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Showing posts with the label digital divide

Online Testing May Widen Achievement Gap

Proponents say computer-based standardized tests are more secure than traditional paper-and-pencil testing, can be scored faster, and allow questions to be designed more innovatively. They also see online testing as good preparation for students facing a job market that more and more emphasizes tech capabilities. However, some educators say that moving to computerized testing is actually increasing an achievement gap they’ve worked for years to shrink. Pew Research Center analysis of U.S. Census Bureau data in 2015 found that about five million households with school-aged children didn’t have a high-speed Internet connection at home; many of those were low-income black or Hispanic households. A March 2017 Pew post indicated that the divide persists, with nearly half of households with an annual income below $30,000 not having broadband service or a desktop or laptop computer at home. Researchers report that the majority of teachers in poor districts claim their students aren’t prepared...

Prevent a Virtual Divide Before It Happens

As new technologies enter the learning landscape, educators need to ensure their introduction doesn’t create a “digital divide 2.0,” wrote Emory Craig, director of e-learning and instructional technologies, College of New Rochelle, New Rochelle, NY, in a piece for EdTech: Focus on Higher Education . Virtual (VR) and augmented reality (AR) are already beginning to offer virtual labs and field trips, interactive storytelling, and immersive world-building experiences. However, the cost of some VR headsets and the computers capable of supporting them can be quite high. Lower-cost systems so far tend to confirm the truism that you get what you pay for. While Google Cardboard offers an easy-to-use, affordable option, its visual experience is poorer and interactivity is limited by the lack of a hand controller. Newer, standalone VR headsets that don’t require a smartphone or external computer may prove to be workable solutions. Facebook, which has a stated goal of getting a billion people usi...

Strategies to Bridge the K-3 ‘Device Gap’

Just over two-thirds of K-3 teachers reported that on at least one occasion they’d refrained from assigning homework because they didn’t think all their students had access to the technology or digital media needed to complete the work. That percentage was even higher for schools serving a greater number of low-income students. In the same online survey of educators and parents, conducted last year by the Silicon Valley Community Foundation’s Center for Early Learning, 40% of parents said that challenges with home technology access hampered their children’s ability to stay on pace with their peers. Based on the survey and in-person conversations with parents, the foundation suggested five strategies for how instructors can help bridge the school/home “device gap”: 1. Inform parents about how their children are using technology and which digital media are being used in the classroom. 2. Recommend specific programs and apps students can use at home to complement what’s being used at sch...

Attracting New Students with E-Sports

Video gaming is no longer just a favorite pastime for college students, it’s become a varsity sport because it drives enrollment, creates campus enthusiasm, is co-ed, and doesn’t cost much to launch. “It’s on the cutting edge, if not already a little bit beyond that, of new opportunities to compete,” said Dave Gantt, vice president for athletics at the University of Providence, Great Falls, MN. “All of our admissions counselors are armed with the knowledge that we have this sport, and it has been something of interest at every one of their stops.” E-sports have grown from a single team to more than 60 schools competing, with hundreds more looking into offering it. Gant’s institution is retrofitting its mailroom and bookstore in the student union for e-sport gamers, who will begin play in the fall. Colleges are creating e-sports arenas in old computer labs and other rooms that were going unused. The competitions are often streamed live and have students providing play-by-play commentar...

A Digital Divide in Risk Awareness

Last week, the watchdog group Common Sense Media and the Center for Humane Technology —a nonprofit formed by several former Facebook and Google employees—launched a multiyear “Truth about Tech” campaign to increase awareness of the addictive nature of smartphones and other electronic devices and of social media. Beginning with ads targeting 55,000 public schools in the U.S., the campaign aims to engage educators, parents, kids, legislators, health officials, and tech manufacturers on the dangers of constant connection. The aim is not simply to warn but also to encourage changes in behavior and in how devices are designed and marketed. Tristan Harris, co-founder of the Center for Humane Technology and a former design ethicist at Google, told CBS News , “The truth about what’s happening on the other side of the screen is that this is happening by design. There’s a whole bunch of techniques that are deliberately used to keep the auto-play watching on YouTube to keep you watching the next...