<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Education Futures &#187; USA</title>
	<atom:link href="http://www.educationfutures.com/tag/usa/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.educationfutures.com</link>
	<description>Exploring a New Paradigm in human capital development, driven by accelerating change.</description>
	<lastBuildDate>Thu, 29 Jul 2010 17:45:52 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=abc</generator>
		<item>
		<title>The politics of American anti-intellectualism</title>
		<link>http://www.educationfutures.com/2010/03/23/the-politics-of-american-anti-intellectualism/</link>
		<comments>http://www.educationfutures.com/2010/03/23/the-politics-of-american-anti-intellectualism/#comments</comments>
		<pubDate>Tue, 23 Mar 2010 16:19:40 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[Public Policy]]></category>
		<category><![CDATA[anti-intellectualism]]></category>
		<category><![CDATA[curriculum]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[evolution]]></category>
		<category><![CDATA[global economy]]></category>
		<category><![CDATA[politics]]></category>
		<category><![CDATA[science]]></category>
		<category><![CDATA[USA]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/?p=2152</guid>
		<description><![CDATA[Nothing is more political than education. The Texas State Board of Education reminded us of the phenomenon this month, rewriting textbook guidelines to match their conservative, theological worldviews. Not since the Kansas Board of Education voted to restrict the teaching of evolution has an entire state backlashed so strongly against science and reason. In an [...]]]></description>
			<content:encoded><![CDATA[<p><strong><em>Nothing is more political than education.<br />
</em></strong></p>
<p>The <a href="http://www.tea.state.tx.us/index4.aspx?id=3803">Texas State Board of Education</a> reminded us of the phenomenon this month, rewriting textbook guidelines to match their conservative, theological worldviews.  Not since the Kansas Board of Education <a href="http://www.washingtonpost.com/wp-dyn/content/article/2005/11/08/AR2005110801211.html">voted to restrict the teaching of evolution</a> has an entire state backlashed so strongly against science and reason.
</p>
<p>In an editorial on the board&#8217;s actions, <a href="http://www.chron.com/disp/story.mpl/editorial/6922748.html">the Houston Chronicle wrote</a>:
</p>
<p style="margin-left: 36pt">In its revamp of the state&#8217;s social studies curriculum, a majority of the board has consistently voted to reshape our history. Instead of the messy, complicated past, the extremist members prefer a simple story of triumphant Christian soldiers.
</p>
<p style="margin-left: 36pt">Last week the board voted to remove Thomas Jefferson — Thomas Jefferson! — from a list of Enlightenment thinkers who changed the world. The Enlightenment, with its emphasis on reason over tradition, doesn&#8217;t sit well with the board.
</p>
<p>From the <a href="http://online.wsj.com/article/SB20001424052748703734504575125971351286404.html">Wall Street Journal</a>:
</p>
<p style="margin-left: 36pt">As Don McLeroy, one of the leaders of the board&#8217;s conservative faction, put it in last year&#8217;s debate over evolution, &#8220;somebody&#8217;s got to stand up to experts.&#8221;
</p>
<p style="margin-left: 36pt">Indeed, outrage against the conspiracy of intellectuals seemed to lurk just below the surface during last week&#8217;s deliberations, breaking into the open during moments of rancor. &#8220;I see no need, frankly, to compromise with liberal professors from academia,&#8221; railed board member Terri Leo when someone challenged the move to nix the word &#8220;capitalism.&#8221; &#8220;That&#8217;s part of the problem of how we end up with distorted and liberal biased textbooks is because that&#8217;s who&#8217;s writing them.&#8221;
</p>
<p>Are the actions of Texas and Kansas anomalies, or is there a larger movement at play?
</p>
<p><img align="right" src="http://www.educationfutures.com/wp-content/uploads/2010/03/032310_1619_Americanant1.jpg" alt=""/>Mostly white, undereducated, and underemployed, the <a href="http://en.wikipedia.org/wiki/Tea_Party_movement">Tea Party movement</a> has become the poster child for American anti-intellectualism. Whereas the group&#8217;s members fared well in the industrial era, they find themselves unable to compete in a global economy powered by ideas. Simply put, they have few new skills to offer, and nobody wants to hire them.
</p>
<p>The world is changing around them, and they are frightened. They do not understand the changes, and they do not want to change themselves. Worse yet, they do not want to understand what is going on. We see this in the surge in popularity of radical commentators (i.e., Glenn Beck) who provide simplistic narratives of the world that often have little or no connection to reality. They redirect their fear of what they do not know or understand and transform it into anger.
</p>
<p>In January, the conservative columnist <a href="http://www.nytimes.com/2010/01/05/opinion/05brooks.html?ref=opinion">David Brooks lamented American anti-intellectualism</a> and the backlash against educated people:
</p>
<p style="margin-left: 36pt">The educated class believes in global warming, so public skepticism about global warming is on the rise. The educated class supports abortion rights, so public opinion is shifting against them. The educated class supports gun control, so opposition to gun control is mounting.
</p>
<p style="margin-left: 36pt">The story is the same in foreign affairs. The educated class is internationalist, so isolationist sentiment is now at an all-time high, according to a Pew Research Center survey. The educated class believes in multilateral action, so the number of Americans who believe we should &#8220;go our own way&#8221; has risen sharply.
