The Charles G. Koch Foundation offered to give the university $1.5 million to hire two assistant professors and fund fellowships and undergraduate curriculum on free-enterprise topics.
“In exchange for his ‘gift,’ the donor got to assign specific readings, select speakers brought to campus and instruct them with regard to the focus of their lectures, shape the curriculum with new courses and specify the number of students in the courses, name the program’s director, and initiate a student club.”
How the Koch Brothers Are Influencing U.S. Colleges
It is well-known that the Kochs’ network has invested hundreds of millions of hard-to-track dollars in conservative political nonprofits that influence elections. The brothers, who earned theirbillions leading private oil, chemical, and manufacturing conglomerate Koch Industries Inc., were dominant forces in recent election cycles
The Kochs educational giving, while rarefied, isn’t the most abundant in the United States. Gordon Moore, the co-founder of Intel, with his wife Betty, this year pledged $100 million to the California Institute of Technology—and offered to let the school to spend it as it sees fit.
At the College of Charleston in South Carolina, for example, documents show the foundation wanted more than just academic excellence for its money. It wanted information about students it could potentially use for its own benefit
Among the proposed conditions: Teachings must align with the libertarian economic philosophy of Charles Koch, the Charles Koch Foundation would maintain partial control over faculty hiring and the chairman of the school’s economics department—a prominent economic theorist—must stay in place for another three years despite his plans to step down.
Florida State University ultimately didn’t agree to the initial requests when, in 2008, it reached a funding agreement with the foundation. It’s also tightened and clarified policies that affect private donors’ contributions to the university.
To Charles Koch, Universities Are Propaganda Machines
Sahlberg, an education scholar and the author of Finnish Lessons 2.0, answers the theoretical question in his article’s title, writing in part: “I argue that if there were any gains in student achievement they would be marginal. Why? Education policies in Indiana and many other states in the United States create a context for teaching that limits (Finnish) teachers to use their skills, wisdom and shared knowledge for the good of their students’ learning.”
more about Finland Phenomenon in this IMS blog
Here’s where Hillary Clinton and Donald Trump stand on the biggest K-12 issues
By Stephen Noonoo
October 24th, 2016
more than 2,500 educators responded to an informal eSchool News poll asking which candidate best represented their vision for the future of K-12 education. (Clinton won that poll with 58 percent of the vote, while Trump received 28 percent; 12 percent were undecided.)
about the candidates and their positions on education, check out the infographic compiled by eCampus News, which hones in on higher education issues, such as college tuition costs.
Want to be smarter? Heredity is not the barrier you might think it is, says University of Michigan social psychologist Richard E. Nisbett, PhD. After analyzing decades of intelligence research, Nisbett maintains that past studies give too much credit to heritability’s role in intelligence. Culture, social class and education, he argues, matter more, and explain racial gaps in IQ.
SOCIO-INT15 provides the ideal opportunity to bring together professors, researchers and high education students of different disciplines, discuss new issues, and discover the most recent developments, new trends and researches in education, social sciences and humanities.
Academics making efforts in education, subfields of which might include higher education, early childhood education, adult education, special education, e-learning, language education, etc. are highly welcomed. People without papers can also participate in this conference as audience so long as they find it interesting and meaningful.
Due to the nature of the conference with its focus on innovative ideas and developments, papers also related to all areas of social sciences including communication, accounting, finance, economics, management, business, marketing, education, sociology, psychology, political science, law and other areas of social sciences; also all areas of humanities including anthropology, archaelogy, architecture, art, ethics, folklore studies, history, language studies, literature, methodological studies, music, philosophy, poetry and theater are invited for the international conference.
Submitted papers will be subject to peer review and evaluated based on originality and clarity of exposition.
Based on the literature regarding games, gaming, gamification, game-based learning, and serious games, several clear trends emerge:
Gaming and gamification in the sense of game-based learning is about using games and game-like tactics in the education process, for greater engagement and better learning outcomes. However, this is only the first level of such initiative. The second and higher level is about involving students in the game-building and gamification of the learning process (as per Vygotsky’s Zone of…) thus achieving student-centered and experiential learning.
