The world has become increasingly “flat,” as Tom Friedman has shown. Thanks to massive improvements in communications and transportation, virtually any place on earth can be connected to markets anywhere else on earth and can become globally competitive.
Compounding this challenge of demand from college-age students is the fact that the world is changing at an ever-faster pace.
Few of us today will have a fixed, single career; instead, we are likely to follow a trajectory that encompasses multiple careers.
As we move from career to career, much of what we will need to know will not be what we learned in school decades earlier. We are entering a world in which we all will have to acquire new knowledge and skills on an almost continuous basis.
It is unlikely that sufficient resources will be available to build enough new campuses to meet the growing global demand for higher education—at least not the sort of campuses that we have traditionally built for colleges and universities.
Nor is it likely that the current methods of teaching and learning will suffice to prepare students for the lives that they will lead in the twenty-first century.
Creator/Author(s):
John Seely Brown is a Visiting Scholar and Advisor to the Provost at the University of Southern California (USC) and Independent Co-Chairman of a New Deloitte Research Center.
He is the former Chief Scientist of Xerox and Director of its Palo Alto Research Center (PARC). Many of his publications and presentations are on his website (http://www.johnseelybrown.com).
Richard P. Adler is a Research Affiliate at the Institute for the Future in Palo Alto and Principal of People & Technology, a research and consulting firm in Cupertino, California.
"Submitted for your approval, a child introduced to the iPad at a young age, exposed to its various delights of light and sound, unable to comprehend a magazine. The video shows that this 1-year-old baby, after being introduced to an iPad, has become trained by its (admittedly elegant) user interface to repeatedly try and use a glossy magazine the same way.
Needless to say, it doesn’t work.
Of course, on one level this is cute, but on another, it could speak to the incredibly powerful way the technological innovations of the past 15 years or so will affect the next generation of human beings.
We have generally thought of technology as being something hard to grasp and hard to teach, but this video seems to illustrate that that has fundamentally changed. Forever." (via)
Quick. Tell me the age of the average game player. 12? 15? 17? Nope.
According to a new report from the Entertainment Software Association (ESA), the average game player age is 37.
Even more surprising is the finding that in 2011, 29% of gamers were over the age of 50. In all, 72% of American households play computer of video games.
Here are some other interesting stats from the 2011 Essential Facts About the Computer & Video Game Industry report released by ESA on the demographics of video game players.
You can read the full executive summary after the jump.
Parents & Games
"Kids play video games for fun with the goal of progressing to the next level and eventually conquering the oppoent, whether that's another player or the computer.
86% of parents are aware of the ESRB rating system
75% of parents believe that the parental controls are useful
80% of parents place time limits on video game playing
74% of parents place limits on Internet usage
Gender & Gamer Demographics
"There are games now for pretty much every age, every demographic." ~ Jesse Schell, professor of entertainment technology at Carnegie Mellon University
58% Male 42% Female
Women age 18 or older represent a significantly greater portion of the game-playing population (37%) than boys age 17 or younger (13%)
33% of gamers say that playing computer or video games is their favorite entertainment activity
How Gamers Play
"Gaming is productive. It produces positive emotion, stronger social relationships, a sense of accomplishment, and for players who are a part of a game community, a chance to build a sense of purpose." ~ Jane McGonigal, PhD. author of Reality is Broken: Why Games Make Us Better and How They Can Change the World
55% of gamers play games on their phones or handheld device
65% of gamers play games with other gamers in person
Ryan Seacrest, known in Hollywood circles as the busiest (and nicest) man in showbiz and host of American Idol, has launched the Ryan Seacrest Foundation (RSF).
The mission of the Ryan Seacrest Foundation (RSF) is to enhance the quality of life for seriously ill and injured children through unique programs that utilize multimedia and interactive platforms to enlighten, entertain and educate.
RSF’s first initiative is to build broadcast media centers, named THE VOICE, within pediatric hospitals for children to explore the creative realms of radio, television and new media as well as contribute positively to the healing process.