</p>
<p>What will you do when anti-intellectual politics comes to your school?</p>
]]></content:encoded>
			<wfw:commentRss>http://www.educationfutures.com/2010/03/23/the-politics-of-american-anti-intellectualism/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>We&#8217;re always busy, but doing nothing</title>
		<link>http://www.educationfutures.com/2009/01/26/were-always-busy-but-doing-nothing/</link>
		<comments>http://www.educationfutures.com/2009/01/26/were-always-busy-but-doing-nothing/#comments</comments>
		<pubDate>Mon, 26 Jan 2009 12:03:44 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[Accelerating Change]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[change]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[society]]></category>
		<category><![CDATA[technologies]]></category>
		<category><![CDATA[time]]></category>
		<category><![CDATA[USA]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/?p=1146</guid>
		<description><![CDATA[Here&#8217;s another look at accelerating change. On Friday, the New York Times published an excellent review of Dalton Conley&#8217;s book, Elsewhere U.S.A.: “A new breed of American has arrived on the scene,” Conley, a professor at New York University, declares in “Elsewhere, U.S.A.,” his compact guidebook to our nervous new world. Instead of individuals searching [...]]]></description>
			<content:encoded><![CDATA[<div align="center"><a href="http://www.flickr.com/photos/skewgee/3160670483/"><img src="http://www.educationfutures.com/wp-content/uploads/2009/01/blackberry.png" alt="blackberry" title="broken blackberry" width="494" height="177" class="aligncenter size-full wp-image-1154" /></a></div>
<p>Here&#8217;s another look at <a href="http://www.educationfutures.com/tag/accelerating-change/">accelerating change</a>. On Friday, the New York Times published <a href="http://www.nytimes.com/2009/01/25/books/review/Schuessler-t.html?_r=1&#038;ref=books ">an excellent review</a> of Dalton Conley&#8217;s book, <a href="http://www.amazon.com/gp/product/0375422900?ie=UTF8&#038;tag=educationfutu-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=0375422900">Elsewhere U.S.A.</a>:</p>
<blockquote><p>“A new breed of American has arrived on the scene,” Conley, a professor at New York University, declares in “Elsewhere, U.S.A.,” his compact guidebook to our nervous new world. Instead of individuals searching for authenticity, we are “intraviduals” defined by shifting personas and really cool electronics, which help us manage “the myriad data streams, impulses, desires and even consciousnesses that we experience in our heads as we navigate multiple worlds.” The denizens of our “Elsewhere Society,” Conley argues, “are only convinced they’re in the right place, doing the right thing, at the right time, when they’re on their way to the next destination. Constant motion is a balm to a culture in which the very notion of authenticity . . . has been shattered into a thousand e-mails.”</p>
</blockquote>
<p>Conley looks at the social transformations that were created by technological change between the mid 20th century through today. Organization and individualism have given way to <em>intravidualism</em>, &#8220;an ethic of fragmented selves replacing the modern ethic of individualism.&#8221; Work, play, and everything in between are blurring into non-discrete moments of incoherentness. We&#8217;re going somewhere, but we do not know where. Then again, no matter where we go, there we are.</p>
<p>This has serious consequences for human capital development. Perhaps to better succeed in what appears to be a directionless society of busybodies, we need to create a New Individualism, and re-orient education for developing strategic leadership at the individual level? &#8230;for learning how to cope with increased chaos and ambiguity? &#8230;for knowing how to be more selective in how new technologies are used before the technologies use us?</p>
]]></content:encoded>
			<wfw:commentRss>http://www.educationfutures.com/2009/01/26/were-always-busy-but-doing-nothing/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Yes, we can!</title>
		<link>http://www.educationfutures.com/2008/11/04/yes-we-can/</link>
		<comments>http://www.educationfutures.com/2008/11/04/yes-we-can/#comments</comments>
		<pubDate>Tue, 04 Nov 2008 12:15:53 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[politics]]></category>
		<category><![CDATA[USA]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/?p=776</guid>
		<description><![CDATA[I&#8217;m in Mexico until late this election night. I voted absentee, and I hope you&#8217;re voting, too. (Sí, se puede!)]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m in Mexico until late this election night.  I voted absentee, and I hope you&#8217;re voting, too.</p>
<p>(Sí, se puede!)</p>
<div align="center"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="src" value="http://www.youtube.com/v/jjXyqcx-mYY&amp;hl=en&amp;fs=1" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/jjXyqcx-mYY&amp;hl=en&amp;fs=1" allowfullscreen="true"></embed></object></div>
]]></content:encoded>
			<wfw:commentRss>http://www.educationfutures.com/2008/11/04/yes-we-can/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Repost: 10 ways U.S. education is failing to produce creatives</title>
		<link>http://www.educationfutures.com/2008/05/14/repost-10-ways-us-education-is-failing-to-produce-creatives/</link>
		<comments>http://www.educationfutures.com/2008/05/14/repost-10-ways-us-education-is-failing-to-produce-creatives/#comments</comments>
		<pubDate>Wed, 14 May 2008 12:35:33 +0000</pubDate>
		<dc:creator>John Moravec</dc:creator>
				<category><![CDATA[Public Policy]]></category>
		<category><![CDATA[Top ten list]]></category>
		<category><![CDATA[Accelerating Change]]></category>
		<category><![CDATA[civil rights]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[leadership]]></category>
		<category><![CDATA[NCLB]]></category>
		<category><![CDATA[politics]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[USA]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/?p=590</guid>
		<description><![CDATA[Our third item this week on the United States&#8217; unstable orbit around mediocrity is a repost of our top ten list of how U.S. education is failing to create students that will succeed in creative, knowledge- and innovation-based economies (first published last June). We apologize for beating a dead horse, but No Child Left Behind [...]]]></description>
			<content:encoded><![CDATA[<p><a href="../category/top-ten-list/"><img src="../wp-content/uploads/2007/06/ten-days-sm.png" border="0" alt="ten-days-sm.png" align="right" /></a>Our third item this week on the United States&#8217; unstable orbit around mediocrity is a <a href="http://www.educationfutures.com/2007/06/26/top-ten-list-7-ways-us-education-is-failing-to-produce-creatives/">repost</a> of our top ten list of <em>how U.S. education is failing to create students that will succeed in creative, knowledge- and innovation-based economies</em> (first published last June). We apologize for beating a dead horse, but No Child Left Behind heads-off this list as failure #1:</p>
<ol>
<li><strong>No Child Left Behind</strong>. NCLB is producing exactly the wrong products for the 21st Century, but is right on for the 1850’s through 1950. NCLB’s fractured memorization model opposes the creative, synthetic thinking required for new work and effective citizenship.</li>
<li><strong>Schools are merging with prisons</strong>. As soon as students enter schools, they lose many of their fundamental rights, including the right to free speech. Students who do not wish to conform to prison-like, automaton production must develop individual creativity to survive… often at a price.</li>
