The Collaborative will create Teams/Communities of Interest to network, share ideas and resources, exchange best practices, pursue joint funding opportunities, develop mutual professional development strategies, pursue and share research opportunities and cooperate in other initiatives that will support adoption of innovative strategies and technologies. Here is a little more information about several of the Communities Of Interest:
- Gamified Virtual Laboratory Simulations
- Games In Education and The Workplace
- Innovative Learning Conference - Creating a Culture of Education Innovation
- Open Education Resources Network
- Maker Spaces Network
Gamified Virtual Laboratory Simulations
Imagine if your students could have unlimited access to multi-million dollar Harvard-quality laboratory facilities anywhere in the world, anytime. (Labster)
The Collaborative is working on a partnership with Labster, the award-winning Danish Virtual Laboratory Simulation Education Group. In September 2015 Maaroof Fakhri, Director of Education Partnerships with Labster, came from Denmark to present at GAZeL’s Innovative Learning Conference. Maaroof spoke about how Virtual Laboratory Simulations can dramatically enhance student learning when used to compliment or even replace traditional teaching methods. An independent University research study showed a 76 % increase in learning outcomes by using Labster’s gamified laboratory simulation, compared to traditional teaching, and a 101% increase when used in combination, suggesting an untapped potential for increasing the skills of science students and graduates.
He also spoke about Labster’s partnerships, grant co-financing and Virtual Laboratories Labster provides for High Schools, Colleges and Universities. Labster has developed partnerships with universities, such as Harvard, MIT, University of New England and more. He is interested in developing a partnership with Arizona and exploring the possibility of including Arizona in funding opportunities including a National Science Foundation grant.
Maaroof was very impressed with the Innovative Learning Collaborative we are developing, particularly the fact that we are including universities, community colleges, K-12 education, libraries, and business, government, and nonprofit organizations. We have continued our communication with him. He is tentatively planning a trip to the US in the fall of 2016. We are in touch with him about a meeting and demonstration when he is here, probably in Tucson since the Chancellor of Pima Community College has asked that we arrange a demonstration for his Board and top level administrators. We also know that ASU, UofA, Peoria School District and others are interested in adopting this technology in Arizona.
Imagine how Arizona could transform Science and STEM Education through Gamified Virtual Laboratory Simulations, especially in rural communities that do not have access to labs at colleges and universities.
From Labster – Benefits of Virtual Labs
While many distance education technologies focus on taking the physical university experience of lectures and textbooks and digitizing them, we show what technology can provide to complement or supplement the physical experience - incorporating 3D-molecular animations, self-paced enquiry-based lab courses, immediate access to fully simulated versions of the latest lab equipment, real-world scenarios, story-telling, and immersive virtual environments, which stimulates students natural curiosity and highlights the connection between science and real-world issues.
By leveraging the power of technology, we have created a rich virtual laboratory learning experience that will empower the next generation of scientists around the world.
Labster virtual labs are now being used by universities world-wide, including Harvard Extension School, MIT, UC Berkeley, Stanford OHS, and many more.
The Collaborative is working on a partnership with Labster, the award-winning Danish Virtual Laboratory Simulation Education Group. In September 2015 Maaroof Fakhri, Director of Education Partnerships with Labster, came from Denmark to present at GAZeL’s Innovative Learning Conference. Maaroof spoke about how Virtual Laboratory Simulations can dramatically enhance student learning when used to compliment or even replace traditional teaching methods. An independent University research study showed a 76 % increase in learning outcomes by using Labster’s gamified laboratory simulation, compared to traditional teaching, and a 101% increase when used in combination, suggesting an untapped potential for increasing the skills of science students and graduates.
He also spoke about Labster’s partnerships, grant co-financing and Virtual Laboratories Labster provides for High Schools, Colleges and Universities. Labster has developed partnerships with universities, such as Harvard, MIT, University of New England and more. He is interested in developing a partnership with Arizona and exploring the possibility of including Arizona in funding opportunities including a National Science Foundation grant.
