The EdTech Creator Challenge Creator Challenge is for creators leveraging immersive technology and real-time 3D to make learning and education more accessible to ALL. This includes organizations such as:
Workforce development / Professional Learning
Higher education institutions
EdTech creators (serving the above audiences, in addition to K-12 schools)
Nonprofits
Eligible projects are encouraged to apply by submitting the online applicationform by September 10, 2021 at 11:59pm PST.
APPLICATION TIPS
The application has 25 questions in total. Once you begin, you can save and continue as you go. Check out the tips below and apply by September 10, 2021.
1. SIMPLIFY YOUR DESCRIPTION
When you explain what your organization does in the product section, keep it simple. You should be able to explain your organization in a way that a student would understand.
2. KNOW YOUR PURPOSE
How does your immersive technology support your organization’s mission? One of the factors judges will use to evaluate your application is Purpose. Be prepared to put your mission and impact into words, it’s a key element of the application.
3. EMPHASIZE TEAM STRENGTHS
Several questions on the application allow you to highlight the strengths of your leadership team. This is a great opportunity to demonstrate subject matter expertise, experience, and passion.
4. DON’T DELAY
Early application submissions are highly encouraged as the final deadline quickly approaches. If you have questions about the application this will allow time to review the FAQor reach out for clarification.
The survey from the College Innovation Network asked nearly 700 students enrolled at four higher ed institutions to answer questions about what online learning has been like for them during the 2020-21 academic year.
Acquisitions and partnerships are a cornerstone of Byju’s early learning programs: It bought Palo Alto-based Osmo in 2019, which combines digital learning with manipulatives, an approach the companies call “phygital.” For instance: Using a tablet’s camera and Osmo’s artificial intelligence software, the system tracks what a child is doing on a (physical) worksheet and responds accordingly to right and wrong answers. “It’s almost like having a teacher looking over you, My note: this can be come disastrous when combined with the China’s “social credit” system.
By contrast, Byju’s FutureSchool (launched in the U.S. this past spring) aims to offer one-to-one tutoring sessions starting with coding (based in part on WhiteHat Jr., which it acquired in August 2020) and eventually including music, fine arts and English to students in the U.S., Brazil, the U.K., Indonesia and others. The company has recruited 11,000 teachers in India to staff the sessions
In mid-July, Byju’s bought California-based reading platform Epic for $500 million. That product opens up a path for Byju’s to schools. Epic offers a digital library of more than 40,000 books for students ages 12 and under. Consumers pay about $80 a year for the library. It’s free to schools. Epic says that more than 1 million teachers in 90 percent of U.S. elementary schools have signed up for accounts.
That raises provocative questions for U.S. educators. Among them:
How will products originally developed for the consumer market fit the needs of schools, particularly those that serve disadvantaged students?
Will there be more development dollars poured into products that appeal to consumers—and less into products that consumers typically skip (say, middle school civics or history curriculum?)
How much of an investment will giants such as Byju’s put into researching the effectiveness of its products? In the past most consumers have been less concerned than professional educators about the “research” behind the learning products they buy. Currently Gokulnath says the company most closely tracks metrics such as “engagement” (how much time students spend on the product) and “renewals” (how many customers reup after a year’s use of the product.)
How will products designed for home users influence parents considering whether to continue to school at home in the wake of viral pandemics?
Through storytelling and narrative case studies, this book proposes to provide evidence-based practices, practical strategies, administrative considerations, and management tools for K12 and post-secondary school leaders charged with implementing technology at scale. It intentionally takes a broad view across all education levels to tell stories about how large-scale technology implementations might inspire systemic changes and new collaborations. In order to do so, this book proposes to include diverse voices and perspectives representing K12 and post-secondary institutions with the goal of facilitating equitable, sustainable technology access for learner success.
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More on ED Leadership and Technology in this IMS blog https://blog.stcloudstate.edu/ims?s=edad+technology
In April 2020, the company claimed its G Suite for Education products were used by 120 million students and users across the world. More than 100 million use Classroom, its online collaboration and learning management platform. Over 40 million students and educators across the globe now use Chromebooks.