<li><strong>Inadequate teacher preparation, recruitment and retention</strong>. The U.S. public schools have always been lemmings, but are now failing to produce teachers who are savvy to the contemporary trends their students must learn and respond to in times of accelerating change. The other half of the picture is teacher-modeled creativity, something the public schools have never seriously attempted.</li>
<li><strong>Insufficient adoption of technology</strong>. The squeeze is on from both ends: Student-purchased technology is usually derided, suppressed, and sometimes confiscated. These tools are part of the technology spectrum kids know they will have to master. On the other end, technology in the schools is dated, the Internet is firewalled, and there isn’t enough equipment to go around.</li>
<li><strong>Focusing on information retention as opposed to new knowledge production</strong>. Disk-drive learning is for computers. Knowledge production and innovation are for humans. The first requires fast recall and low error rates from dumb systems; the second, driven by intelligent people, builds the economy and keeps America competitive.</li>
<li><strong>Innovation is eschewed</strong>. Most U.S. teachers think innovation is something that requires them to suffer the discomforts and pains of adaptation. They don’t accept change as a necessary function of expanding national competitiveness. Many U.S. teachers might be more comfortable in industrial world economies and societies represented by China and South Korea, or 1950’s America.</li>
<li><strong>Continuous reorganization of school leadership and priorities, particularly in urban schools</strong>. Serious questions can be raised whether schools are the organizations required to cope with semi-permanent underclasses, violent youth, incompetent, irresponsible parenting and negative adult role models. What institutional substitutions would you make for the schools?</li>
<li><strong>National education priorities are built on an idealized past, not on emergent and designed futures</strong>. Blends of applied imagination, creativity, and innovation are required to visualize preferred futures, to render them proximal and grounded, and to forge them into empirical realities. On the other hand, it is quite possible that Secretary Spellings and other highly placed education “leaders” have never had an original thought in their entire lives.</li>
<li><strong>Social class and cultural problems in schools and communities suggest that the schools live in a Norman Rockwell past</strong>. Bright kids capable of novel thought and new culture creation have never fit into the industrially modeled American schools, and lower-middle class teachers have little respect for working- and poverty-class art, music, and culture. It appears that the schools are populated by timid, unimaginative, lower-middle class professional placeholders who crave convention (spelling bees, car washes, exceptional sports performances) over invention.</li>
<li><strong>Failing to invest resources in education, both financially and socially. Education is formal, informal, and non-formal in structure and function</strong>. It is possible that formal education will be recognized as the least powerful of this trio, in part because it is so dated, and in part because it occurs in such a small percentage of life compared with the other two types. Perhaps new funding algorithms and decisions must follow this ratio.</li>
</ol>
]]></content:encoded>
			<wfw:commentRss>http://www.educationfutures.com/2008/05/14/repost-10-ways-us-education-is-failing-to-produce-creatives/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Games in the Classroom (part three)</title>
		<link>http://www.educationfutures.com/2007/07/30/games-in-the-classroom-part-3/</link>
		<comments>http://www.educationfutures.com/2007/07/30/games-in-the-classroom-part-3/#comments</comments>
		<pubDate>Mon, 30 Jul 2007 19:45:57 +0000</pubDate>
		<dc:creator>Brock Dubbels</dc:creator>
				<category><![CDATA[Guest Blogger]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[brockdubbels]]></category>
		<category><![CDATA[change]]></category>
		<category><![CDATA[classroom]]></category>
		<category><![CDATA[convergence]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[evolution]]></category>
		<category><![CDATA[futures]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[ICT]]></category>
		<category><![CDATA[India]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[Minneapolis]]></category>
		<category><![CDATA[online]]></category>
		<category><![CDATA[open source]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[resources]]></category>
		<category><![CDATA[Second Life]]></category>
		<category><![CDATA[simulations]]></category>
		<category><![CDATA[students]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[technologies]]></category>
		<category><![CDATA[University of Minnesota]]></category>
		<category><![CDATA[USA]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[Wikipedia]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/2007/07/30/games-in-the-classroom-part-3/</guid>
		<description><![CDATA[Twenty years ago, playing games over a distance might have meant that you played turn-taking games like chess over email, and you were cutting edge. I remember people playing chess through snail mail! You would make your move and wait for a reply. What is happening now is taking place in real-time in virtual environments [...]]]></description>
			<content:encoded><![CDATA[<p>Twenty years ago, playing games over a distance might have meant that you played turn-taking games like chess over email, and you were cutting edge. I remember people playing chess through snail mail! You would make your move and wait for a reply.</p>
<p>What is happening now is taking place in real-time in virtual environments that are interactive and look better than many films.  Decisions, actions, and communications happen like they would in a face-to-face conversation, but they are done through a proxy, that is first and second-person perspectives with an avatar:  a graphical representation of yourself in the game space.</p>
<p><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/grandmasterfoo.JPG" title="grandmasterfoo.JPG"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/grandmasterfoo.thumbnail.JPG" alt="grandmasterfoo.JPG" /></a></p>
<p>Here is my avatar in <a href="http://secondlife.com/whatis/">Second Life</a>.</p>
<p>He is a mix of <a href="http://tinyurl.com/2y287z">Yoda</a>, <a href="http://tinyurl.com/27n2r9">Pei Mei</a>, <a href="http://tinyurl.com/ywvpkp">Zatoichi</a>, <a href="http://tinyurl.com/282s2s">Master Po,</a> and <a href="http://www.realultimatepower.net/">Real Ultimate Power</a>. I would have liked to have made him old, but this is only possible if you learn to use some tools outside of the game to create more specialized characters.  There are many who do this custom avatar creation, and the cool thing is that you could make your avatar something other than a person. Maybe a virus or a mailbox.</p>
<p>In fact, many people are already creating a comfortable living creating products for in game use.  If you have not seen it yet, there are already success stories <a href="http://www.businessweek.com/magazine/content/06_18/b3982001.htm?chan=search">of people capitalizing</a> on the new economies that virtual worlds have created.</p>
<p><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec1.png" title="073007-1945-gamesinthec1.png"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec1.thumbnail.png" alt="073007-1945-gamesinthec1.png" /></a></p>
<p>In this Business Week article, one school teacher in Germany has made substantial gains flipping virtual property!</p>
<p>Imagine that you have the tools and access to build in these environments. In Second Life you do. You can visit models of the Sistine Chapel, Yankee Stadium, or even visit government agencies like the Center for Disease Control. You can build what you like on your virtual land.</p>