Maaroof was very impressed with the Innovative Learning Collaborative we are developing, particularly the fact that we are including universities, community colleges, K-12 education, libraries, and business, government, and nonprofit organizations. We have continued our communication with him. He is tentatively planning a trip to the US in the fall of 2016. We are in touch with him about a meeting and demonstration when he is here, probably in Tucson since the Chancellor of Pima Community College has asked that we arrange a demonstration for his Board and top level administrators. We also know that ASU, UofA, Peoria School District and others are interested in adopting this technology in Arizona.
Imagine how Arizona could transform Science and STEM Education through Gamified Virtual Laboratory Simulations, especially in rural communities that do not have access to labs at colleges and universities.
From Labster – Benefits of Virtual Labs
While many distance education technologies focus on taking the physical university experience of lectures and textbooks and digitizing them, we show what technology can provide to complement or supplement the physical experience - incorporating 3D-molecular animations, self-paced enquiry-based lab courses, immediate access to fully simulated versions of the latest lab equipment, real-world scenarios, story-telling, and immersive virtual environments, which stimulates students natural curiosity and highlights the connection between science and real-world issues.
By leveraging the power of technology, we have created a rich virtual laboratory learning experience that will empower the next generation of scientists around the world.
Labster virtual labs are now being used by universities world-wide, including Harvard Extension School, MIT, UC Berkeley, Stanford OHS, and many more.
Games In Education And The Workplace
Games are going mainstream in education, eLearning, training, STEM Education, marketing, innovation, and lots more, in industries from retail and military to technology. Gamification and games based learning is enabling schools, businesses and organizations to more effectively educate, engage, and interact with students, and with employees and customers. And it is becoming a major technology sector that could mean lots of new jobs for Arizona!
In 2014 GAZeL hosted a Forum on Gamification and Game Based Learning for Education and The Workplace. K-12 and higher education, libraries, and business, government, and nonprofit organizations were represented. They had the opportunity to meet incredible Digital Games professionals based in Arizona, learn about Games and Gamification - what it is and how it is being used in education and the workplace, discover who's doing research and what the research is showing, find resources to support implementation of game infused initiatives, and network with colleagues in business, government and education.
Following that Forum a number of organizations expressed interest in having some form of Network/Community of Interest to enable ongoing collaboration among consumers and providers of Games and Games Based Learning in business, government and education. Here are just a couple of projects they might collaborate on: coordinating educational institutions in Arizona training game developers such as DeVry, ASU, U of A, University Of Advancing Technology, and more and; developing an online directory of educational opportunities in Arizona.
FYI, the Entertainment Software Association estimates that 70 percent of major employers use interactive software and games for training. Research firm Gartner projects that by 2014, 70 percent of 2,000 global organizations will use gamified applications.
The gamification market is forecast to hit $5 billion annually by 2018, according to Markets and Markets. According to Massive Incorporated, a creator of dynamic video game advertisements, the market for video game advertising will reach $1 billion by 2014. Millions in government and foundation funding is being invested to research the impact of games in education such as DARPA, the US Defense Advanced Research Projects Agency that invested $12 million in games research for STEM and military training. Then there is ASU Center for Games And Impact, and the Games Learning and Assessment Lab.
In 2014 GAZeL hosted a Forum on Gamification and Game Based Learning for Education and The Workplace. K-12 and higher education, libraries, and business, government, and nonprofit organizations were represented. They had the opportunity to meet incredible Digital Games professionals based in Arizona, learn about Games and Gamification - what it is and how it is being used in education and the workplace, discover who's doing research and what the research is showing, find resources to support implementation of game infused initiatives, and network with colleagues in business, government and education.
Following that Forum a number of organizations expressed interest in having some form of Network/Community of Interest to enable ongoing collaboration among consumers and providers of Games and Games Based Learning in business, government and education. Here are just a couple of projects they might collaborate on: coordinating educational institutions in Arizona training game developers such as DeVry, ASU, U of A, University Of Advancing Technology, and more and; developing an online directory of educational opportunities in Arizona.
