Reimagine Learning
When we design assessments at Second Avenue Learning, we remember our experiences as learners. As learners, we remember when tests were fair, clear, and well-connected with what we were supposed to be learning.
Imagine that you’re a visitor from another world, examining the US education system. Much of the experience would be pretty close to what you might expect of Earthlings, but you might be surprised to find out how much time we spend on tests. And it isn’t just taking the tests, either. It’s also the time preparing for the tests, reviewing key concepts, practicing under realistic and time-pressured conditions, and getting students ready for the psychological aspects of testing.
Gamification is trending these days. Or is it game-based learning? Or serious games? Or something else? Does it really make a difference? It’s possible to create an intricate matrix of terms and definitions on this subject,1 but does that really help anyone?
Gamification is trending these days. Or is it game-based learning? Or serious games? Or something else?
Recently, I joined our CEO, Tory VanVoorhis, on a panel to discuss the potential of games in the world of assessment. We explained what games can do, how to build them, and key questions to get you started. To motivate the discussion, we asked the attendees to identify the skills that they might like to measure with games. Here are the skills that were mentioned most often:
Recently, I joined our CEO, Tory VanVoorhis, on a panel to discuss the potential of games in the world of assessment.
Realizing the potential of learning design is no simple task. Still, at Second Avenue, we’ve found that there are principles which, if applied, make successful outcomes more likely. Here are some of the most important learning design best practices:
What's driving the recent focus on learning design?
When we design, we unite purpose and action by determining how to best accomplish our goals. When we design learning, we do everything that needs to happen to ensure that learning experiences are effective, efficient, and relevant to learners. This includes:
In Edtech Is Trapped in Ben Bloom’s Basement,1 Jared Silver identifies a paradox in learning technology: technically, our gadgets and software are more sophisticated than ever, but the learning goals that this technology serves tend to be stuck in the basics. Educational technology should be helping us analyze the world around us, evaluate claims, and create new possibilities, but too much of what we do is focused on memorization, paraphrasing, and simply following instructions.
Despite the title, Matt Greenfield’s Sources of Hope for Education Technology in 20181 presents a sobering account of the challenges we face in leveraging technology to improve educational outcomes.
Implementing Accessibility in a Disruptive Digital Education Market
Accessibility is a commitment to support learners with diverse backgrounds and needs by giving all learners equitable access to content.
Best practice for Publishers, Educational Institutions, and Educators.
Across the country people stopped to experience the solar eclipse on Monday, August 21st. Total solar eclipses happen infrequently.
Second Avenue Learning’s team was happy to sponsor last week’s New Media Consortium Conference, which took place in Boston, Massachusetts.
Six disruptors in the gaming industry converged at our new space in downtown Rochester to discuss the future of game design and development, and Rochester’s role as a hub for the gaming industry.
Taken during Christmas Holiday on 2016
Try telling a classroom of students that it’s possible for a presidential candidate to win the majority of votes in the U.S., but still lose the election—and that it has happened four times. Bush v. Gore wasn’t the first time!
There’s no denying it – election season is always exciting, and part of that excitement stems from trying to predict the unknown.
Hi, I’m Jackson. As someone who boasts an extensive resume of boss-beatings, puzzle solvings, and steely resolve in the face of the princess continually being in another castle, interning at a company that makes educational videogames has been pretty sweet.
Let’s be honest, you and Flash were great partners when you met. It was a great beginning. Together, you enabled students and faculty to have a nearly seamless user experience across a wide variety of platforms.
Drive around Rochester, New York long enough, and you are bound to run into an optics or imaging corporation. There are the giants, of course: Xerox Corp., Bausch & Lomb, Inc., and Eastman Kodak.
I’ve helped create and shape videogames for many years now, and I don’t think I’ll ever tire of working with talented, creative people who share my passion and want nothing more than to build something that will knock your socks off.
Recenly the Iowa caucus, the first test of electability for many of the presidential candidates, was held. Like many voters, we at Second Avenue are thinking about the 2016 election and following it closely.
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