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    Education

    No Such Thing: Education in the Digital Age

    The show is about learning with technology, the realities and exciting potential.

    Enjoying the show? Please take a moment to rate us, and leave a review wherever you’ve accessed the podcast. Find our listener survey at facebook.com/nosuchthingpodcast drop a like on the page while you’re there.

    The music in this podcast was produced by Leroy Tindy, a guest in episode zero. You can find him on SoundCloud at AirTindi Beats.

    The podcast is produced by Marc Lesser. Marc is a specialist in the fields of digital learning and youth development with broad experience designing programming and learning environments in local and national contexts. Marc recently served as Youth Studies Practitioner Fellow at City University of New York, and leads a team of researchers and technologists for NAF (National Academy Foundation).

    Marc is the co-founder of Emoti-Con NYC, New York’s biggest youth digital media and technology festival, and in 2012 was named a National School Boards Association “20-to-Watch” among national leaders in education and technology. Connect with Marc on BlueSky @malesser, or LinkedIn.

    What’s with the ice cream truck in the logo? In the 80’s, Richard E. Clark at University of Southern California set off a pretty epic debate based on his statement that “media are mere vehicles that deliver instruction but do not influence student achievement any more than the truck that delivers our groceries causes changes in nutrition.” * So, the ice cream truck, it’s a nod to Richard Clark, who frequently rings in my ear when I’m tempted to take things at face value. “Is it the method, or the medium?” I wonder.

    The title, No Such Thing, has a few meanings. Mostly, it emphasizes the importance of hard questions as we develop and document the narrative of “education” in the US. For Richard E. Clark, the question is whether there’s such a thing as learning from new technologies. For others, it might be whether there’s a panacea for the challenges we face in this field. Whatever your question, I hope that it reminds you to keep asking–yourself, your learners, others–what’s working and how so.

    * Clark, R. E. (1983) Reconsidering Research on Learning From Media. Review of Educational Research 53(4) 445-459.


    Hosted on Acast. See acast.com/privacy for more information.

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    Connie Yowell & Kylie Peppler Talk LRNG Dec 13, 2018
    Show notes

    In this episode I'm joined by two special guests and we're talking about a recent merger that may have gone unnoticed by many, but to me could be a tiny rumble before a tremendous shift that could rock education in a lot of ways. Here were some of the headlines:


    New Merger Wants to Create ‘WeWork for Education’ Via Digital Badges and Mini-Campuses


    Next for SNHU: Game-Based Learning and Digital Badges for Middle Schoolers


    Southern New Hampshire University and LRNG Merge to Deploy Innovative Community-Based Education Strategy in Cities Across the U.S.


    My guests are two critical players leading education reform, research, and practice in this country.


    Dr. Kylie Peppler is an artist by training - Associate Professor of Learning Sciences at UC Irvine and engages in research that focuses on the intersection of arts, computational technologies and interest-driven learning. In addition to serving as the Director of the Creativity Labs at Irvine, Dr. Peppler is the Chief Learning Officer at Collective Shift/LRNG, the former lead of the MacArthur Foundation’s Make-to-Learn initiative, and a member of the 2016 and 2017 National Educational Technology Plan Committee, sponsored by the U.S. Department of Education. Peppler was on the original NSF-sponsored Scratch team during the initial design and early study of the Scratch platform. Since this time, she has specialized in studying e-textile design with the LilyPad Arduino.


    Connie Yowell is the visionary and CEO of Collective Shift, bringing considerable experience from the MacArthur Foundation where she oversaw a $150 million program on Digital Media and Learning.

    Prior to joining the Foundation, Connie was an Associate Professor at the University of Illinois, publishing scholarly work that examines the complex interplay among young people’s emerging identity, their social context and achievement. Connie briefly served as Policy Analyst in the U.S. Department of Education during the Clinton Administration, and has worked closely with teachers and administrators to develop programs for youth development.


