Three Myths About Education Technology and the Points of Light Beyond


Three powerful myths persist in our narratives around education technology. The first is that technology has the capacity to disrupt systems. For all the hope and hype that technologies can enable major organizational changes in educational systems through personalization, unbundling, or information access, but in reality, the reality is that culture domesticates new technologies. New apps, software, and devices are put in the service of existing structures and systems, rather than rearranging them. The most widely adopted education technologies are those that add a little efficiency to existing practices in school systems. The second myth is

Watchworthy Wednesday: How Arts and Humanities Games Celebrate Life


What would happen if games that go beyond simple situational conflict, such as combat and confrontation, instead took on more complex questions about life? Game designer Tracy Fullerton offered her thoughts during her keynote address at the recent Games for Change Festival. “Real life is neither either or, it’s not on or off or versus, it’s not black or white, it’s not any kind of duality no matter how we try to simplify it,” she said. “We all know in our experience that life is filled with grays, with nuance, with layers of perspective and problematising

Where is the Humanity in the Computer Science Curriculum?


“Let us move from human-centered design to humanity-centered design.” — From the Copenhagen Letter I’ve been struggling to write this post for a long, long time. Every time I see calls for teaching coding to young people or to girls or to minorities, I get frustrated. First off, the need for everyone to learn code may be inflated, as Audrey Watters has written. As someone with a bachelor’s degree in computer science, I can assure you that no coding bootcamp is going to produce a person as qualified as someone who has studied computer science at

Watchworthy Wednesday: More Twist Fate Reflections


Why did Rumpelstiltskin want a first-born child? The Brothers Grimm fairytale never gave a reason. A fascinating explanation is revealed in “Rumpelstiltskin and His Husband,” a twist on the classic story written by Eva Nemirovsky for the Twist Fate Challenge, an international art and writing challenge for 13 to 17 year olds that published a book featuring the best entries. “This is a great explanation,” author Sara Ryan said this week in an Educator Innovator webinar on the challenge. “Because he is not allowed to adopt with his husband because of oppressive laws, he needs to

Reflections on Youth Efficacy in the Twist Fate Challenge


I think the Twist Fate Challenge is AMAZING….It gives young writers a chance to expand their imaginations. (Simone)*  Sometimes the only thing separating a hero from a villain is a curious twist of fate. An unexpected turn of events — a chance encounter, a hasty decision, an unexpected detour, a best intention — can spark a chain reaction that upends our expectations of familiar fantasy tropes and storylines. In Spring of 2016, young writers and artists were invited to conceptualize their own hypothetical hero/villain twist of fate in the “Twist Fate Challenge.” Together with DeviantArt (DA)

Watchworthy Wednesday: Goodbye DML, Hello CLS


As the eighth and final Digital Media and Learning Conference came to a close last week, its organizers announced the creation of a new annual event — the Connected Learning Summit — that will debut next summer at the MIT Media Lab. New Event Debuts at MIT Aug. 1-3 The summit, to be held Aug. 1-3, will be hosted by the Connected Learning Lab from the University of California, Irvine, the UC Humanities Research Institute, the MIT Media Lab and MIT Scheller Teacher Education Program. It will take place at the MIT campus every other year

Anti-Violence Work, Performance Studies and Experimental Pedagogy


This post concludes the series that DML Central has been running based on interviews with members of the development team for the Center for Solutions to Online Violence by focusing on T. L. Cowan of the University of Toronto, who describes herself as a “writer, performer, activist, and professor” committed to anti-violence work. Cowan described how she “worked as an anti-violence feminist activist with different community organizations throughout the 90s, which were bricks and mortar centers” and completed “anti-violence training as an undergraduate student.” She also participated “in street-based activism and women’s shelter-based activism and became

Networked Narratives: Netproving in the Mirror World


In our most recent script, we set the stage for how we approached the Networked Narratives course (@NetNarr) as a networked improvisation including some mystery characters. Here, we reflect on what was designed as an open space for the collective imagination — a place where students created alternative personas and then engaged them in the #NetNarr mirror world called #Arganee. Designing for Emergence, The Screenplay, Part 3 Act 3: Scene 1 (Like previous acts, the opening scene dissolves into a view over Alan’s shoulder at a video chat screen with Mia. Her background appears to be

Developing Socially Engaged Youth Through Game Design


This summer at the Games For Change Festival, the Game Jam Guide e-book was released, sharing advice from a range of experts on how to lead game jams. One of those experts is Matthew Farber, an assistant professor of technology, innovation and pedagogy at the University of Northern Colorado (and whom will be presenting on the topic at the upcoming Digital Media and Learning Conference). I reached out to Matthew to learn more about how he uses games for learning and how the Guide can help others run their own game jams. Matthew, it interests me