Technology in Education: How Will it Change the Game?
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Published on May 18, 2012
Speakers:
Linda Burch, Chief Education & Strategy Officer, Common Sense Media
Ben Chun, Educator, Galileo Academy of Science & Technology
Anthony Salcito, Vice President of Worldwide Education, Microsoft
Lucien Vattel, Owner, Chizuru Games & Executive Director, GameDesk
Noah Wardrip-Fruin, Associate Professor of Computer Science, UC Santa Cruz & Co-director, Expressive Intelligence Studio
Moderator: Tony Wan, Associate Editor, EdSurge
In March 2012, US Secretary of Education Arne Duncan expressed his conviction that "technology is a game-changer in the field of education." One year ago President Obama put out a call for "investments in educational technology that will help create digital tutors that are as effective as personal tutors, educational software as compelling as the best video game."
What are the sorts of promising innovations living up to this challenge? How are they accelerating the quality of and access to education? Is gaming an effective tool? What are the challenges in adapting these technologies in everyday practice? And how can we trust that they will deliver on the promises? Are there compelling opportunities for entrepreneurs? The Churchill Club has assembled a diverse set of thought leaders to offer unique perspectives on these questions and explore big changes looming over the horizon.
Lead Sponsor: Microsoft
Supporting Sponsor: Luxembourg Trade and Investment Office
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All Comments (2)
Lucien Vattel 3 months ago
Follow the logic of your claim > Deep gaming will not work...MAY not be able to associate...your assertion doesn't make sense as it is written. Please update it and I will respond with my thoughts. If you don't understand what I mean. please ask me questions and we can discuss.
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joeatgvo 1 year ago
around 30:00 they hit on they key reason why deep gaming experience will not work in an education system. The reason is because deep gaming is essentially a fantasy experience and when you present curriculum as a gaming experience, students lose the real life applications, and may not be able to associate what they have learned to the real world. That puts pretty heavy limitations on the level of "gaming" that you can put in to education.
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