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GRANT HOSFORD
CEO & CO-FOUNDER
TABLETS,
TABLETS,
EVERYWHERE!
BUT DO THEY
HELP KIDS
THINK?
THE TABLET
GENERATION
CONFIDENTIAL2
MY BACKGROUND
Son & Brother
of Educators
CONFIDENTIAL3
A Builder
A Dad
MY MESSAGE
• 75% of schools will have 1:1 tablet
programs in 3 years.
• Tablets are a bridge to the future
• Best practices are already emerging
CONFIDENTIAL4
NOISE…
Tablet pain points:
• Expensive
• Wi-Fi management
• Clunky for creation
• Political hot potato
• Sensationalism
CONFIDENTIAL5
CONFIDENTIAL6
BACK TO THE
FUTURE - 1983
CONFIDENTIAL7
“We want to put a great
computer in a book that you
can carry around with you…”
- Steve Jobs
“The role of the teacher is to
create the conditions for
invention...”
- Seymour Papert
THE POWER OF
TOUCH
CONFIDENTIAL8
FEARLESS
EXPLORATION
More 3 year
olds can use
an app than
can tie their
shoes!
CONFIDENTIAL9
CONVENIENCE & …
CONFIDENTIAL10
vs
$-
$100
$200
$300
$400
$500
$600
$700
$800
2012 2013 2014 2015 2016
Implementaion Cost
per Student
Cost Saving Per
Student per Year
… COST
CONFIDENTIAL11
OTHER IMPORTANT
BENEFITS
1. Immediate
2. Adaptive
3. Immersive
4. Global
CONFIDENTIAL12
CONFIDENTIAL13
COMPUTING IS EVOLVING…
CONFIDENTIAL14
Then… Soon…
AND TOMORROW’S
JOBS…
CONFIDENTIAL15
OUR STORY IN 4 SLIDES
THE MISSION
CONFIDENTIAL17
codeSpark will ignite curiosity about computer
science and democratize the study of it.
WHY THE TABLET?
CONFIDENTIAL18
When given appropriate tools, young children can
actively engage in computer programming.
- Marina Bers, Ph.D – Tufts University
Professor, Child Development
Kids as young as 5 can understand sophisticated
concepts if you get the mouse, keyboard and
syntax out of the way.
- Anonymous Entrepreneur
Sandbox PlayStructured Goals
INSPIRATION
CONFIDENTIAL19
SOLUTION
A “pick up and play”
app for kids 5 to 8
Structure + Sandbox
CONFIDENTIAL20
Alyssa Tormala
A 1:1 TABLET
CLASSROOM
English Teacher
St. Mary's Academy
Portland, Oregon
CONFIDENTIAL22
EPIPHANY #1
Students Should Be Partners in Action Research
CONFIDENTIAL23
“My students
became far more
confident as
learners, self-
advocates, and
problem solvers
than I had seen the
previous year.”
EPIPHANY #2
Organization Is Inherently Tied to Learning
CONFIDENTIAL24
My students said that
their learning
improved because
everything they
needed was on their
tablets, so they
stayed more
organized.
EPIPHANY #3
Assessments Can Be Both Fun and Effective
CONFIDENTIAL25
Students came in
buzzing on quiz days
and I could
immediately assess
and correct student
understanding as
needed!
EPIPHANY #4
Digital Tools Can Improve the Writing Process and
Final Product
CONFIDENTIAL26
“Going paperless allowed me to
add extra rounds of drafting, peer
review, and revision for students
I was also thrilled to discover that
their final essays were of higher
quality!”
1:1 IS COMING
BECAUSE IT WORKS!
Kindergartner students using tablets scored much higher on
literacy tests than students that didn’t use the device.
Source: TUAW
Tablet equipped medical students scored 23 percent higher on
national exams than previous unequipped classes.
Source: MobiHealthNews & UCI
Students using tablets saw their math test scores increase 20% in
one year compared to students using traditional textbooks.
Source: CNN Tech & Houghton Mifflin Harcourt
CONFIDENTIAL27
THANK YOU!
CONFIDENTIAL28
Email: grant@codespark.org
Twitter: codesparkceo

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Grant Hosford - Tablets, Tablets Everywhere! But Do They Help Kids Think?

Notes de l'éditeur

  1. Welcome to codeSpark!
  2. In addition to the above slide notes… I spent the last year researching how to teach kids 4-8 about computer science on the tablet.
  3. We are inspired by the Piaget constructivist epistemology that states young children generally learn best through their own self-directed activity. We also look to the work of Seymour Papert, inventor of the Logo computer language and MindStorm Legos for inspiration. Papert’s constructionism focused on children’s use of dynamic manipulation – e.g. non-static tools like video games and robots. “We want to put an incredibly great computer in a book that you can carry around with you… And we really want to do it with a radio link in it so you you’re in communication with all of these larger databases and other computers.”
  4. Jesse Schell has presented on this recently in regard to games and the future of gaming
  5. E-textbooks can save schools between $250-$1,000 per student per year. [9] electronista.com, Mar. 30, 2012 Tablet prices also continue to drop, making them increasingly affordable. Tablets cost on average $489 in 2011, $386 in 2012, and are projected to cost $263 in 2015. [10][11]
  6. I was born in 1970. I got my first cell phone when I was 20, I had a rotary phone in my bedroom and my parents first car didn’t have seat belts in the back seat. My daughters don’t know a world without smarthphones, social media, GPS and electric cars!
  7. Welcome to codeSpark!
  8. These are Grant’s daughters, Sam is 6 and Naomi is 7.5. They LOVE codeSpark! Young kids who study computer science improve their scores in math, language and memory tests.   But 9 out of 10 schools don’t teach computer science and won’t catch up soon.  
  9. We have done a great deal of ‘de-risking’ via rapid prototyping. First paper prototypes and then digital prototypes. Digital game ‘Toon Idol’ for example let us test the power of silliness and a method for teaching test and learn strategies. It turns out that if you let a kid loop a fart noise they learn what a loop is very quickly! Watch a video of kids playing Toon Idol here - http://youtu.be/zFMCylmT1i0. Key findings for success: No typing No reading Powerful high level verbs like “capture” or “follow character” (compared to move left, right, forward) Fun challenges Fun and silly fail states Immediate feedback – interactive Some silliness for the sake of silliness is good
  10. LEGO’s are the perfect metaphor for our approach. Start with step-by-step instructions. Gain knowledge and confidence with tinkering Then engage in blue sky modeling. codeSpark will follow the same approach with programming concepts.
  11. Tablets allow for self-directed learning and are in over 50% of US households: Our game: Virtual world – accommodates many themes and learning styles Subscription service – supports an always evolving curriculum Targets kids 5-8, the sweet spot for ability to learn and confidence building Structure + Sandbox All visual – reading ability isn’t a barrier to learning and the app can launch worldwide. Adaptive help – algorithms that detect when a child is frustrated or stuck.
  12. Welcome to codeSpark!