<p>What make this kind of play appealing is the ability to play and communicate when you want, and the possibility of meeting people from all over the planet. The prospect of building models and interacting in this environments should be very appealing to educators. This is an extension of the <a href="http://tinyurl.com/29f8v5">diorama.</a> (Tomorrow I will talk about a project using these ideas in the classroom).</p>
<p><span id="more-289"></span><strong> Virtual relations. </strong></p>
<p>Just walk up to another avatar and find out where they are from. I was showing my supervisor around Second Life and we met a person from Austria. It was nice to try and speak a little German. We had opportunity here to practice language with a native speaker. This is a way to internationalize our classroom experiences. Why not use this for language practice? Go to Paris 1900 if you want!</p>
<p>Maybe we need both worlds. The virtual and the real.</p>
<p>Our colleagues, students, and yes, even our grandparents are logging on and playing with tens of thousands of people a night.</p>
<pre></pre>
<pre><tt></tt></pre>
<p>This all goes way beyond contact and communication.</p>
<p>But can chasing virtual characters in modern versions of capture the flag help kids prepare for a new economy?</p>
<p>The games are developing with the players, by the players, and we are at the beginning of what <a href="http://web.mit.edu/cms/People/henry3/">Henry Jenkins</a> calls <a href="http://www.amazon.com/Convergence-Culture-Where-Media-Collide/dp/0814742815/ref=pd_bbs_sr_1/002-1200696-1936025?ie=UTF8&amp;s=books&amp;qid=1185816761&amp;sr=8-1">Convergence Culture</a>, where consumers –us/we&#8211;are shaping the media and commercial landscape—how we sell, what we sell, and how we use it. We are telling companies how they should run their businesses</p>
<p>. . . if they want to do business.</p>
<p>This is what we are going to face as educators. It is my feeling that we already are.</p>
<p>I would like to put forward a simple idea here: <strong>This is the new economy.</strong></p>
<p>Go and see for yourself. Get a subscription to <a href="http://www.worldofwarcraft.com/info/">World of Warcraft</a>, <a href="http://starwarsgalaxies.station.sony.com/en_US/">Star Wars Galaxies,</a> <a href="http://www.lotro.com/splash">Lord of the Rings</a>, or <a href="http://secondlife.com/whatis/">Second Life</a>. These are interactive communities where people participate and interact for recreation, socialization, and employment.  Younger students? Try <a href="http://teen.secondlife.com/whatis">Teen Second Life</a>, <a href="http://atlantis.crlt.indiana.edu/">Quest Atlantis</a>, or <a href="http://b.whyville.net/smmk/top/about">Whyville.</a></p>
<p>We are creating what we want, when we want it.</p>
<p>This seems to be the games movement: FLEXIBILITY ON DEMAND.</p>
<p>Games are challenging and deep, but also designed for beginners with low initial usability demands. Imagine if no one but experienced players could play . . . there would be no new market for game companies to sell to.</p>
<p><strong>Games are also modifiable.</strong></p>
<p>Jason Hill, one of my students from the Video Games as Learning Tools course I offer at the University of Minnesota presented on how he and his colleagues in World of Warfare customize their Graphical User Interface (GUI) to be more useful and immediate for the tasks they regularly engaged in his game experience.  Here is an image from his game experience:</p>
<p><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec3.jpg" title="073007-1945-gamesinthec3.jpg"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec3.thumbnail.jpg" alt="073007-1945-gamesinthec3.jpg" /></a><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec4.jpg" title="073007-1945-gamesinthec4.jpg"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec4.thumbnail.jpg" alt="073007-1945-gamesinthec4.jpg" /></a><a href="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec5.jpg" title="073007-1945-gamesinthec5.jpg"><img src="http://www.educationfutures.com/wp-content/uploads/2007/07/073007-1945-gamesinthec5.thumbnail.jpg" alt="073007-1945-gamesinthec5.jpg" /></a></p>
<p>You will notice the complex symbol systems that represent behavior and action, as well as status and inventory.</p>
<p>What Jason described in the presentation of his project, was that many players were not satisfied with the user interface and had delved into the code to modify the interface to be more useful and applicable for the user’s style of play. You can see here that these are complex interfaces that aid the player in their quest, help them manage resources, as well as control the character. To make them work for your purpose in learning and doing is to have some control and purpose.</p>
<p>Learners like this. There is plenty to recommend it.<a href="http://website.education.wisc.edu/steinkuehler/"> Take a look at Constance Steinkuehler&#8217;s thesis.</a> There is plenty in her study of online literate activities and informal scientific reasoning to give you an idea how you might reverse engineer content to validate gaming as a productive classroom tool.</p>
<p>Further, the  graphical user interfaces <a href="http://en.wikipedia.org/wiki/Graphical_user_interface">(GUI)</a> are the precursor to the interfaces and controls of many new computer mediated machines. My former neighbor worked on a project that used video game GUI for controlling <a href="http://www.army-technology.com/projects/predator/"> unmanned military vehicles.</a> He told me that game players were much more adept at controlling the vehicles than non-game players. Much of our equipment will use GUI like video games.</p>
<p>So not only are students learning to play these games with very complex user interfaces, but they are modifying these interfaces to suit their style of play.</p>
<p>The same is happening with open source communities where HUD (Heads up displays) are being created to connect <a href="http://secondlife.com/whatis/">Second Life</a> to<a href="http://moodle.org/"> Moodle</a> (an open source <a href="http://en.wikipedia.org/wiki/Learning_Management_System">learning management system</a>), so that we can begin to link embodied performance and description of experience to an online grade book. Imagine moving beyond traditional distance education and offering shared simulations that are <a href="http://en.wikipedia.org/wiki/SCORM">SCORM compliant</a>, which allows for the action to be the assessment given the right scripting and activity.</p>
<p>So, with all of these new tools waiting to become more cost friendly, we might want to think about getting on board before the train leaves the station.</p>
<p><strong>We can do this with school too.<br />
</strong><br />
Education and other services may be delivered like this in the future. These virtual worlds can be connected to when convenient, and can be turned off just as easily.</p>
<p>But this is really not all I want to tell you about.</p>
<p>We are already seeing the potential for using these environments for distance learning and hybrid models for classrooms. With my supervisor Renee Jessness, I am currently designing online content for virtual worlds for <a href="http://moodle.mpls.k12.mn.us/online/">Minneapolis Online</a> using technologies developed in open source movements like <a href="http://www.sloodle.com/">Sloodle. </a></p>
<p>Make no mistake, as educators, we are making progress.</p>