FYI, the Entertainment Software Association estimates that 70 percent of major employers use interactive software and games for training. Research firm Gartner projects that by 2014, 70 percent of 2,000 global organizations will use gamified applications.
The gamification market is forecast to hit $5 billion annually by 2018, according to Markets and Markets. According to Massive Incorporated, a creator of dynamic video game advertisements, the market for video game advertising will reach $1 billion by 2014. Millions in government and foundation funding is being invested to research the impact of games in education such as DARPA, the US Defense Advanced Research Projects Agency that invested $12 million in games research for STEM and military training. Then there is ASU Center for Games And Impact, and the Games Learning and Assessment Lab.
What Is A Makerspace?
Makerspaces, also referred to as hackerspaces, Tech Shops, or Fab Labs (fabrication laboratories), are generally fun, unstructured, collaborative, and creative DIY work spaces. They provide opportunities for hands-on designing, building, prototyping, hacking, crafting, and repair of almost anything, digital or physical, high or low-tech. Makers can tinker with various tools and materials to turn their ideas into reality and explore their own interests while sharing skills, supplies, resources and ideas. They learn new skills and often work together on projects.
These spaces are open to young people and/or adults. Makerspaces are emerging in schools, community colleges, universities, or other public/private facilities such as libraries, nonprofit organizations, or science centers. You might find Makers working on everything from electronics, computers, robotics, 3D printers, computer-aided design, coding, digital arts and graphic design, to woodworking, sewing, and even cooking and gardening. You will even see entrepreneurs using Makerspaces as incubators and accelerators for their business startups.
Makerspaces may have high tech tools and equipment such as computers (including tiny and affordable Raspberry Pi computers used to learn programming), CAD software, 3D printers, laser cutters, circuit boards, Arduino microcontroller-based kits (pocket-sized computer and open-source electronics prototyping hardware and software platform used to program and control interactive objects such as robots), manufacturing equipment such as CNC (Computer Numeric Control) machines, or low tech supplies and equipment such as soldering irons, sewing machines, wood, textiles, cardboard, Legos and art supplies.
Why Makerspaces – Benefits and Opportunities.
Young people and adults participating in Makerspaces are developing new skills, particularly in science, technology, engineering and math (STEM). These hands on learning experiences develop critical thinking skills, boost self-confidence and teach team work skills when working on collaborative projects such as robotics teams. They are learning about design, prototyping, exploration, invention, discovery, and making mistakes in pursuit of new ideas.
As schools and businesses continue to promote Innovative Learning strategies and twenty-first century skills, there is no doubt that Makerspaces will play a crucial role in helping students and learners of all ages be better prepared for the future.
These spaces are open to young people and/or adults. Makerspaces are emerging in schools, community colleges, universities, or other public/private facilities such as libraries, nonprofit organizations, or science centers. You might find Makers working on everything from electronics, computers, robotics, 3D printers, computer-aided design, coding, digital arts and graphic design, to woodworking, sewing, and even cooking and gardening. You will even see entrepreneurs using Makerspaces as incubators and accelerators for their business startups.
Makerspaces may have high tech tools and equipment such as computers (including tiny and affordable Raspberry Pi computers used to learn programming), CAD software, 3D printers, laser cutters, circuit boards, Arduino microcontroller-based kits (pocket-sized computer and open-source electronics prototyping hardware and software platform used to program and control interactive objects such as robots), manufacturing equipment such as CNC (Computer Numeric Control) machines, or low tech supplies and equipment such as soldering irons, sewing machines, wood, textiles, cardboard, Legos and art supplies.
Why Makerspaces – Benefits and Opportunities.
Young people and adults participating in Makerspaces are developing new skills, particularly in science, technology, engineering and math (STEM). These hands on learning experiences develop critical thinking skills, boost self-confidence and teach team work skills when working on collaborative projects such as robotics teams. They are learning about design, prototyping, exploration, invention, discovery, and making mistakes in pursuit of new ideas.
