Project Summary
National Technology Plan 2010: U.S. Department of Education
Overview
Ed3.0 is a learning model designed to make k-12 education efficient, effective, and enjoyable. The system is a highly personalized, secure learning environment meant to be used by students for an portion of the school day. It fills gaps found in traditional classrooms by developing sophisticated learner profiles to match each student with unique, ideal learning experiences. The learner profile and data tracking combine with interactive learning scenarios to create a setting where students can explore interests, set goals, and master skills. Ed3.0 is a cost-effective solution to longstanding problems in education. It address the issue of access to quality information, differentiated/personalized learning, using learner analytics to improve instruction, and maximizing time on task. The principle goal is to modernize the traditional classroom model to provide a tailored-learning environment that promotes literacy, innovation, and life-long learning.
1. Access to Quality Information
Teacher quality, school resources, and socioeconomic status of students have a continued impact on students’ achievement. An open-source learning platform like Ed3.0 would allow for content experts and innovative developers to produce a broad range of learning experiences accessible to all students with access to the Internet. The Ed3.0 platform will use a content classification system to warehouse learning material. Based on a students learning profile and academic needs, he could compete against kids 1,000s of miles a way in a game of Great Explorers. The exercise may lead a student to wonder how Vikings built their boats to sail great distances over the seas. Web Ed3.0 is designed to support and encourage students to follow their natural curiosity. After the student conducts a search on Web Ed3.0 they might choose to complete a Virtual Boat Tour, a Build a Boat exercise, Plan Your Own Voyage scenario, or an experiment of Which Materials Floats Best? In the Web E3 learning environment, users evaluate and recommend experiences they like best. This model encourages development of engaging learning experiences that produces results.
2. Differentiation/Personalized Learning Experience
School systems place significant emphasis on planning to meet individual needs. In theory, teachers plan each lesson with at least three variations for meeting low, middle, and high learning abilities. An ideal environment would also allow teachers to have the time and resources to meet shifting capabilities and interests for each student every day. The Ed3.0 learning management platform uses predictive technology to offer students ability- and interest-based scenarios. For example, child who loves football may spend his time learning multiplication tables through a game that tie these two subjects together. The child next to him, however, may be learning her multiplication tables as she plans horse ranch. Ed3.0 seeks to provides students freedom to learn and explore in a quality-controlled environment while delivering content that is the right fit for their learning ability and progress responsibilities.
3. Data
In an average elementary school a teacher will attempt to teach somewhere around 175 standards to 25 students. If she conducts just a pre- and post-test question for each standard, she will have over 8,500 pieces of data to collect and record. Sheer numbers lead to an overwhelming loss of critical information. Incidentally, specific information we learn--such as, Lydia doesn’t know her 6 and 8 times tables--gets reduced to a letter grade in math. More elusive information that teachers learn about their students--like JaQuann works best in the morning, and Michael prefers analytical tasks—doesn’t get passed on from year-to-year. Without recording and sharing this knowledge, every year each teacher starts the process of learning a child’s strengths and interests all over again.
Ed3.0 is a progress-based model that collects data to help individuals identify learning strengths, styles, preferences, and habits. Computer-based management systems and activities allow us to collect, and synthesize data. Ed3.0 will be looking at how we can track information such as the number of words a student reads per day, interest in different disciplines, standards mastered, time on task, activity preferences, ability to complete deadlines, ability to follow directions, or how well students collaborate with others.
4. Instructional Time
In even the most organized, well-planned classroom students spend time waiting. They wait for help, they wait for instruction, they wait for classmates to work through behavior problems. Instructional hours are wasted on behavior problems, activity preparation, waiting for instructions, and waiting for help. The Ed3.0 platform allows students to engage in activities uninterrupted. The environment helps students by readjusting difficulty levels based on real-time student performance.
Ed3.0 is a learning model designed to make k-12 education efficient, effective, and enjoyable. The system is a highly personalized, secure learning environment meant to be used by students for an portion of the school day. It fills gaps found in traditional classrooms by developing sophisticated learner profiles to match each student with unique, ideal learning experiences. The learner profile and data tracking combine with interactive learning scenarios to create a setting where students can explore interests, set goals, and master skills. Ed3.0 is a cost-effective solution to longstanding problems in education. It address the issue of access to quality information, differentiated/personalized learning, using learner analytics to improve instruction, and maximizing time on task. The principle goal is to modernize the traditional classroom model to provide a tailored-learning environment that promotes literacy, innovation, and life-long learning.
1. Access to Quality Information
Teacher quality, school resources, and socioeconomic status of students have a continued impact on students’ achievement. An open-source learning platform like Ed3.0 would allow for content experts and innovative developers to produce a broad range of learning experiences accessible to all students with access to the Internet. The Ed3.0 platform will use a content classification system to warehouse learning material. Based on a students learning profile and academic needs, he could compete against kids 1,000s of miles a way in a game of Great Explorers. The exercise may lead a student to wonder how Vikings built their boats to sail great distances over the seas. Web Ed3.0 is designed to support and encourage students to follow their natural curiosity. After the student conducts a search on Web Ed3.0 they might choose to complete a Virtual Boat Tour, a Build a Boat exercise, Plan Your Own Voyage scenario, or an experiment of Which Materials Floats Best? In the Web E3 learning environment, users evaluate and recommend experiences they like best. This model encourages development of engaging learning experiences that produces results.
2. Differentiation/Personalized Learning Experience
School systems place significant emphasis on planning to meet individual needs. In theory, teachers plan each lesson with at least three variations for meeting low, middle, and high learning abilities. An ideal environment would also allow teachers to have the time and resources to meet shifting capabilities and interests for each student every day. The Ed3.0 learning management platform uses predictive technology to offer students ability- and interest-based scenarios. For example, child who loves football may spend his time learning multiplication tables through a game that tie these two subjects together. The child next to him, however, may be learning her multiplication tables as she plans horse ranch. Ed3.0 seeks to provides students freedom to learn and explore in a quality-controlled environment while delivering content that is the right fit for their learning ability and progress responsibilities.
3. Data
In an average elementary school a teacher will attempt to teach somewhere around 175 standards to 25 students. If she conducts just a pre- and post-test question for each standard, she will have over 8,500 pieces of data to collect and record. Sheer numbers lead to an overwhelming loss of critical information. Incidentally, specific information we learn--such as, Lydia doesn’t know her 6 and 8 times tables--gets reduced to a letter grade in math. More elusive information that teachers learn about their students--like JaQuann works best in the morning, and Michael prefers analytical tasks—doesn’t get passed on from year-to-year. Without recording and sharing this knowledge, every year each teacher starts the process of learning a child’s strengths and interests all over again.
Ed3.0 is a progress-based model that collects data to help individuals identify learning strengths, styles, preferences, and habits. Computer-based management systems and activities allow us to collect, and synthesize data. Ed3.0 will be looking at how we can track information such as the number of words a student reads per day, interest in different disciplines, standards mastered, time on task, activity preferences, ability to complete deadlines, ability to follow directions, or how well students collaborate with others.
4. Instructional Time
In even the most organized, well-planned classroom students spend time waiting. They wait for help, they wait for instruction, they wait for classmates to work through behavior problems. Instructional hours are wasted on behavior problems, activity preparation, waiting for instructions, and waiting for help. The Ed3.0 platform allows students to engage in activities uninterrupted. The environment helps students by readjusting difficulty levels based on real-time student performance.