<p>We are also working to put established curriculum, like <a href="http://website.education.wisc.edu/kdsquire/">Kurt Squire&#8217;s </a>work on Civ 3 on Moodle so that students can play the game Civilization and get course credit while improving knowledge of history, cultural geography, and accelerating their reading and critical thinking. There are other games we are beginning to integrate as well. Try <a href="http://www.politicalmachine.com/index.aspx?c=1">Political Machine</a>, <a href="http://www.educationarcade.org/labyrinth">Labyrinth,</a> <a href="http://www.making-history.com/"> Making History</a>, <a href="http://legostarwarsthevideogame.com/flash/index.cfm"></a><a href="http://www.freedomfighter56.com/">Freedom Fighter 56, </a>Star Wars Legos, <a href="http://www.2kgames.com/pirates/pirates/home.php">Pirates!</a>, <a href="http://www.hmfarm.com/">Harvest Moon</a>, <a href="http://www.legacygames.com/gameinfocd_c.php?q=Pet%20Pals:%20Animal%20Doctor">Pet Pals</a>, <a href="http://muve.gse.harvard.edu/rivercityproject/">River City</a>, <a href="http://www.wolfquest.org/">Wolfquest</a>, <a href="http://www.creaturecontrolscience.com/play.php?site=kids">Creature Control</a>, <a href="http://www.konami.com/Konami/ctl3810/cp20103/si1740501/cl1/dance_dance_revolution_ultramix_4_with_dance_pad">Dance Dance Revolution</a>, and of course, <a href="http://www.redoctane.com/">Guitar Hero!</a><br />
<strong>We are also integrating traditional content into hands on studies with amazing equipment.</strong></p>
<p>I was a little tough on Minneapolis&#8217; magnet programs and did not tell the whole story. We are making progress. Wendie Pallazo, director of <a href="http://cte.mpls.k12.mn.us/">Career and Technical Education</a> at Minneapolis Public Schools has just purchased a <a href="http://en.wikipedia.org/wiki/Rapid_prototyping">Rapid Prototype Machine</a> as part of the CTE Engineering program, where content is embodied in Project based learning. Imagine that you take your design from the CAD software and you print off what you designed with a 3dimensional object printer.</p>
<p>What if we combine this with games and online environments?</p>
<p>The process of manufacture and distribution can be a costly process in getting products to shelves. But what if these virtual products were connected to a distribution and production system that would allow you to have it at home instantly?</p>
<p>So you go to virtual Target, and Target has shelves of virtual products to sell you. And in addition to selling you the object, you get the tool kit to modify the product, and, you are encouraged to change its design and sell it on Target’s virtual shelves to other virtual customers. What if you go to check out where there is  an RPM machine that will print off your design in a 3d model? Myabe you can modify in the store and at home. Maybe you get a designer&#8217;s cut &#8212; I don&#8217;t know.</p>
<p>This is convergence culture and the logical extension of the AMAZON model of customer recommendation. Design it online, print it at home.</p>
<p>The products we design may be available to us by RTM 3d printer like Wendie just purchased for one of our high schools. I ti s nice that our students will experience technology like this first hand.</p>
<p><strong>People are also using these environments to produce more media. </strong></p>
<p>How about that lamp you mod&#8217;d online at virtual target? <a href="http://en.wikipedia.org/wiki/3D_printing"></a><a href="http://en.wikipedia.org/wiki/3D_printing">Print it!</a><br />
What if you want a book?</p>
<p>How about the <a href="http://www.makezine.com/blog/archive/2007/06/espresso_book_machine.html">Espresso® book machine</a> . . . print off one book at a time.</p>
<p><strong>It is not just about products, it is about information and entertainment too.</strong></p>
<p>There is <a href="http://bellsandspurs.com/_video/">Machinima</a>, <a href="http://www.fanfiction.net/">Fan Fiction</a>, <a href="http://www.gamespot.com/features/6113893/p-10.html">Play-throughs</a>, and <a href="http://en.wikipedia.org/wiki/Mod_%28computer_gaming%29">Mods</a>.</p>
<p>People are learning dangerous sports and serious professions without the risk of injury because game of technology. There are peripherals that enable virtual kayaking with <a href="http://tinyurl.com/2paghs">simulated water feel on the paddle</a>; how about new fields like <a href="http://www.time.com/time/interactive/health/doctor_np.html">distance surgery</a>—and ps. video games help surgeons in their <a href="http://archsurg.ama-assn.org/cgi/content/abstract/142/2/181">accuracy</a>.</p>
<p>So instead of asking ourselves if we will be able to compete with these kind of learning environments, we should be asking ourselves when we are going to join in the fun. The biggest foes we face as educators are apathy, learned helplessness, and irrelevance.  You will not find those words in the same sentence with <a href="http://brockdubbels.efoliomn2.com/index.asp?Type=NONE&amp;SEC={D4D3310C-741F-4020-9035-8C66E29D4849}">Play and Fun</a>. According to Mumford and Huizinga, play is representation and the ability use analogy and metaphor. According to them, this is how our culture was created and the way we perpetuate and share it.</p>
<p><strong>It takes a really disciplined kid to put down the controller and pull out the textbook from school. So why should they?</strong></p>
<p>And as we all know, many are not disciplined in this way. If you speak to most professionals who deal with young people, you will probably find them telling you that kids struggle with the ability to delay immediate gratification.  Many young people, and one middle-aged educator I know of for sure, would much prefer to play video games than diagram sentences and do second-drafts of papers.  I think we struggle even as adults. Parents and people who play and develop games have much to teach us about learning and delivering instruction, and as educators, we should position ourselves to ask for that help</p>
<p>Parents have learned that they can leverage these games to get kids to do things that they don’t want to do.  And believe me, they do. Many young people have at least one gaming platform at home: Xbox, ,Xbox 360 GameCube, Wii, PlayStations  1, 2, &amp; 3, as well as handheld game platforms like the Game Boy, Game Boy Advance, the PlayStation Portable, the Nintendo DS. Parents understand that they can get their kids to do things by using games in a token economy. Some parents take it a step further, and play the games with their children.  This is smart parenting. If you are afraid of what might be hiding inside, you should go in and take a look.</p>
<p>Tell me,</p>
<p>How in the world can we compete with this?</p>
<p>Why would we compete with this?</p>
<p>Why are we not teaching like this?</p>
<p>Like I said, there are not the games your father bought you.</p>
<p>They are complex, dynamic, interactive, highly engaging, and evolving with the players:  good games are great teachers.</p>
<p>Video games represent a great opportunity for teachers and students to connect, and not just because games are fun and they encourage play, but because it allows us to share experience and be on the same level. It allows them to see an adult learn a new thing as a beginner.</p>
<p>And believe me, you won’t be an expert in the beginning. Modesty and humility are wonderful when mixed with openness, eagerness to learn and share, as well as a little collegian competition. And many young people are great teachers as well as great competitors. And they do want to help you.</p>
<p>When I have played games with young people, I have been able to talk about the experience with them and model my reflective process. When I non-judgmentally share my experiences of the game and how I felt, and how I am making sense of what happened in the context of my values, I get a chance to talk at a whole different level of discourse. I give respect and seek to understand before I seek to be understood. This is a great way to model metacognition, affective processing, and courteous sportsmanship&#8211; a few things the world could use!</p>