As schools and businesses continue to promote Innovative Learning strategies and twenty-first century skills, there is no doubt that Makerspaces will play a crucial role in helping students and learners of all ages be better prepared for the future.
Open Education Resources
The Collaborative’s Open Education Resources (OER) Network will promote the adoption of OER in Arizona educational institutions not already aware of or engaged in OER, and connect OER innovators in libraries, K-12 schools, public and private universities, community colleges, and nonprofit organizations engaged in OER initiatives that will enable them to implement OER to effectively address the needs of their organizations and communities.
Libraries, schools, and community organizations developing OER initiatives are struggling with implementation strategies and lack of resources. The network will enable them to network, collaborate, share ideas and resources, exchange best practices such as how to evaluate and define effective learning outcomes for OER or how to create, and effectively use OER Teams in the planning and implementation of OER Initiatives, pursue joint funding opportunities, develop mutual professional development strategies, pursue and share research opportunities and cooperate in other initiatives that will support adoption of Open Education Resources.
The Arizona OER Network will work in collaboration with the United States Office Of Instructional Technology GoOpen Initiative, and the Arizona Department Of Education (ADOE). Arizona has been designated one of 25 states participating in the US GoOpen initiative.
So, What Is OER?
Open educational resources (OER) are resources available at little or no cost that can be used for teaching, learning, assessment, or research. OER materials are found in the public domain or have been released under an open license that permits their free use and re-purposing by others.
While OER generally refers to electronic resources released under a Creative Commons or similar license, it may include virtually any material that can be used for educational purposes that supports open or nearly open use of the content. OER may include textbooks, course readings, and other learning content; simulations, games, and other learning applications; syllabi, quizzes, and assessment tools. OER is being created in colleges and universities, libraries, government agencies, commercial organizations such as publishers, or faculty, or other individuals who develop educational resources they are willing to share.
Why OER – Benefits and Opportunities?
Across the country school districts, community colleges and universities are adopting Open Education (free open licensed) Resources (OER) to improve student learning, save money, provide more personalized learning opportunities, drive equity by providing all students access to high-quality learning materials, make course materials more affordable for university and community college students who otherwise cannot afford to buy expensive textbooks or other course materials, allow districts to update learning materials when new developments occur, empower teachers to adapt and customize learning materials without breaking copyright laws.
OER enables districts to reallocate significant funds currently spent on inflexible, static learning materials to resources and activities that accelerate the transition to digital learning such as professional development, technology infrastructure upgrades to support digital learning, and funding for educators who curate and create OER educational materials.
Here are a couple of Arizona examples:
Libraries, schools, and community organizations developing OER initiatives are struggling with implementation strategies and lack of resources. The network will enable them to network, collaborate, share ideas and resources, exchange best practices such as how to evaluate and define effective learning outcomes for OER or how to create, and effectively use OER Teams in the planning and implementation of OER Initiatives, pursue joint funding opportunities, develop mutual professional development strategies, pursue and share research opportunities and cooperate in other initiatives that will support adoption of Open Education Resources.
The Arizona OER Network will work in collaboration with the United States Office Of Instructional Technology GoOpen Initiative, and the Arizona Department Of Education (ADOE). Arizona has been designated one of 25 states participating in the US GoOpen initiative.
So, What Is OER?
Open educational resources (OER) are resources available at little or no cost that can be used for teaching, learning, assessment, or research. OER materials are found in the public domain or have been released under an open license that permits their free use and re-purposing by others.
While OER generally refers to electronic resources released under a Creative Commons or similar license, it may include virtually any material that can be used for educational purposes that supports open or nearly open use of the content. OER may include textbooks, course readings, and other learning content; simulations, games, and other learning applications; syllabi, quizzes, and assessment tools. OER is being created in colleges and universities, libraries, government agencies, commercial organizations such as publishers, or faculty, or other individuals who develop educational resources they are willing to share.
