often with a focus on 21st century skills, service learning, science, technology, engineering, and math (STEM) education, and others."
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    I wonder what Helen Haste would think of this organization . . .
Bridget Binstock

Atari Looks To Reinvent Itself As A Mobile Games Company; Hires Former iWON/Marvel Exec... - 1 views

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    Founded in 1972 by Nolan Bushnell and Ted Dabney, Atari played a central role in the early history of video games, going on to create what are still some of the most recognizable arcade games on the planet, like Pac-Man and Pong, to name a few.
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    very interesting. With the rise and widepsread adoption of mobile devices as the gateway of choice for gaming, more and more game companies are jumping on the mobile app bandwagon. With Atari shifting its focus like this, it instantly makes me think what other founding game company have or will need to do. Sega, another big name in the early gaming days, eventually had to drop out of the hardware game because it couldn't compete. It now produces game content for its former competitor's gaming hardware. And Sega now even ports lots of its classic video games from the 80s and 90s to mobile devices like the iPhone and iPad. Nintendo is still in the hardware game, but it's portable gaming hardware is now competing with directly mobile devices (& apps) head on. Nintendo's revenue and userbase is shrinking, and most analysts and observers are pointing to the rise of iOS and other mobile devices as substitutes to dedicated gaming devices. Will Nintendo still stick around using its current model- making its own gaming hardware to sell its own (highly regarded) 1st-party properties, like Mario, Zelda etc? Lots are predicting (or even encouraging) Nintendo to drop making its own hardware, and to produce content with its prized properties onto mobile devices.
Tommie Anthony Henderson

Free MIT simulation has students compete as video game moguls - 2 views

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    ohn Sterman's business management courses have gone toe-to-toe in simulated business arenas, with the latest being a concocted world of video game companies looking for an edge in marketing and selling their gaming consoles and software.
Maung Nyeu

Aakash gets company: Classpad tablet - 2 views

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    Classpad tablet - another low cost tablet from India will compete with Aakash. The price ranges from $150 to $262 and meant for students from grade 3 to 12. Already deployed to 1500 students in different schools in India.
Bharat Battu

Cable cos. to offer $9.95 broadband for poor homes - WSJ.com - 0 views

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    Cable companies, as part of a new FCC initiative, will be offering broadband internet to homes with children who are elgible for free school lunches.  The initiative is called "Connect-to-Compete". While having broadband at the home isn't the same as always on, mobile internet available wirelessly for students wherever they are on any device they happen to have on them, this is a good start to lessen digital exclusion for these groups
Maung Nyeu

BHS uses Web as learning tool - 0 views

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    A Wisconsin school offer online courses as part of blended learning to compete with other districts' internet schools for local students.
Uche Amaechi

The Hierarchy Of Digital Distractions | Information Is Beautiful - 0 views

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    interesting take on the technology that's competing for our attention--creating multi tasking monsters of us all, or as some would argue, ADD junkies with continuous partial attention
kshapton

