• By Erica Price
    October 31, 2013

    So much has been talked about to ensure students graduate high school “college- or career-ready.”  But what happens when students graduate from college and are still not “career-ready”?   Read more

  • By David DeSchryver
    February 13, 2013

    What should we pay attention to and what were mere distractions for education policy during last night’s State of the Union? Read more

  • May 25, 2012

    On May 22, the U.S. Department of Education (ED) released draft requirements for the Race to the Top for Districts Competition (RTT-D).  ED will award $400 million to 20 applicants. The number of students participating in the program will determine funding.  ED may issue grants of up to $25 million.  Applicants may be a part of a State that won a Race to the Top grant in prior competitions. To provide a helpful summary of the program’s details, the team at Whiteboard advisors developed a one-page overview and detailed summary of the new competition. Read more

  • By John Bailey
    April 17, 2012
  • By John Bailey
    February 29, 2012
  • By John Bailey
    January 4, 2012

    "Bill Gross, the head of Pimco, the world’s largest bond fund, sums it up in no uncertain terms: “Our labor force is too expensive and poorly educated for today’s marketplace.” There are two variables here: our educational levels, which are low, and our wages, which are high. Read more

  • By John Bailey
    January 3, 2012
  • By John Bailey
    January 3, 2012
  • By John Bailey
    September 21, 2011
  • By John Bailey
    May 31, 2011

    Several good reads recently on how gaming can be tapped to deliver education.  Patrick Supanc, President of College and Career Readiness at Pearson, was on Mashable discusing the how leaderboards can help with student motivation and leveling-up can help build student confidence with complex issues and problems. 

    Tom Francis outlines his take on what makes a good game - good points in thinking about gaming design.  Summary below but worth reading the entire article:

    1. Challenge: How much you enjoy tackling what you’re being asked to do.

    2. Feel:  Making individual interactions convincing and pleasurable

    3. Freedom:  The extent to which a game reacts to your choices with interesting results

    4. Place:  A world you want to be in

    5. Promise:  The temptation of further possibilities

    6. Fantasy:  The appeal of playing this role

    Finally, ReadWriteWeb covers the launch of Stencyl, a new game creation studio that offers a gaming design platform using a grag-and-drop interface. Users can also create their own building blocks that can be shared with others.

      Read more

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