    In 2004, Connie received the Distinguished Fellows Award from the William T. Grant Foundation, an award to support scholars seeking to bridge research and practice, under which she worked with the National Writing Project to develop approaches that integrate web 2.0 technologies into the social practices of teachers. Connie earned her bachelor’s degree from Yale, and her PhD from Stanford University.


    My thanks to Kylie and Connie for joining. You'll hear a change in audio on Connie's mic mid-way through the interview...we had some technical difficulties with our connection, but persevered. Whether you agree with me that their story could be a taste of new education paradigms to come, I hope you'll join me in cheering them on. We need all of the brains we can get iterating toward a future where learning is accessible, connected, counted for everyone.


    LRNG / SNHU Merger Press Release: https://www.prnewswire.com/news-releases/southern-new-hampshire-university-and-lrng-merge-to-deploy-innovative-community-based-education-strategy-in-cities-across-the-us-300734026.html

    Mastery Transcript Consortium: http://mastery.org/

    LRNG: https://www.lrng.org/

    Souther New Hampshire University: https://www.snhu.edu/

    Open Badges: https://openbadges.org/

    Walk Out, Walk On - Book by Margaret J. Wheatley and Deborah Frieze: http://a.co/d/cFUsNUS

    EdSurge Says: New Merger Wants to Create ‘WeWork for Education’ Via Digital Badges and Mini-Campuses: https://www.edsurge.com/news/2018-10-23-new-merger-wants-to-create-wework-for-education-via-digital-badges-and-mini-campuses

    And the official press release headline was: Southern New Hampshire University and LRNG Merge to Deploy Innovative Community-Based Education Strategy in Cities Across the U.S.: https://www.prnewswire.com/news-releases/southern-new-hampshire-university-and-lrng-merge-to-deploy-innovative-community-based-education-strategy-in-cities-across-the-us-300734026.html

    Hosted on Acast. See acast.com/privacy for more information.


    Code of <b>Ethics</b> Dec 06, 2018
    Show notes

    I was extremely honored to be invited by friends at CSTA-NYC to help produce a live episode of the show on the topic of Tech and Ethics. We called the event "Code of Ethics" and my thanks in particular to the kind and hardworking folks in the Audio-Visual department at Microsoft, NY, who hosted the event.


    Anil Dash is the CEO of Glitch, formerly Fogcreek Software, and host of Vox Media's new show on Tech and Society, Function, and long-time advocate for a more socially-minded technology sector, it's engineers, leadership, and the policy that structures (or doesn't) decisions about what gets made.


    Natasha Singer is a reporter for the NY Times Business Section, who covers Tech and has a special focus on accountability.


    And Brenda is a NYC Public School student who dreams of becoming a software engineer. She is a 1st generation Dominican-American and passionate about women in tech.


    This conversation was a journey into some of the most serious issues that all of us should be grappling with during Computer Science Education week. Thousands of events, big and small, are being logged globally tying into CS Education, but what could be more important than a step back to think about what, in the course of the conversation, we refer to as tech's "downstream effects."


    Links from this episode:


    Function Podcast: https://www.voxmedia.com/about-vox-media/2018/10/30/18039366/vox-media-podcast-network-function-anil-dash

    Google Is Teaching Children How to Act Online. Is It the Best Role Model?

    Just Don’t Call It Privacy

    Weaponized Ad Technology’: Facebook’s Moneymaker Gets a Critical Eye

    Microsoft Urges Congress to Regulate Use of Facial Recognition

    Tech’s Ethical ‘Dark Side’: Harvard, Stanford and Others Want to Address It

    Maryland Schools May Tell Children When It’s Time to Log Off

    Senators Call for Federal Investigation of Children’s Apps

    Did you vote? Now your friends may know.

    Hudson High School of Learning Technologies: https://www.hudsonhs.nyc/



    Hosted on Acast. See acast.com/privacy for more information.