The Voice media centers have already opened in Atlanta and Philadelphia, with plans to eventually build up to 10 of the broadcast centers at pediatric hospitals around the country.
In addition, RSF will also reach out to the community and involve students from local journalism schools, colleges and universities to provide them with the opportunity to gain first hand experience in broadcasting, programming and operating a multimedia center.
There's lots of research in the educational media space on how the use of multimedia, social and digital technologies allows young people see themselves as an active participant, in the pilot's seat or director's chair, as they chart new connections between diverse and often unpredictable worlds of knowledge.
This is especially important for children who are critically ill. They spend so much time in the hospital letting doctors, nurses and other medical techs deciding what and when they do just about anything.
To be critically ill means giving up control. A lot of control. 'The Voice' project is important because it's the only part of a child's stay in the hospital where they--not the doctors or nurses--are in control.
They get to decide what song to play. They get to decide what button to push. Most importantly, it's a part of their day that doesn't revolve around heavy life threatening decisions, medicines, needles or any of the hard work of being a patient.
It's just fun. And that's the best medicine of all.
Connect with the Seacrest Foundation on Twitter and Facebook
None of the top 100 companies to work for block social media access at the office, reports Erin Lieberman Moran, senior VP at the Great Place to Work Institute.
Significant numbers of children are breaking the rules by setting up their own profiles on social networking sites such as Facebook, finds a new EU Kids Online study.
The report, Social Networking, Age and Privacy, found that 38 per cent of 9-12-year-olds use social networking sites, with one in five of the age group having a profile on Facebook, even though the network sets a minimum age of 13 to join.
"Since children often lie about their age to join 'forbidden' sites it would be more practical to identify younger users and to target them with easy-to-use protective measures."
Researchers who carried out the EU Kids Online survey of 25,000 young people across Europe say it shows that age restrictions are only partially effective and that a growing number of children are taking online risks.
A quarter of children on social networking sites have their profile set to ‘public’. One fifth of children whose profile is public display their address and/or phone number, twice as many as for those with private profiles.
Professor Sonia Livingstone from the London School of Economics and Political Science, who directs the project, said: ‘It seems clear that children are moving to Facebook – this is now the most popular site in 17 of the 25 countries we surveyed. Many providers try to restrict their users to 13-year-olds and above but we can see that this is not effective.’
Especially younger children are less likely to use privacy options and to understand the safety features that are available. According to the report, across the 25 European countries surveyed, 57 per cent of children (aged 9 to 16) use Facebook as their sole or main social networking site. This ranges from 98 per cent in Cyprus, to only two per cent in Poland.
Need for better protective measures
The findings raise the possibility that removing age restrictions from social network sites might be the most effective way of improving online safety as the rules have the consequence of driving kids’ social networking underground.
Among other findings, the survey shows that almost one in six 9-12-year-olds, and one in three 13-16s, have 100 or more online contacts. Around a quarter of SMS users communicate online with people who have no connection to their offline lives, including one fifth of 9-12 year olds across all SMS (and one quarter of younger Facebook users).
Key findings of the report:
Social networking sites (SNS) are popular among European children: 38% of 9-12 year olds and 77% of 13-16 year olds have a profile. Facebook is used by one third of 9-16 year old internet users.
One in five 9-12 year olds have a Facebook profile, rising to over 4 in 10 in some countries.
Age restrictions are only partially effective, although there are many differences by country and SNS.
Younger children are more likely than older to have their profile ‘public’. A quarter of 9-12 year old SNS users have their profile ‘set to public’.
Parental rules for SMS use, when applied, are partly effective, especially for younger children.
One fifth of children whose profile is public display their address and/or phone number, twice as many as for those with private profiles.
The features designed to protect children from other users if needed are not easily understood, by many younger and some older children.
Students tap away at their cell phones, laptops and iPads during Enrique Legaspi's high-tech history lesson.
In some grade schools, pulling out these devices during class would result in a one-way ticket to the principal's office. But Legaspi encourages this behavior, as long as the kids are using Twitter.
