One day he may lead Club members in a lesson on building digital resumes that can be customized quickly and make job-seeking easier when applying online. Another day they may create a blog. On this particular day, they drew up a budget for an upcoming event using a spreadsheet. For kids who are often glued to their smartphones, these types of digital tasks, surprisingly, can be new experiences.
The vast majority of young Americans have access to a smartphone, and nearly half say they are online “almost constantly.”
But although smartphones can be powerful learning tools when applied productively, these reports of hyperconnectivity and technological proficiency mask a deeper paucity of digital skills. This often-overlooked phenomenon is limiting some young people’s ability—particularly those in rural and low-income communities—to succeed in school and the workplace, where digital skills are increasingly required to collaborate effectively and complete everyday tasks.
According to a survey by Pew Research Center, only 17 percent of Americans are “digitally ready”—that is, confident using digital tools for learning. Meanwhile, in a separate study, American millennials ranked last among a group of their international peers when it came to “problem-solving in technology-rich environments,” such as sending and saving digital information
teach his sophomore pupils the technology skills they need in the workplace, as well as soft skills like teamwork.
The Verb Collective is an open set of VR/AR assets built on Unity and designed to help nonprogrammers (arts and humanities students) that quickly transform ideas into 3D experiences. Learn how the Verb Collective is used in the classroom and explore templates to create your own action assets.
Outcomes: Help new VR/AR users quickly create their own 3D experiences using the Verb Collective framework * Access and install the framework * Add to the framework by using a simple verb-based template to outline new actions
Federated learning: train machine learning models while preserving user privacy, by keeping user data on device (e.g. mobile phone) and only sending encrypted gradient updates (that can only be decrypted in aggregate) back to the server
Federated learning: train machine learning models while preserving user privacy, by keeping user data on device (e.g. mobile phone) and only sending encrypted gradient updates (that can only be decrypted in aggregate) back to the server https://t.co/WcnTH0Mdxi
October 8, 10AM Central Time
Bill Cherne, VP Customer Success & Support, Sonic Foundry, has 20 years experience in both the AV and digital media industry and in managing and deploying enterprise applications and infrastructure. He has worked with Fortune 500 enterprises including American Family Insurance, Ford Motor Company, Ford Treasury and Ernst & Young, administering server infrastructures and providing consultation and design services for major software applications. In 2006, Bill joined Sonic Foundry and today leads the sales engineering team responsible for providing consultation and implementation services for Mediasite deployments and delivering customer-focused training solutions
Tammy Jackson is the Vice President of Marketing & Communications at Sonic Foundry. Tammy oversees the efforts of the company’s marketing team, developing the marketing, communication and community strategies to drive lead generation, build brand awareness and foster customer loyalty. Prior to Sonic Foundry, Tammy worked as a broadcast and print journalist for more than a decade, where she honed her passion for sharing the stories of others. She’s parlayed that passion into sharing customer successes as they creatively integrate academic and enterprise multi-media into their daily lives.
Millennials (born between 1981 and 1996) or Gen Z (born after 1996)
Today’s youth culture lives in apps—not for the sake of the technology itself, but for the rich social, psychological identity-driven mash-up that define a person, group, interactions and opinions.
When a Millennial or Gen Z-er accesses a new consumer app, it is as simple as opening the morning newspaper is for their parents or grandparents. However, when the same people look at a college schedule, fill out paperwork or an online form, access or save records that they may need later, and, eventually, try to conjure it all at the end of this process, they are stopped in their tracks.
Building a Brand, User Testing Apps, Social Media Marketing
By contrast, when brands and memes compete on social media, young people pay attention.
Without those social signals as well as continual feedback from their friends and influencers— what the younger generations rely on for context—they are likely on very different wavelengths from the colleges who want them to attend and stay, training and outreach opportunities vying for their attention, and employers who need reliable entry hires.
Each generational shift suffers a cultural communication schism, noticeable at home and in school, that in the past was navigable by the time young people focused on college or career training, or entered the workforce. Today, this is not happening.
The gap between the traditional practices and the social and consumer app world is serious. Simply creating app-like technology to mimic older processes is not the answer.
Equity is more than creating more organizational programs or developing more ineffective websites without adequate measures for engaging and empowering young people who need support.