Virtual Reality for Learning Raises High Hopes and Serious Concerns

Virtual Reality for Learning Raises High Hopes and Serious Concerns

Education Week logoAJ Mast for Education Week

London and Philadelphia — Is virtual reality finally ready to make inroads in K-12?

Technology companies are making a fresh push, and some market dynamics could provide them a tailwind. But there’s plenty of reason to remain skeptical.

That’s the takeaway from Education Week’s reporting from two conferences last month: Bett, a global ed-tech trade show hosted in London, and EduCon, a gathering of progressive educators and technology enthusiasts in Philadelphia.

Reasons to be bullish include new hardware advances, falling prices, and a wave of districts that will soon be looking to replace their existing computers and laptops. As a result, more than 15 percent of U.S. schools will have virtual-reality classroom kits by 2021, predicts Futuresource Consulting, a U.K.-based market-research firm.

“You’re going to see increasing adoption of this immersive technology,” said Ben Davis, a senior analyst for the group.

Read the full article here: May require an Education Week subscription.

Tech Companies Are Buying Their Own Education Research. That’s a Problem – Education Week

Tech Companies Are Buying Their Own Education Research. That’s a Problem – Education Week

Commentary, By Matt Miles

Last month, a pair of Apple shareholders demanded in an open letter that the company address growing concerns about children’s addiction to their products. In light of research on the detrimental effects of electronic-media use, investment firm JANA Partners and the California State Teachers’ Retirement System argued, parents need better resources to make sure children are using devices “in an optimal manner.” While Apple defended its parental controls and protections for children, the letter was proof that more people are starting to realize what many in the scientific community have been saying for years: Overuse of screen-based technology is bad for children’s health.

Modern technology is powerfully addictive, especially for the young, developing mind. With teenagers ages 13-18 averaging almost nine hours of entertainment media use a day—that doesn’t include homework or other media use in school—it’s no wonder many parents are starting to notice. (Even two of technology’s most prominent creators, Bill Gates and the late Steve Jobs, famously admitted in interviews that they limited their own children’s screen use.) Psychologists and neuroscientists have shown correlations (and in many cases, causation) between overusing technology and lower grades, trouble sleeping, inability to focus, poor self image, and depression and anxiety. Some research even shows a decrease in gray matter—the brain tissue responsible for sensory perception, memory, emotion, and self-control—in a technology addict’s cerebral cortex.

Read the full article here: May require an Education Week subscription.

The ED Games Expo Comes to the Kennedy Center

The ED Games Expo Comes to the Kennedy Center

Dept. of Ed Blog logoDid you know that game-based learning is gaining popularity in education as more young people and adults learn from games in and out of the classroom? Well-designed games can motivate students to actively engage in content that relates to coursework, and to master challenging tasks designed to sharpen critical thinking and problem solving, as well as employment and life skills.

On January 8, 2018, the 5th annual ED Games Expo occurred at the John F. Kennedy Center for the Performing Arts in Washington, DC. The event was organized in collaboration between the Department of Education’s (ED) Institute of Education Sciences (IES) and the Kennedy Center’s Education team. The event showcased more than 100 learning games, most developed with funding from 17 different government programs within and outside ED. The games were for students of all ages in education and special education and covered topics across STEM, reading, social studies and social development. Many incorporated emerging technologies, such as virtual reality, augmented reality and maker spaces with 3D printing stations, as well as engaging approaches to learning, such as narrative adventures and puzzle games.

A Unique Opportunity

This year the Expo featured panel sessions with game developers and live demos by more than 80 developers from around the country. At a daytime panel session on the Millennium Stage titled “So You Want to Be a Game Developer,” 13 different game developers shared inspiring stories for why and how they became game developers. The audience included more than 500 DC-area school students, many of whom took the microphone and asked questions such as “What is it like to be a game developer?” and “What can I do to be a game developer?”

The live demos of learning games and technologies occurred across multiple galleries on the Terrace Level of the Kennedy Center. Across the day and into the early evening, the students and more than 200 other visitors played games while meeting face-to-face with the developers. The experience provided a unique opportunity for attendees to discuss how the games were developed and to learn about the research findings on how games can impact student performance.

Learning Games Emerge Across Many Government Programs

Along with being a fun and rich learning experience for everyone, the Expo demonstrated the impact of a wide range of government programs that invest in learning games as a strategy to advance their mission to support education and learning.

At ED, seven programs that support such projects were represented at the Expo. Four are operated by IES, through its Small Business Innovation Research Program, Research Grants Programs in Education and Special Education and its Assessment Program. Other ED programs included the Office of Special Education Programs; the Office of Career, Technical, and Adult Education; and the Ready to Learn program.

Outside of ED, learning games at the Expo were supported by ten different government programs, including the SBIR programs at the National Science Foundation, the Department of Agriculture, and the National Institutes for Health and research programs at the Environmental Protection Agency and the National Institutes of Health. A group of games were also developed from programs at USAID, the Library of Congress, the Smithsonian, the National Endowment for the Humanities and the National Endowment for the Arts.