A technology enthusiast, Legaspi learned how to incorporate the social network into his 8th-grade curriculum while attending the annual Macworld convention in San Francisco earlier this year.
"I had an aha moment there," he said. "I said to myself, 'This is going to really engage my students.' "
Teachers across the country have been incorporating Twitter into classrooms for a few years, but the site's adoption by educational institutions appears to be limited. Read More >>>
On Tuesday, April 19 (9:30 am PST) Facebook Live will host a live discussion focused on Facebook’s latest efforts to keep people safe online. This is going to be a great event that highlights the tools that Facebook offers parents, teachers and kids to protect themselevs online.
The event will also highlight several new initatives (nope, I can't tell you! But they are really slick!) including the project that I've been working on Facebook for Educators.
A few months ago Facebook asked BJ Fogg, Director of the Persuasive Technology Lab at Stanford University and Linda Fogg-Phillips, author of Facebook for Parents and an expert on parenting in the digital age and myself to collaborate on the Facebook for Educators project.
You'll hear more about that during the Facebook Safety event on Tuesday, but it's been a really exciting project to work on.
The team at Facebook are really committed to providing everyone, but especially teens and young adults, with a safe and secure experience when they are interacting on the world's biggest social network.
So be sure to tune in on Tuesday to get the latest news on Facebook's efforts to keep everyone safe online.
John Tulenko of Learning Matters, which produces education stories for the NewsHour, reports on a North Carolina school district switching from textbooks to all-digital learning materials.
My favorite quote is this piece comes from Mark Edwards, Superientendent of Schools in Mooresville, North Carolina:
"For years we would tell students "We will prepare you for your future." But their experience in school didn't have much to do (with the future).
I would say it would be the same to say "We are going to prepare you for driving a car, so get on this horse." And the kids say "That doesn't make sense, i'm not going to be riding a horse."
Earlier this month 2011 Project Tomorrow released the report “The New 3 E’s of Education: Enabled, Engaged and Empowered – How Today’s Students are Leveraging Emerging Technologies for Learning” at a Congressional Briefing held in Washington, D.C..
The Speak Up 2010 project surveyed almost 300,000 students (along with 43,000 parents, 35,000 teachers, 2000 librarians and 3500 administrators) from over 6500 private and public schools last fall about how they're using - and how they want to be using - technology for learning.
Key findings:
67 percent of parents said they would purchase a mobile device for their child to use for schoolwork if the school allowed it, and 61 percent said they liked the idea of students using mobile devices to access online textbooks.
53 percent of middle and high school students reported that the inability to use cell phones, smart phones or MP3 players was the largest obstacle when using technology in school.
Additionally, 71 percent of high school students and 62 percent of middle school students said that the number one way schools could make it easier to use technology would be to allow greater access to the digital content and resources that Internet firewalls and school filters blocked.
Parents are increasingly supportive of online textbooks. Two-thirds of parents view online textbooks as a good investment to enhance student achievement compared to 21 percent in 2008. However, E-textbooks are still a relatively novel concept in the classroom. Slightly over one-third of high school students report they are currently using an online textbook or other online curriculum as part of their regular schoolwork.
Nearly 30 percent of high school students have experienced some type of online learning.
Today’s parents, academics, policymakers and practitioners are scrambling to keep up with the rapid expansion of media use by children and youth for ever-larger portions of their waking hours.
This report by Sesame Workshop and the Joan Ganz Cooney Center takes a fresh look at data emerging from studies undertaken by Sesame Workshop, independent scholars, foundations, and market researchers on the media habits of young children, who are often overlooked in the public discourse that focuses on tweens.
The report reviews seven recent studies about young children and their ownership and use of media. By focusing on very young children and analyzing multiple studies over time, the report arrives at a new, balanced portrait of children’s media habits.
Always Connected was written by Aviva Lucas Gutnick, Michael Robb, Lori Takeuchi and Jennifer Kotler.
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