    Cramming for Ethics in Tech Nov 29, 2018
    Show notes

    I'm cramming for my conversation next week about ethics and tech, and as I prepare I thought it would be a fun way to add some transparency to the process. Usually when I prepare for a big episode I reach out to folks in my network, I dig for sources, I spend a lot of time with the topic in my head. When I thought about who I should reach out to as I think about the roots of some of the issues we'll cover next week, I wondered, who might help me with something of a literature review on the ethics and philosophy part. As we know - but sometimes forget - many of the questions that we're asking today about ethics relevant to computer science have been asked before. There are entire schools of thought dedicated, scholars who've spent lifetimes... but I haven't reached back to those texts in forever, maybe you haven't either. So I did what anyone would do...


    John P. Cleary is my high school philosophy teacher, and the first person who came to mind when I considered who would make time for me as I cram for this interview. He's a busy guy, an Assistant Professor at Raritan Valley Community College, an acclaimed stage actor, and restorer of his cabin in the woods, where I imagine he'll one day sip brandy and read poetry by a wood stove. We caught up for a bit before diving in, but the questions you hear me refer to are ones that I shot him over Facebook Chat, where he and I keep in occasional touch.


    Enjoy my chat with John, it's a prep call for next weeks episode on Ethics in Tech, but if, like me, you're looking for a lit review to help you think about the scholarly history of some of civilizations' thorniest questions, here it is...


    Links:

    Joe Kincheloe, The Sign of the Burger: https://www.goodreads.com/book/show/2255502.The_Sign_of_the_Burger

    Nat'l Association of Media Literacy: https://namle.net/

    Zimyatin's WE, Russian novel: https://en.wikipedia.org/wiki/We_(novel)

    Neil Postman: https://en.wikipedia.org/wiki/Neil_Postman

    Martin Heidegger: https://en.wikipedia.org/wiki/Martin_Heidegger

    Jurgen Habermas: https://en.wikipedia.org/wiki/J%C3%BCrgen_Habermas

    McLuhan's Mechanical Bride: https://en.wikipedia.org/wiki/The_Mechanical_Bride

    Donna Haraway: https://en.wikipedia.org/wiki/Donna_Haraway

    Kaku, Physics of the Impossible: https://en.wikipedia.org/wiki/Physics_of_the_Impossible


    Also Mentioned:

    Mary Shelly

    Orwell

    Huxley

    Kelner

    Noam Chomsky

    Sartre

    Friedrich Nietzsche

    Hosted on Acast. See acast.com/privacy for more information.


    Anya Kamenetz: "What The Times got wrong about kids and phones" Nov 16, 2018
    Show notes

    At the end of October, the New York Times ran a series of articles on kids, parents, and screentime. It looked at trends among parents, largely around the Silicon Valley in California. When I read Anya Kamenetz's response in the Columbia Journalism Review, titled What the Times Got Wrong About Kids and Phones, I had to reach out and see if she'd be willing to talk. I think her perspective on this issue is extremely important.


    Anya Kamenetz is NPR's lead education blogger. She joined NPR in 2014, working as part of a new initiative to coordinate on-air and online coverage of learning.


    Kamenetz is the author of several books. Her latest is The Art of Screen Time: How Your Family Can Balance Digital Media and Real Life (PublicAffairs, 2018).


    Her previous books were Generation Debt; DIY U: Edupunks, Edupreneurs, and the Coming Transformation of Higher Education, and The Test.


    Kamenetz covered technology, innovation, sustainability, and social entrepreneurship for five years as a staff writer for Fast Company magazine. She's contributed to The New York Times, The Washington Post, New York Magazine, Slate, and O, the Oprah Magazine, and appeared in documentaries shown on PBS and CNN.


    It's worth noting that in addition to the rock stardom above, she's a parent, and someone who, admittedly, is dealing with the stuff in real time. If you take nothing else from this episode, if you don't read her book or the many links that I drop in the show notes for this episode (available on our facebook page facebook/nosuchthingpodcast) pretty please, use your instincts as a parent, consult educators and specialists who know technology on this topic, talk with doctors who really want to dig in about what's fears are real and which are not. Take the time to do your homework, and make plan that fits what you're looking to each achieve at home, in your classroom, or with the young people you serve, wherever that is. And talk to the young people in your life. Preaching tech abstinence comes from a good place - we want children safe and productive - but don't be suckered by the temptation to conflate all that's changing for us culturally, don't trust non-expert voices because they seem elite, and don't miss out on all that's there in the upside.