The Web Is Dead. Long Live the Internet | Magazine - 2 views

  • a good metaphor for the Web itself, broad not deep, dependent on the connections between sites rather than any one, autonomous property.
  • According to Compete, a Web analytics company, the top 10 Web sites accounted for 31 percent of US pageviews in 2001, 40 percent in 2006, and about 75 percent in 2010. “Big sucks the traffic out of small,” Milner says. “In theory you can have a few very successful individuals controlling hundreds of millions of people. You can become big fast, and that favors the domination of strong people.”
  • Google was the endpoint of this process: It may represent open systems and leveled architecture, but with superb irony and strategic brilliance it came to almost completely control that openness. It’s difficult to imagine another industry so thoroughly subservient to one player. In the Google model, there is one distributor of movies, which also owns all the theaters. Google, by managing both traffic and sales (advertising), created a condition in which it was impossible for anyone else doing business in the traditional Web to be bigger than or even competitive with Google. It was the imperial master over the world’s most distributed systems. A kind of Rome.
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  • This was all inevitable. It is the cycle of capitalism. The story of industrial revolutions, after all, is a story of battles over control. A technology is invented, it spreads, a thousand flowers bloom, and then someone finds a way to own it, locking out others. It happens every time.
  • Enter Facebook. The site began as a free but closed system. It required not just registration but an acceptable email address (from a university, or later, from any school). Google was forbidden to search through its servers. By the time it opened to the general public in 2006, its clublike, ritualistic, highly regulated foundation was already in place. Its very attraction was that it was a closed system. Indeed, Facebook’s organization of information and relationships became, in a remarkably short period of time, a redoubt from the Web — a simpler, more habit-forming place. The company invited developers to create games and applications specifically for use on Facebook, turning the site into a full-fledged platform. And then, at some critical-mass point, not just in terms of registration numbers but of sheer time spent, of habituation and loyalty, Facebook became a parallel world to the Web, an experience that was vastly different and arguably more fulfilling and compelling and that consumed the time previously spent idly drifting from site to site. Even more to the point, Facebook founder Mark Zuckerberg possessed a clear vision of empire: one in which the developers who built applications on top of the platform that his company owned and controlled would always be subservient to the platform itself. It was, all of a sudden, not just a radical displacement but also an extraordinary concentration of power. The Web of countless entrepreneurs was being overshadowed by the single entrepreneur-mogul-visionary model, a ruthless paragon of everything the Web was not: rigid standards, high design, centralized control.
  • Blame human nature. As much as we intellectually appreciate openness, at the end of the day we favor the easiest path. We’ll pay for convenience and reliability, which is why iTunes can sell songs for 99 cents despite the fact that they are out there, somewhere, in some form, for free. When you are young, you have more time than money, and LimeWire is worth the hassle. As you get older, you have more money than time. The iTunes toll is a small price to pay for the simplicity of just getting what you want. The more Facebook becomes part of your life, the more locked in you become. Artificial scarcity is the natural goal of the profit-seeking.
  • Web audiences have grown ever larger even as the quality of those audiences has shriveled, leading advertisers to pay less and less to reach them. That, in turn, has meant the rise of junk-shop content providers — like Demand Media — which have determined that the only way to make money online is to spend even less on content than advertisers are willing to pay to advertise against it. This further cheapens online content, makes visitors even less valuable, and continues to diminish the credibility of the medium.
Jason Outlaw

US Congressman Introduces Measure to Address Crisis in K-12 Computer Science Education - 0 views

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    The further along I go, the more I am realizing that we have fully arrived in the information age. For our nation to compete globally - we must get out of the trap of growing media consumers, technology consumers, and information consumers. We must grow a generation of students who not only use technology, but understand technology so that they can become active technology producers, so that they can create, innovate, imagine, and disrupt. Possibly, understanding computer science will be as important as learning to read and write - the new literacy.
Cameron Paterson

A Case for Disruptive Education - 3 views

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    A system for personalized learning will not grow from inside formal education. Education is like a field that's been overplanted, with only patches of fertile soil. Too many stakeholders (parents, Unions, adhow to change, acting like weeds or plagues that choke off plant growth. The fresh and fertile soil of the open web can foster the quick growth of a personalized learning system. ministration, faculty) compete with each other with various ideas about
Xavier Rozas

DIY-Virtual Reality...prob. not in Walmart anytime soon - 1 views

  • Epcot on Wednesday opened a new attraction called "Sum of All Thrills," which lets kids use computer tablets to design a virtual roller coaster, bobsled track or plane ride. After inputting their designs, kids climb into a robotic carriage that uses virtual-reality technology to help them experience the ride they've created.
  • in the world of amusement parks and museums. Taking cues from the video game industry, park and ride designers have realized that people -- especially young ones -- want to interact with and even design their own thrill rides
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    Newest Disney attraction called - Sum of All Thrills where kids get to design their own virtual roller coaster. It uses virtual-reality technology. "Disney hopes the interactive nature of the ride would also help kids learn that math and science can be fun."
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    While I would not consider this incredibly expensive ride a 'distruptive innovation' or even an emerging ed technology, what Epcot has done by bringing this DIY-VR concept to the masses (if you are one of the masses that can A- afford Disney and B-have the patience to wait in line for `5-6 hours) is very important to future ed tech innovation strategies. The progression/invention of such cost prohibitive entertainment tools will fall squarely on the high-end theme parks and consumer venues. The challenge has been set by Epcot and now others must either compete directly or develop a better or more accessible solution. Off the top of my head, I can think of a few cost saving innovations that might be developed in this 'race'- Artificial G-Force Engline: variable air pressure, smart-chairs, fans
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