<p>One of the coolest things we do on games is debate. <a href="http://www.cqpress.com/product/Researcher-Video-Games-v16-40.html">The CQ Researcher has a nice article on this,</a>a and after we have had a careful reading, we debate about things like violence and games.  I asked students if we should teach kids that are seven years old to play Grand Theft Auto®. The classes have generally split half &amp; half.  The method comes from <a href="http://www.co-operation.org/">Johnson &amp; Johnson</a> and it is this method of creating constructed controversy and debate;  it allows me the opportunity to moderate a controversial subject and suggest that we can disagree, learn from each other, and not be at war because we think differently.  And the kids have great takes on why we have violence and how games might play a role.</p>
<p>Maybe adoption of these new approaches to play and learning can help us continue our progressive evolution. It is clear the next steps involve ubiquitous computing devices like PDAs and phones. If we all have access to the web, will we be creating hybrids between real and virtual field trips. Folks at the MIT Media lab have been doing this already and are calling them <a href="http://education.mit.edu/pda/">participatory simulations</a> and <a href="http://www.educationarcade.org/aurg">augmented reality.</a></p>
<p>We can extend this by having our open source LMS capture data online as students solve the mysteries and provide the data and construct critique and evaluation supporting their findings and position.</p>
<p>Further, assignments that are uploaded using the built in quiz tools and other auto-grading features can evaluate the data as assignments/quizzes and give feedback, clues, and progress in the grade book in real-time. We can give scavenger hunt assignments for our museums, historic sites, government centers, and imaginary futures mapped out in real space. And these don’t have to be fictions; they can be real problems that need solving.</p>
<p>So when we talk about games, we are talking about what is current and maybe a little out front into the future. There is so much happening connected to these tools and so many ways that they can be used and connected.</p>
<p><a href="http://wcco.com/video/?id=17627@wcco.dayport.com">Tomorrow I am going to share a little about my use of games for teaching literacy and literature.</a> I will offer some approaches to teaching games as game studies and how I improved reading performance with my eight graders.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.educationfutures.com/2007/07/30/games-in-the-classroom-part-3/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Video Games in the Classroom (part two)</title>
		<link>http://www.educationfutures.com/2007/07/29/video-games-in-the-classroom-2/</link>
		<comments>http://www.educationfutures.com/2007/07/29/video-games-in-the-classroom-2/#comments</comments>
		<pubDate>Sun, 29 Jul 2007 16:44:05 +0000</pubDate>
		<dc:creator>Brock Dubbels</dc:creator>
				<category><![CDATA[Guest Blogger]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[classroom]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[Firefox]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[ICT]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[knowledge]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[Minneapolis]]></category>
		<category><![CDATA[outcomes]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[resources]]></category>
		<category><![CDATA[students]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[theory]]></category>
		<category><![CDATA[USA]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[Wikipedia]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/2007/07/29/video-games-in-the-classroom-2/</guid>
		<description><![CDATA[To do is to be To be is to do So Do We? It is just good teaching Games taught me that modeling environments and taking on the roles are powerful ways to teach and learn. Piaget talked about roles as assimilation. You try on the role and see what part of the character is [...]]]></description>
			<content:encoded><![CDATA[<p>To do is to be</p>
<p>To be is to do</p>
<p>So Do We?</p>
<p>It is just good teaching</p>
<p>Games taught me that modeling environments and taking on the roles are powerful ways to teach and learn.</p>
<p>Piaget talked about roles as assimilation. You try on the role and see what part of the character is you.</p>
<p>Gibson talked about environment and context, with affordances and constraints. What the world gives you for advice, warning, limitation, and opportunity.</p>
<p>These ideas are present in embodiment and how we might contextualize our curriculum as an <a href="http://en.wikipedia.org/wiki/Activity_theory">activity system.</a></p>
<p>One of the big lessons from games is design. Good learning is by design. A teacher, like a game designer creates the environment where we learn.</p>
<p><span id="more-283"></span>We are already attempting to embody what we teach in purposeful ways with Professional Content Magnets in our secondary schools. In Minneapolis we have Automotive, Cosmetology, Medicine, Business, and Fine Arts—just to name a couple. What we often don&#8217;t do is to integrate the abstractions of the  core competencies from the traditional content areas into the context of the professional development.  I have noticed that the many of the magnets still teach school the same way. Students still go to math and use a math text book, and they learn Math the same way they do in Auto as they do in Medical &#8212; they just have some specialized classes and placement programs that allow students to specialize.</p>
<p>We often do not teach our content in the context of doing the professional work. We do not find Algebra in the everyday world of Engineering, we teach the formulas as content rather than showing how a formula can be used for building a model for an engineering project. There is a new kind of engineering for schools – reverse engineering.</p>
<p>Some schools and teachers do this when they design their curriculum. There are <a href="http://www.amazon.com/Understanding-Design-Expanded-Grant-Wiggins/dp/1416600353/ref=pd_bbs_2/002-1200696-1936025?ie=UTF8&amp;s=books&amp;qid=1185724678&amp;sr=8-2">books</a> on it and we have explored this idea going all the way back to <a href="http://en.wikipedia.org/wiki/John_Dewey">John Dewey</a> .</p>
<p>Can we teach physics with an internal combustion engine? Dewey thought so.</p>
<p>Games ask us to take on the roles and then teach us to do things in the context of that role in the simulated environment.</p>
<p>That is embodiment.</p>
<p>Schools can do this too.</p>
<p>We can structure reflection to connect experience to our abstracted tradition of curriculum to generalize and transfer.</p>
<p>If you are playing as a doctor, you will do the things that doctors do.</p>
<p>And as you are acting like a doctor, the game gives you clues to achieve a win-state, in the form of feedback and performance assessment.</p>
<p>Games provide performance assessment in real time embodied in the context of what a doctor does and how a doctor gets feedback. So you learn to be a doctor by playing in a simulated world as a doctor. In the process, you are assessed on your performance by the game.  It is how they keep score!</p>
<p>In games students are scored based upon criteria for performance that is built into the activity.  The assessment is the activity.</p>
<p>This is different from taking tests on the content and elements of performance in print based tests and questionnaires. <a href="http://en.wikipedia.org/wiki/Edward_Thorndike">Thorndike</a> anyone?</p>
<p>This is what games do when they are well-designed, and this is what curriculum can do when it takes these steps as well. Good teaching is good teaching, but often our teachers are not given the opportunity or resources to create hands-on experience for their students with the content built into the context of doing in the world. We tried to do this a number of years ago with the Profiles of Learning and Performance Packages here in Minnesota, but we just did not do a good job of helping our teachers do it.</p>