    Links from this episode:

    Columbia Journalism Review - What the Times got wrong about kids and phones: https://www.cjr.org/criticism/times-silicon-valley-kids.php

    THE ART OF SCREEN TIME: HOW YOUR FAMILY CAN BALANCE DIGITAL MEDIA AND REAL LIFE: http://www.anyakamenetz.net/

    NYTimes, A Dark Consensus Begins to Emerge About Kids and Phones in Silicon Valley: https://www.nytimes.com/2018/10/26/style/phones-children-silicon-valley.html

    Silicon Valley Nannies Are Phone Police for Kids: https://www.nytimes.com/2018/10/26/style/silicon-valley-nannies.html?module=inline

    Anya's Newsletter: https://tinyletter.com/AnyaKamenetz/subscribe

    Anya on Twitter: https://twitter.com/anya1anya


    Hosted on Acast. See acast.com/privacy for more information.


    The "M" in STEM Oct 19, 2018
    Show notes

    Buckle up for some real talk about solutions to our Math challenges that might sound simple in a lot of cases, but they certainly aren't obvious. If they were, we would've figured out a long time ago that, for example, "school math and real math" as Marvin puts it during this interview, should not and cannot be such very different things.


    In this episode, Marc interviews researchers from Education Development Center's Center for Children and Technology and Bank Street College of Education, who are collaborating on an effort funded by the National Science Foundation and the Institute of Education Sciences at the U.S. Dept. of Department of Education, to help better equip educators supporting the wide variety of learners who populate the classrooms of American schools. Their program, Math For All, is developing digital resources to show general and special education teachers how to provide high-quality, standards-based math education to all students, including those with disabilities.


    Links from this episode:

    • Math For All: http://mathforall.cct.edc.org/
    • Pew Research, U.S. students’ academic achievement still lags that of their peers in many other countries: http://www.pewresearch.org/fact-tank/2017/02/15/u-s-students-internationally-math-science/
    • Marvin Cohen, Nesta Marshall, Babette Moeller: http://mathforall.cct.edc.org/about-math-for-all/
    • STEM: https://en.wikipedia.org/wiki/Science,_technology,_engineering,_and_mathematics

    Hosted on Acast. See acast.com/privacy for more information.


    Competency X Oct 05, 2018
    Show notes

    Del Lago Academy is one use case that shows the potential of alternative credentialing (or digital badges) for reforming assessment in the digital age. If you're a K12 professional, a funder, or a education technologist that's been following the conversation on Badges for Learning, you don't want to miss this conversation. Alec Barron is the lead behind Competency X, a project that's already engaged teachers, local industry, and higher ed in a serious conversation about how competency-based practices, along with strong software platforms, can change the efficiency and effectiveness of school-supported pathways for youth to meaningful, prosperous futures in San Diego County.


    Links from this episode:

    Del Lago Academy: https://www.dellagoacademy.org/

    Portfolium: https://portfolium.com/

    Competency X: https://www.competencyx.com/

    BIOCOM: https://www.biocom.org/s/

    Fleet Science Center: https://www.rhfleet.org/

    Digital Badge Summit: https://badgesummit.weebly.com/

    Palomar College: https://www2.palomar.edu/

    Miramar College: https://www.sdmiramar.edu/

    Pharmatec: http://www.pharmtech.com/

    Assessment for Learning Project: https://www.assessmentforlearningproject.org/

    Education Design Lab: https://eddesignlab.org/

    Nicole Pinkard: http://www.sesp.northwestern.edu/profile/?p=1049&/NicholePinkard/

    Center for Collaborative Education: http://cce.org/

    Reimagining College Access: https://learningpolicyinstitute.org/project/reimagining-college-access

    Hosted on Acast. See acast.com/privacy for more information.


