BEGIN:VCALENDAR VERSION:2.0 PRODID:-//128.200.235.219//NONSGML kigkonsult.se iCalcreator 2.20// CALSCALE:GREGORIAN METHOD:PUBLISH X-WR-CALNAME:DML2015 X-WR-CALDESC:Equity by Design X-FROM-URL:http://dml2015.dmlhub.net X-WR-TIMEZONE:America/Los_Angeles BEGIN:VTIMEZONE TZID:America/Los_Angeles X-LIC-LOCATION:America/Los_Angeles BEGIN:STANDARD DTSTART:20161106T020000 TZOFFSETFROM:-0700 TZOFFSETTO:-0800 TZNAME:PST END:STANDARD BEGIN:DAYLIGHT DTSTART:20170312T020000 TZOFFSETFROM:-0800 TZOFFSETTO:-0700 TZNAME:PDT END:DAYLIGHT END:VTIMEZONE BEGIN:VEVENT UID:ai1ec-11186@dml2015.dmlhub.net DTSTAMP:20170323T214329Z CATEGORIES;LANGUAGE=en-US:BB/Blurring Boundaries CONTACT: DESCRIPTION:Organizers: Paula Escuadra\, Mat Frenz\nPresenter: Mat Frenz\nD iscussants: Randy Weiner\, Louise Dube\nHow do we\, as an industry or inte rsection of industries\, make learning visible? More and more educators ar e using the power of digital games that provide immersive and interactive opportunities for learning. For educators and learners\, however\, the pro cess for finding and using high-impact\, high-quality digital games that h ave proven learning outcomes is difficult. The same barriers apply to edte ch companies striving to create positive learning impacts but lack the inf rastructure to do so. Every moment is crucial on – and off- the screen\, a nd it’s necessary to capture those moments in a way that are measurable\, accessible\, and actionable. In order to truly address the needs of learne rs in – and out of – the classroom\, it is no longer viable to continue li ving in silos\, just as it is no longer realistic to assume that every ind ividual learner absorbs\, masters and utilizes information the same way. A n intentional\, collaborative effort on a systems level is necessary to en gage 21st century learners. Specifically\, it is necessary for such an ini tiative to have scale\, reach\, engagement\, choice\, and disruptive in a way that can break long-standing institutional barriers to long-term impac t. In this panel\, we will explore the theory and practice of creating an open and collaborative community between traditionally separate learning d omains. Educators\, researchers and game designers will discuss these chal lenges of digital games in learning spaces\, and how a personalized learni ng assessment engine can serve to capture rich\, measurable learning exper iences. We will discuss exactly how they have come together in a concerted \, collaborative effort to introduce game-based learning to the classroom\ , and what they have learned in the process.\nMat Frenz develops strategic partnerships and defines sustainability strategy for GlassLab. His focus lies in GlassLab Games Services\, identifying the most innovative companie s in the learning games space and collaborating with them to create a seam less pathway into classrooms for their products. He has a bachelor’s degre e from the University of Central Florida.\nRandy Weiner is the CEO of Brai nQuake and has worked in start-ups\, education and education technology fo r the last 20 years. Expert in agile development\, Randy is also a co-foun der and the Chairman of the Board at Urban Montessori Charter School in Oa kland\, CA — the nation’s first public Montessori\, Arts Integration and D esign Thinking school. A Teach For America alum\, he taught for five years in Oakland and Madagascar and holds B.A.s from Middlebury College and an MA in Education from Stanford University.\nLouise Dube is the Executive Di rector for iCivics. Prior\, she was the Managing Director of Digital Learn ing at WGBH\, helping to launch PBS LearningMedia\, a platform with more t han 87\,000 classroom-ready digital resources reaching 1.5 million educato rs. Louise has also served as President of Pangea Tools\, VP of Marketing at Time To Know\, Vice President and General Manager of Speech Products\, and President of Soliloquy Learning. She holds a law degree from McGill Un iversity and an MBA from Yale. DTSTART;TZID=America/Los_Angeles:20150611T110000 DTEND;TZID=America/Los_Angeles:20150611T123000 LOCATION:The Orpheum A SEQUENCE:0 SUMMARY:12412 BB: We are All Learners: How Breaking Down Silos Keeps Us Con nected URL:http://dml2015.dmlhub.net/event/12412panel-bb-we-are-all-learners-how-b reaking-down-silos-keeps-us-connected/ X-ALT-DESC;FMTTYPE=text/html:\\n\\n
\\nOrganizers: P
aula Escuadra\, Mat Frenz
\nPresenter: Mat Frenz
\nDiscussants:
Randy Weiner\, Louise Dube
How do we\, as an industry or intersect ion of industries\, make learning visible? More and more educators are usi ng the power of digital games that provide immersive and interactive oppor tunities for learning. For educators and learners\, however\, the process for finding and using high-impact\, high-quality digital games that have p roven learning outcomes is difficult. The same barriers apply to edtech co mpanies striving to create positive learning impacts but lack the infrastr ucture to do so. Every moment is crucial on – and off- the screen\, and it ’s necessary to capture those moments in a way that are measurable\, acces sible\, and actionable. In order to truly address the needs of learners in – and out of – the classroom\, it is no longer viable to continue living in silos\, just as it is no longer realistic to assume that every individu al learner absorbs\, masters and utilizes information the same way. An int entional\, collaborative effort on a systems level is necessary to engage 21st century learners. Specifically\, it is necessary for such an initiati ve to have scale\, reach\, engagement\, choice\, and disruptive in a way t hat can break long-standing institutional barriers to long-term impact. In this panel\, we will explore the theory and practice of creating an open and collaborative community between traditionally separate learning domain s. Educators\, researchers and game designers will discuss these challenge s of digital games in learning spaces\, and how a personalized learning as sessment engine can serve to capture rich\, measurable learning experience s. We will discuss exactly how they have come together in a concerted\, co llaborative effort to introduce game-based learning to the classroom\, and what they have learned in the process.
\nMat Frenz develops strateg ic partnerships and defines sustainability strategy for GlassLab. His focu s lies in GlassLab Games Services\, identifying the most innovative compan ies in the learning games space and collaborating with them to create a se amless pathway into classrooms for their products. He has a bachelor’s deg ree from the University of Central Florida.
\nRandy Weiner is the CE O of BrainQuake and has worked in start-ups\, education and education tech nology for the last 20 years. Expert in agile development\, Randy is also a co-founder and the Chairman of the Board at Urban Montessori Charter Sch ool in Oakland\, CA — the nation’s first public Montessori\, Arts Integrat ion and Design Thinking school. A Teach For America alum\, he taught for f ive years in Oakland and Madagascar and holds B.A.s from Middlebury Colleg e and an MA in Education from Stanford University.
\nLouise Dube is the Executive Director for iCivics. Prior\, she was the Managing Director of Digital Learning at WGBH\, helping to launch PBS LearningMedia\, a plat form with more than 87\,000 classroom-ready digital resources reaching 1.5 million educators. Louise has also served as President of Pangea Tools\, VP of Marketing at Time To Know\, Vice President and General Manager of Sp eech Products\, and President of Soliloquy Learning. She holds a law degre e from McGill University and an MBA from Yale.
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