Lastly, the Kennedy Center joined the Expo this year in recognition of the arts and creativity embedded in the game development process.  The Expo provided tangible opportunities for students to learn directly from game developers how they use the creative artistic process to design multi-modal, differentiated games that are engaging, customized learning experiences for all. Through its Education programs, the Kennedy Center encourages a broad audience of students and stakeholders to consider game development as an opportunity for a range of learning experiences, through concept ideation, design, coding, graphic art creation, musical score writing and performance, or research and evaluation during and after development.

Edward Metz is a Research Scientist at the Institute of Education Sciences within the Department of Education, where he leads the SBIR and the Education Technology Research Grants programs.

Jeanette McCune is the Director of School and Community Programs in Education at the Kennedy Center. 

Follow IES (@IESResearch) and the Kennedy Center (@Kencen) for updates on the next ED Games Expo and other initiatives.

What Literacy Skills Do Students Really Need for Work?

What Literacy Skills Do Students Really Need for Work?

Education Week logoSchools are under growing pressure to make sure that students are ready for work or job training, as well as college, when they graduate from high school. But employers say their young hires haven’t learned the reading, writing, and verbal-communication skills that are most important to a successful working life.

That gap between reality and expectations begs a boxful of questions about whether there’s a preparation problem and, if so, how to solve it.

Should K-12 schools add workplace-oriented literacy skills to their already-heavy lineup of classics like the five-paragraph essay? Who should teach young people how to write an environmental-impact report or explain quarterly business results to investors: High schools? Colleges? Or are such skills better learned at work or in job-training programs?

Surveys of employers paint a picture of discontent. Executives and hiring managers report that they have trouble finding candidates who communicate well. Good oral-communication skills, in particular, rank especially high on employers’ wish lists, alongside critical thinking and working in teams.

But do companies’ hiring struggles mean that K-12 schools, colleges, and job-training programs are doing a poor job of preparing students for work?

Some labor economists argue that the much-ballyhooed “skills gap” is caused not by inadequate career preparation but by companies’ refusal to provide the pay and training necessary to get the workers they need. And many educators argue that the primary purpose of schooling isn’t to create a jobs pipeline but to prepare young people to be informed, active citizens.

Education Week‘s new special report on literacy and the workplace won’t be able to resolve these arguments for you. But it can give you a glimpse of how some schools and employers are grappling with the workplace-literacy demands that young people face. Relatively few K-12 schools, it seems, are seriously exploring this kind of work…

Read full article click here, may require ED Week subscription

Engineer Turned Teacher Helps Students Build Apps for Special Needs Counterparts

Engineer Turned Teacher Helps Students Build Apps for Special Needs Counterparts

Nick Gattuso is a computer science teacher at Point Pleasant Borough High School in New Jersey, where his students have developed a suite of learning applications to assist students with disabilities, as well as an emergency-response app for school officials. Last year, his students’ work was honored by the state school boards association.

“This November will be my 15th year at the high school. Prior to coming [here], I worked for 20 years for Bell Labs. It was the pre-eminent research institution of its time…I was scheduled to be in the Pentagon, in its computer center, on 9-11. The reason I wasn’t there was because it was back-to-school night for my daughter, who was in elementary school. After that…I wanted to give back. I was too old to be a cop or a fireman, so I decided to give back by becoming a teacher.

“I took an early retirement package from Bell, and was literally put into a teaching job with no experience. I have a master’s degree in software engineering, and also a bachelor’s degree in English and poetry. I took an almost $100,000 pay cut—no lie.

“When I was at Bell, we had done this work for a guy who was paralyzed in one arm. It was a voice-activation program that helped him do his work. Years later, I was talking to my son Nicholas, explaining this story and how this program had helped this guy, and we had the idea of building real software, something that means something to people. I went down the hall to the teachers in the special-needs programs, and they were like, ‘We’ve been waiting for you!’

Nick Gattuso

“PALS stands for Panther Assisted Learning Software. In our case, my students have a set of customers downstairs, in special needs, and those customers are dependent on us to create programs that are actually meaningful, that help their lives. One of the applications we built teaches them how to go grocery shopping—with a shopping-cart simulator that has them rolling around a 3D store, picking up the bread. Another one helps them count money.

“When this thing started taking off, I went down to my administration and said, ‘We have Programming 1, and we then we have AP Computer Science, but there’s really no place for kids to go after that. So we created Advanced Software Engineering Topics. All we do is project-based, like it would be in college, or in the workplace. There are deadlines, but there are no tests.

“The question is: Did you solve the problem? Did you build something that will enrich the lives of the children downstairs? Did you make their lives better?

Some of my kids are working now for Google, for Apple, for Yelp. They make oodles of money, but they always know that the genesis of their work was building stuff for special needs kids, for doing good for somebody else.”