    Sex Ed In the Digital Age Sep 19, 2018
    Show notes

    In this episode I'm talking with Julia Bennett, Director of Learning Strategy at Planned Parenthood Federation of America, along with Dan Rice, Director of Training for an organization called, Answer out of Rutgers University in New Jersey, and Temitayo Fagbenle, Senior, City University of NY, Queens College and soon-to-begin "Fellow" at "Nancy," a production of WNYC Studios. You may remember her from previous episodes of this show on higher education and youth radio.


    If you've wondered about this intersection between technology and the sexual development of young learners, I'm with you. We tackle some big issues in this episode, and I hope also shed some light on the reality of where young people are learning sex ed, and what role adults in their lives can play.


    Links from this episode:

    Planned Parenthood Federation of America: https://www.plannedparenthood.org/

    Answer: http://answer.rutgers.edu/

    Temitayo Fagbenle on Instagram and Twitter @theeetemi: https://www.wnyc.org/people/temitayo-fagbenle/

    NYC Comptroller's Report on Sex Ed: https://comptroller.nyc.gov/newsroom/comptroller-stringer-report-high-number-of-middle-and-high-school-students-arent-taught-sex-ed/

    PrEP, HIV prevention: https://www.cdc.gov/hiv/risk/prep/index.html

    Sex Etc: SexEtc.org

    Online Shaming, WNYC Radio Rookies: https://www.wnyc.org/story/261104-radio-rookies-sexual-cyberbullying/

    It's Complicated by dana boyd: https://yalebooks.yale.edu/book/9780300166316/its-complicated

    Hosted on Acast. See acast.com/privacy for more information.


    Video Games With My Teacher - Part 2 Sep 05, 2018
    Show notes

    This episode is part 2 of an experiment. If you listen to both episodes, it’s two hours of gameplay, and talk about games in learning, play, popular titles, a takedown of the Fortnight franchise by young Game Reviewer, and Rudy Blanco's student, Kimari Rennis - I can’t wait for you to meet Kimari - we talk about diversity in games, we define some terms, sidetrack a bit into mythology, and so so much more. Here’s the bottom line, though. If you’ve never played video games with your students, you might be missing out on a tremendous learning opportunity. How often in your class does a student jump in an say, “I’m happy to control the ship?”


    This and so much more in the episode ahead. Enjoy.


    Links from this episode:

    NYC Video Game Critic’s Circle: https://nygamecritics.com/

    DreamYard Project: http://www.dreamyard.com/

    (Game 1) Lovers in a Dangerous Spacetime: http://www.loversinadangerousspacetime.com/

    Until Dawn (game): https://en.wikipedia.org/wiki/Until_Dawn

    Plants Vs Zombies: https://en.wikipedia.org/wiki/Plants_vs._Zombies

    George Fan, PVZ designer: http://plantsvszombies.wikia.com/wiki/George_Fan

    Disney Quest (arcade): https://en.wikipedia.org/wiki/DisneyQuest

    Fortnite (game): https://en.wikipedia.org/wiki/Fortnite

    Smite (game): https://en.wikipedia.org/wiki/Smite_(video_game)

    Pub G: https://en.wikipedia.org/wiki/PlayerUnknown%27s_Battlegrounds

    (Game 2) Don’t Starve Together: https://en.wikipedia.org/wiki/Don%27t_Starve

    Assassin’s Creed: https://en.wikipedia.org/wiki/Assassin%27s_Creed

    Playstation “Shareplay”: https://www.playstation.com/en-us/explore/ps4/share-play/

    Hosted on Acast. See acast.com/privacy for more information.