<p>Instead, we are writing a paper about what doctors do, &#8220;because this is what we do in English.&#8221; We are preparing for a time when you can be a doctor. You must write first in school, and then you can apply to medical school. Why are we withholding the fun?</p>
<p>I am sure you are saying to yourself that this reminds you of apprenticeship programs. And &#8220;what about the value of a good liberal arts education?&#8221;</p>
<p>I am with you. I originally wanted to be a philosopher! I still try to connect great books with issues we face in society. My own eight grader helped me by telling me that &#8220;sonic the hedgehop is like Odysseus Mr. Dubbels, he is trying to get home.&#8221; We also made our own version of the Odyssey&#8211; studying it to make a game. The kids said that Odyssseus was put off the bus (Poseidon Bus Lines anyone?) for being arrogant and had to walk home in a modern day, urban Odyssey.</p>
<p>Actions speak louder than word when it comes to learning.</p>
<p>And words are what many students&#8217; days are full of: in the texts, in the lecture, in homework.</p>
<p>I like words, but it is important that I have experience to write and read about to connect. Something purposeful and fun.</p>
<p>I am here to tell you, you don&#8217;t need a computer to make learning environments like this. You can construct modern Odysseys.</p>
<p>I am not saying that what we are doing in school is wrong. Good teaching is good teaching, and there are many things I like to do and teach that have nothing to do with video games. I am an English teacher, and I like to read. I like to write, and I like big ideas.</p>
<p>Shouldn&#8217;t we be considering how we might work to teach the <em>words-words-words</em>-<em>abstraction-as-content</em> curriculum<em><br />
</em>in a more tangible way, that allows students to use the skill sets of an historian or botanist with reading, writing, numeracy, technology, and scientific reasoning built-in,  as a botanist or historian would do it in the context of their job?</p>
<p>Imagine being Indiana Jones. Would you prefer to be Indy on a mission or in the lecture hall? I think I like the whip for jumping over a canyon better than using it as a teacher.</p>
<p>We can teach traditional content areas and standards as elements of embodied practice. Most of us use reading, writing, and numeracy in the context of our professions and recreation, not as we do in English class or Geometry.</p>
<p>When was the last time you took a content-test at work?</p>
<p>Subject matter expertise comes out in situated performance in my experience. Games are actually built to teach and assess through performance. In addition, games demand mastery and continuous improvement in pursuit of winning the game and even provide replay, scoring, and commentary!</p>
<p>What if we built curriculum in the form of games?</p>
<p>Can you imagine getting an <a href="http://www.youtube.com/watch?v=ObXlkY2Ml2c">instant replay</a> with color commentary like you get in <a href="http://www.easports.com/madden07/">Madden 2007</a> on your test? In games, you have to perform with enough mastery to move on, or <a href="http://www.google.com/search?q=define%3A+level+up&amp;ie=utf-8&amp;oe=utf-8&amp;aq=t&amp;rls=org.mozilla:en-US:official&amp;client=firefox-ahttp://en.wikipedia.org/wiki/Level_up">level up</a>.  Games do the assessment as part of their programming.</p>
<p>You may be asking now, &#8220;But are<em> there games that can do what a text book does?</em></p>
<p><em>&#8220;What about the teacher?&#8221;<br />
</em></p>
<p>My answer: &#8220;do you want your kids learning from textbooks?&#8221;</p>
<p>Textbooks are great, but limited in what they can present. And they may serve a valid purpose as a reference point for exploring issues in the contexts of analysis, history of what others have done and thought, as well as jumping-off-points for more serious inquiry and investigation—just like the<a href="http://en.wikipedia.org/wiki/Main_Page"> Wikipedia</a>.</p>
<p>Yes, I know, the wikipedia is only as good as the posters, but at least there is discussion and room for published public dissent on the article in the context of the webpage where the information is posted.  Can you do this with a text book?</p>
<p>My work as a media specialist gave me an opportunity to take a serious look at what we were doing with books and how we were using them. I was surprised that my library was more of a repository of relics, curiosities, and histories – as well as some great fiction and how-to-books.</p>
<p>What I was thinking as I weeded out geography texts on Yugoslavia and the USSR, was that much of what we purchase in non-fiction texts actually work better on the World Wide Web. In fact, what makes the WWW better is that we can find starting points for research and inquiry like the Wikipedia; we can read a variety of sites that might inform us and create contrast and opposing viewpoints, as well offer a variety of media opportunities in the form of video on demand, live web-camera viewing, links to other sites, community forums for discussion and community, as well as interactive media like games. And the WWW is generally updated. Not like the books on the USSR and Yugoslavia.</p>
<p>We should be moving beyond the static curriculum of text books.</p>
<p>Games can provide the context and action for our content knowledge in a situated context—almost as good as being there.</p>
<p>Games can do this whether they are computer games, or games that use paper, pencil, and dice.</p>
<p>Further, what games do well is provide context and necessitate performance. I am not the first person to say this and many more have said it better.  The big idea here is that games represent an opportunity to be in a role, doing things that people in those roles do, in places where they do them, and then get assessed in that performance. A nice book on this – I like books—<a href="http://epistemicgames.org/eg/?cat=64">is David Shaffer&#8217;s book</a> and his take on <a href="http://epistemicgames.org/eg/?cat=28">Epistemic Games.</a>  What David proposes is that there are beliefs, acts, and contexts for what the professions do.</p>
<p>A game I like that does this is <a href="http://www.globalconflicts.eu/">Global Conflicts Palestine</a>. I have <a href="http://brockdubbels.efoliomn2.com/index.asp?Type=CLASSES&amp;SEC=%7bE0316068-3154-4001-A0EC-C150F7664D11%7d">been using this game</a> with middle school students in Minneapolis at Richard Green-Central K8 school to teach about being a journalist;  teach about issues in Jerusalem that affect us all as a planet; and issues in composition such as thesis and supporting details, the use of data collection, writing to inform, and rhetorical situations like writer&#8217;s purpose, audience, topic, and context. The cool thing is, in this game you play the journalist and you deal with these issues as a journalist. And this includes the creation of the articles from informants you have quoted in the game. You have to do the things I teach in English class, but while playing as a journalist.</p>
<p>Yes, Playing. That typically means fun is included there too!</p>
<p>There are still two unanswered questions here:</p>
<p>&#8220;What about the textbooks?&#8221; and &#8220;what about the teachers?&#8221;</p>
<p>Texts can tell a story, provide relevant reference, as well as provide models for how we create texts. I do prefer reading fiction from a book.  There will always be a place for texts. But should they be our primary tools?</p>
<p>Teachers become coaches, resources, and designers of instruction. They help students through the experience of becoming. Help students set goals. Assist them in connecting their experience and structuring reflection. They become more connected.</p>