When hosting games and gaming in any library, “in-person” or electronic/online games are welcome but not sufficient to fulfill their promise, especially in an academic library. Per (1), an academic library has the responsibility to involve students and guide them in learning how to engage in the building process required in true game-based learning.
Game-based learning, gaming and gamification in particular, in educational (academic library) settings must consider mobile devices and the BYOD movement in particular as intrinsic parts of the entire process. Approaching the initiative primarily by acquiring online “in-person” games, or game consoles has the same limited educational potential as only hosting games, rather than elevating the students to full guided engagement with game-based learning. If public relations and raised profile are the main goals for the academic library, such an approach is justified. If the academic library seeks to maximize the value of game-based learning, then the library must consider: a. gaming consoles, b. mobile devices as part of a BYOD initiative and c. cloud-based / social games, such as MineCraft, SimCity etc.
Design for game-based learning, gaming and gamification in educational (academic library) settings must include multiple forms of assessment and reward, e.g. badges, leaderboards and/or certificates as an intrinsic part of the entire process. Merely hosting games in the academic library cannot guarantee true game-based learning. The academic library, as the forefront of a game-based learning initiative on campus, must work with faculty on understanding and fine tuning badges and similar new forms of assessment and reward, as they effectively implement large scale game-based learning, focused on the students’ learning gains.
Recommendations for LRS
In regard to LRS, the gaming and gamification process must be organized and led by faculty, including housing and distributing the hardware, software and applications, when needed.
The attached paper and the respective conclusions summarized in four points demand educational and experiential background, which is above the limits of the LRS staff. In addition, the LRS staff has clearly admitted that the pedagogical value of gaming and gamification is beyond their interest. This recommendation is not contradicting to the fact and opportunity for LRS staff to participate in the process and contribute to the process; it just negates the possibility of staff mandating and leading the process, since it will keep the gaming and gamification process on a very rudimentary level.
The process must be further led by faculty with a terminal degree in education (Ph.D.) and experience in the educational field, since, as proved by the attached paper and 4 point conclusion, the goal is not a public-library type of hosting activities, but rather involving students in a pedagogically-sound creative process, with the respective opportunity for assessment and future collaboration with instructors across campus. This recommendation is not contradicting the fact and opportunity for LRS library faculty to participate actively in the process and contribute to the process. It just safeguards from restricting the process to the realm of “public-library” type of hosting activities, but failing to elevate them to the needs of an academic campus and connecting with instructors across campus.
This conclusions adhere to and are derived from the document recommended by the LRS dean, discussed and accepted by LRS faculty in 2013 about new trends and directions in academic libraries, namely diversification of LRS faculty; breaking from the traditional library mold of including faculty from different disciplines with different opinions and ideas.
Will students be wearing their tech in virtual classrooms in five years? Wearable devices, adaptive technologies, and the Internet of Things are just some of the new tech researchers say is shaping the near future of higher education.
In 1 Year or Less: BYOD and the flipped classroom.
“Employers and higher education institutions are finding that when given the opportunity to choose their device, users are saved from the effort and time needed to get accustomed to new devices and can therefore accomplish tasks with more ease and efficiency.”
“Flipped learning is seen as especially suited for higher education because the rearranging of class time gives students in large introductory lecture courses more opportunity to engage and interact with their peers.”
In 2-3 Years: Makerspaces and wearable devices.
Makerspaces have the “benefit of engaging learners in creative, higher-order problem solving through hands-on design, construction and iteration.”
“Wearable technology is poised to see significant growth in the coming years, spurring experimentation in higher education because the demand for wearables is seen to be coming in large part from college-aged students.”
In 4-5 Years: Adaptive technologies and the Internet of Things.
“Adaptive technology is seen as a means to break free of a “one-size-fits-all” approach to education and is suited well for online and hybrid learning environments, “where student activities are conducted virtually and can be monitored by software and tracking applications.”
The Internet of Things pushes information to learners from their surroundings. “For instance, a learner exploring a city with a rich historical past can explore their environment through an architectural, political, or biological lens, depending on how the surroundings are equipped.”
From the NMC Horizon Report 2015: Higher Education Edition