    Video Games With My Teacher - Part 1 Aug 28, 2018
    Show notes

    This episode is another two-parter and it’s something of an experiment. If you listen to both episodes, it’s two hours of gameplay, and talk about games in learning, play, popular titles, a takedown of the Fortnight franchise by young Game Reviewer, and Rudy Blanco's student, Kimari Rennis - I can’t wait for you to meet Kimari - we talk about diversity in games, we define some terms, sidetrack a bit into mythology, and so so much more. Here’s the bottom line, though. If you’ve never played video games with your students, you might be missing out on a tremendous learning opportunity. How often in your class does a student jump in an say, “I’m happy to control the ship?”


    This and so much more in the episode ahead. Enjoy.


    Links from this episode:

    NYC Video Game Critic’s Circle: https://nygamecritics.com/

    DreamYard Project: http://www.dreamyard.com/

    (Game 1) Lovers in a Dangerous Spacetime: http://www.loversinadangerousspacetime.com/

    Until Dawn (game): https://en.wikipedia.org/wiki/Until_Dawn

    Plants Vs Zombies: https://en.wikipedia.org/wiki/Plants_vs._Zombies

    George Fan, PVZ designer: http://plantsvszombies.wikia.com/wiki/George_Fan

    Disney Quest (arcade): https://en.wikipedia.org/wiki/DisneyQuest

    Fortnite (game): https://en.wikipedia.org/wiki/Fortnite

    Smite (game): https://en.wikipedia.org/wiki/Smite_(video_game)

    Pub G: https://en.wikipedia.org/wiki/PlayerUnknown%27s_Battlegrounds

    (Game 2) Don’t Starve Together: https://en.wikipedia.org/wiki/Don%27t_Starve

    Assassin’s Creed: https://en.wikipedia.org/wiki/Assassin%27s_Creed

    Playstation “Shareplay”: https://www.playstation.com/en-us/explore/ps4/share-play/

    Hosted on Acast. See acast.com/privacy for more information.


    15 Years of Games For Change Aug 02, 2018
    Show notes

    The organization Games for Change is hard to describe as being just one thing: they throw a Festival that happens every year in NYC, and that's been the backbone of the organization, but around that has grown a really important community of artists and activists, educators, computer scientists, developers, funders, and game studios who believe deeply in the power of games for improving the human experience. Sometimes that's about empathy for other humans, sometimes it's about zooming in on something remarkable, sometimes it's about simply tapping the playfulness in all of us. When I think of Games for Change - some might call them Serious Games - I think of titles like Dys4ia, a flashgame by the legendary Anna Anthropy - quoting from Wikipedia, "to recount her experiences of gender dysphoria and hormone replacement therapy". There are hundreds of titles, and many would argue that the boundaries between "serious games" and others is really about your game design practice, more than genre. They can be blurry, when you put them up against Educational Games, or even virtual environments where the outcomes aren't purely a play for revenue.


    I've been really lucky to be a part of this organization's evolution as a participant at the festival, as a partner to their student game design challenge in my role at Mouse, and as a member of the community that gains so much from the vision they put forward 15 years ago. I feel like an Anniversary gift is in order, and while I didn't send chocolates to founders - Ben Stokes, Barry Joseph, Suzanne Seggerman - it felt like the next best thing to spend some time with G4C President, Susanna Pollack, and give you a chance to hear from two winners at this year's festival.


    3 Conversations, 15 years of Games for Change - enjoy.


    Notes from this episode:

    Games For Change: http://www.gamesforchange.org/

    Attentat 1942: http://attentat1942.com/

    Attentat 1942 Gameplay: https://youtu.be/kLct7kVW1sM

    Charles University: https://cuni.cz/

    About Assassins Creed, Origins for Education: https://www.nytimes.com/2018/05/16/arts/assassins-creed-origins-education.html

    STEAM: https://store.steampowered.com/

    Technology Student Association: http://www.tsaweb.org/

    Play Garrett at Chameleon School: http://tsabms.bsd.k12.pa.us/VideoGameDesign/Team903/

    2018 G4C Student Challenge Winners: http://www.gamesforchange.org/studentchallenge/awards-2018-student-challenge/

    Hosted on Acast. See acast.com/privacy for more information.


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