<p>These are not new ideas either, but they have not been implemented. Texts and teachers are often the focus of the classroom experience, even though experience and common sense tell us that student learning should be the focus.  Teachers can create contexts, structure reflection, and provide resources like text books and other references to further the growth and learning of their students. They become the designers of content systems, instructional environments, or whatever you want to call them.  We do need support in this. As teachers, we are not islands or independent states. Administrators, school boards, other teachers, parents, students, schools of education, game companies, philanthropic entities ( my email is below if you are a philanthropic entity) can all help.</p>
<p>And like I said, many of us do this now. We use cooperative learning, projects, performance, experience, and encourage students to have wonderful ideas. And this is what creates knowledge and innovation. What our country was built upon. But maybe we can take this a step further and become student growth centered. Games can help us do that.</p>
<p>In the next entry, I will be going into aspects of games and how they might be used to extend learning time outside of the classroom and bring the lives of our learners in. Games provide a great opportunity for distance learning. My last post will be a description of how I taught with games and some outcomes, and maybe most importantly, how I was able to get the equipment and make it happen. And to get to the point:  I had no grants. I had no special resources. I bought no equipment.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.educationfutures.com/2007/07/29/video-games-in-the-classroom-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Top ten list #7: Ways U.S. education is failing to produce creatives</title>
		<link>http://www.educationfutures.com/2007/06/26/top-ten-list-7-ways-us-education-is-failing-to-produce-creatives/</link>
		<comments>http://www.educationfutures.com/2007/06/26/top-ten-list-7-ways-us-education-is-failing-to-produce-creatives/#comments</comments>
		<pubDate>Tue, 26 Jun 2007 12:00:47 +0000</pubDate>
		<dc:creator>Education Futures Editors</dc:creator>
				<category><![CDATA[Top ten list]]></category>
		<category><![CDATA[Accelerating Change]]></category>
		<category><![CDATA[civil rights]]></category>
		<category><![CDATA[Innovation]]></category>
		<category><![CDATA[leadership]]></category>
		<category><![CDATA[NCLB]]></category>
		<category><![CDATA[politics]]></category>
		<category><![CDATA[teaching]]></category>
		<category><![CDATA[USA]]></category>

		<guid isPermaLink="false">http://www.educationfutures.com/2007/06/26/top-ten-list-7-ways-us-education-is-failing-to-produce-creatives/</guid>
		<description><![CDATA[Today&#8217;s list discusses how U.S. education is failing to create students that will succeed in creative, knowledge- and innovation-based economies. Not surprisingly, No Child Left Behind heads-off this list as failure #1: No Child Left Behind. NCLB is producing exactly the wrong products for the 21st Century, but is right on for the 1850&#8242;s through [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.educationfutures.com/category/top-ten-list/"><img src="http://www.educationfutures.com/wp-content/uploads/2007/06/ten-days-sm.png" alt="ten-days-sm.png" align="right" border="0" /></a>Today&#8217;s list discusses how U.S. education is failing to create students that will succeed in creative, knowledge- and innovation-based economies.  Not surprisingly, No Child Left Behind heads-off this list as failure #1:</p>
<ol>
<li><strong>No Child Left Behind</strong>. NCLB is producing exactly the wrong products for the 21st Century, but is right on for the 1850&#8242;s through 1950. NCLB&#8217;s fractured memorization model opposes the creative, synthetic thinking required for new work and effective citizenship.</li>
<li><strong>Schools are merging with prisons</strong>. As soon as students enter schools, they lose many of their fundamental rights, including the right to free speech. Students who do not wish to conform to prison-like, automaton production must develop individual creativity to survive&#8230; often at a price.</li>
<li><strong>Inadequate teacher preparation, recruitment and retention</strong>. The U.S. public schools have always been lemmings, but are now failing to produce teachers who are savvy to the contemporary trends their students must learn and respond to in times of accelerating change. The other half of the picture is teacher-modeled creativity, something the public schools have never seriously attempted.</li>
<li><strong>Insufficient adoption of technology</strong>. The squeeze is on from both ends: Student-purchased technology is usually derided, suppressed, and sometimes confiscated. These tools are part of the technology spectrum kids know they will have to master. On the other end, technology in the schools is dated, the Internet is firewalled, and there isn&#8217;t enough equipment to go around.</li>
<li><strong>Focusing on information retention as opposed to new knowledge production</strong>. Disk-drive learning is for computers. Knowledge production and innovation are for humans. The first requires fast recall and low error rates from dumb systems; the second, driven by intelligent people, builds the economy and keeps America competitive.</li>
<li><strong>Innovation is eschewed</strong>. Most U.S. teachers think innovation is something that requires them to suffer the discomforts and pains of adaptation. They don&#8217;t accept change as a necessary function of expanding national competitiveness. Many U.S. teachers might be more comfortable in industrial world economies and societies represented by China and South Korea, or 1950&#8242;s America.</li>
<li><strong>Continuous reorganization of school leadership and priorities, particularly in urban schools</strong>. Serious questions can be raised whether schools are the organizations required to cope with semi-permanent underclasses, violent youth, incompetent, irresponsible parenting and negative adult role models. What institutional substitutions would you make for the schools?</li>
<li><strong>National education priorities are built on an idealized past, not on emergent and designed futures</strong>. Blends of applied imagination, creativity, and innovation are required to visualize preferred futures, to render them proximal and grounded, and to forge them into empirical realities. On the other hand, it is quite possible that Secretary Spellings and other highly placed education &#8220;leaders&#8221; have never had an original thought in their entire lives.</li>
<li><strong>Social class and cultural problems in schools and communities suggest that the schools live in a Norman Rockwell past</strong>. Bright kids capable of novel thought and new culture creation have never fit into the industrially modeled American schools, and lower-middle class teachers have little respect for working- and poverty-class art, music, and culture. It appears that the schools are populated by timid, unimaginative, lower-middle class professional placeholders who crave convention (spelling bees, car washes, exceptional sports performances) over invention.</li>
<li><strong>Failing to invest resources in education, both financially and socially</strong>. Education is formal, informal, and non-formal in structure and function. It is possible that formal education will be recognized as the least powerful of this trio, in part because it is so dated, and in part because it occurs in such a small percentage of life compared with the other two types. Perhaps new funding algorithms and decisions must follow this ratio.</li>
</ol>
]]></content:encoded>
			<wfw:commentRss>http://www.educationfutures.com/2007/06/26/top-ten-list-7-ways-us-education-is-failing-to-produce-creatives/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