Why OER – Benefits and Opportunities?
Across the country school districts, community colleges and universities are adopting Open Education (free open licensed) Resources (OER) to improve student learning, save money, provide more personalized learning opportunities, drive equity by providing all students access to high-quality learning materials, make course materials more affordable for university and community college students who otherwise cannot afford to buy expensive textbooks or other course materials, allow districts to update learning materials when new developments occur, empower teachers to adapt and customize learning materials without breaking copyright laws.
OER enables districts to reallocate significant funds currently spent on inflexible, static learning materials to resources and activities that accelerate the transition to digital learning such as professional development, technology infrastructure upgrades to support digital learning, and funding for educators who curate and create OER educational materials.
Here are a couple of Arizona examples:
- Pima Community College is the only community college in Arizona, and among only 38 in the U.S. to receive a $100, 000 grant from Achieving the Dream to create online degree programs using high-quality, open educational resources (OER).
- Maricopa Millions OER Project with a goal of saving Maricopa Community College students $5 million over 5 years The goal of the Maricopa Millions project is to radically decrease student costs by offering LOW COST or NO COST course materials with no additional cost to the student beyond tuition. These might include OER, licensed online resources purchased by the MCCCD for student access, etc
Innovative Learning Conference
The Collaborative will present a Forum on Creating A Culture Of Education Innovation: Strategic Planning for Innovation, Technology and Collaboration for our Arizona K-12 Schools, Universities, Community Colleges, Libraries and Community Organizations.
Why The Conference?
The world has changed and the world of work is going through dramatic transition. How students learn and relate to the world has changed dramatically! While issues such as funding, politics, testing, and legislation tend to dominate the education agenda in Arizona, innovative education ideas and new technologies are transforming teaching and learning, workplace training, and the way we do business!
Need For Strategic Institutional Plans, Policies and Strategies:
While there are great innovations that are providing awesome learning experiences for students, many K-12 Schools, Universities, Libraries, Community Colleges and Community Organizations are implementing these innovations on a piecemeal basis. They need to adopt strategic institutional plans, policies and strategies that will create a culture of education innovation within their organization, with clear objectives, that will promote and support adoption of innovative ideas and new technologies on a systemic basis. They need to be prepared to deal with the current and future impact on: Curriculum and instruction, Assessment and State Standards, Budgeting, Strategic planning, Faculty and professional development, Facilities and technology infrastructure, Policies, Community Engagement and Support
Forum Objectives
Why The Conference?
The world has changed and the world of work is going through dramatic transition. How students learn and relate to the world has changed dramatically! While issues such as funding, politics, testing, and legislation tend to dominate the education agenda in Arizona, innovative education ideas and new technologies are transforming teaching and learning, workplace training, and the way we do business!
Need For Strategic Institutional Plans, Policies and Strategies:
While there are great innovations that are providing awesome learning experiences for students, many K-12 Schools, Universities, Libraries, Community Colleges and Community Organizations are implementing these innovations on a piecemeal basis. They need to adopt strategic institutional plans, policies and strategies that will create a culture of education innovation within their organization, with clear objectives, that will promote and support adoption of innovative ideas and new technologies on a systemic basis. They need to be prepared to deal with the current and future impact on: Curriculum and instruction, Assessment and State Standards, Budgeting, Strategic planning, Faculty and professional development, Facilities and technology infrastructure, Policies, Community Engagement and Support
Forum Objectives
- Provide strategies for the State of Arizona, and our K-12 School Districts, Community Colleges, Universities, Libraries and Community Organizations to adopt strategic institutional plans, policies and strategies that will create a culture of education innovation within their institution that promote and support adoption of innovative ideas and new technologies that can transform teaching and learning and enable a new generation of education and workforce development solutions in Arizona.
- Develop opportunities for collaboration among learning innovators in education, business, government, libraries and nonprofit organizations to cooperate on initiatives that will support adoption of innovative strategies and technologies