Cloud Computing and Its Green Lining: Responses to James Glanz and the New York Times

Author James Glanz created a stir in September with his New York Times article, when he wrote that cloud computing and Big Data are actually big energy wasters. I have written about this controversy previously for the SIIA and have found that not to be the case. In fact, data centers are environmentally friendly for three reasons:

  1. Large data centers are more efficient than small and medium-sized data centers, so regardless of this looking negative at first blush, the electricity/unit of computing is less.
  2. Devices themselves are using less energy especially as  desk tops and laptops give way to tablets and smartphones,
  3. Cloud data centers can and will drive to renewable energy, as detailed in this report. Companies like Oracle, Adobe, and  IBM are devoting their considerable resources to sustainable computing practices, and this trend will only increase as they continue to work to make data centers more efficient and clean.

A number of voices have come out in support of cloud computing’s environmental benefits for these very reasons. The New York Times hosted quite a few on their Room for Debate page. Here is a short sampling.

Urs Hölzle, Senior Vice President for Technical Infrastructure at Google, knows from personal experience how data centers work, operating Google’s servers, networks, and data centers. He writes on the New York Times website:

“Because of our obsession with efficiency, we’re able to help others be more efficient as well. Small and medium data centers use two-thirds of the total energy because it’s much harder to run them efficiently, so the trend of replacing on-premise servers with efficient cloud services will reduce the amount of energy used to run the same workload.”

Similarly, Jonathan Koomey, research fellow at the Steyer-Taylor Center for Energy Policy and Finance at Stanford University refutes Mr. Glanz:

“Modern cloud-based data centers are much more efficient and have much higher utilization levels than standard data centers, giving them substantial economic and energy-related advantages. And the shift to mobile computing promises big efficiency gains for users as well. For example, laptop computers, which typically use a third to a fifth of the power of desktops, outsold desktops for the first time in 2009 (according to IDC data). Sales of tablets, which are even more efficient, are growing much faster than those for laptops.”

Gary Cook, the senior I.T. sector analyst for Greenpeace International’s Cool IT campaign,  also provides cautious optimism, writing:

Customers need companies to be more transparent about their energy choices so that they can understand the true environmental performance of their Internet and cloud use and make more informed choices. If given the information, people will choose a company that chooses clean energy. We can – and should – be able to feel good about our likes, tweets, photos and music, but it’s up to these companies to take the bold steps to make that possible.

Charles Babcock of Information Week summarizes the other side thusly:

“Everyone is doing a lot more computing, as the story notes. But as we do so, the amount of electricity consumed per unit of computing is going down, which the story somehow misses. Nowhere does the Times address this salient point. Instead, it concludes we are doing a lot more computing and, therefore, we are all guilty of driving environmental degradation. If you’re going to reform the world, you need to build a better soapbox than this.”


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.

Top 5 Reasons Educational Games Work: Reason #5

Educational technology is essential to help children develop a digital literacy, but there are still questions about the effectiveness of educational technology – particularly when it comes to games and simulations, which have become known for for their entertainment qualities than their persuasive or educational abilities.

Although the games for learning field is still young, scholars can count on several “facts” about games that make them perfect for teaching and learning. This series of blog posts will investigate these game facts.

Previously, we discussed active learning environment of games, flow, the Proteus effect, and passionate affinity groups.

5) Video games allow players to fail with impunity and without consequence. Particularly in the sciences, students should have the same freedom.

I’ve written about this concept previously for the SIIA. It’s a concept James Paul Gee calls the “psychosocial moratorium principle;” the idea that in a virtual world learners can take more risks in a consequence-free environment, which allows them a greater freedom to experiment and try new things. In the current classroom environment students can only experiment to a point; the larger class sizes get and the more budget cuts affect lesson plans the less active experimentation can be achieved and the more textbook-based memorization occurs. Even in a well-funded, small classroom, there are limits; no chemistry class would allow a students to play with potentially hazardous chemicals just to see what they can do, or send more than a classroom or a grade on more than a few field trips.

This is where virtual learning easily benefits the student. In a real-world chemistry lab every experiment must be done under strict guidelines; a virtual chemistry class lets students experiment with a myriad of combinations and techniques. Virtual explosions, after all, do not cost anything for the classroom or for the student. Educational video games can also transport students into situations a school cannot easily replicate; they can explore medieval ruins through a simulation as they study a historical subject, even get closer to a famous work of art than they might be allowed to in a museum or preservation site.

With the freedom to follow their own interests and passions without fear of consequences, students have a much greater chance of finding an aspect that engages them and interests them about a subject.


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.

Top 5 Reasons Educational Games Work: Reason #4

Educational technology is essential to help children develop a digital literacy, but there are still questions about the effectiveness of educational technology – particularly when it comes to games and simulations, which have become known for for their entertainment qualities than their persuasive or educational abilities.

Although the games for learning field is still young, scholars can count on several “facts” about games that make them perfect for teaching and learning. This series of blog posts will investigate these game facts.

Previously, we discussed active learning environment of games, flow, and the Proteus effect.

4) Well-drawn video games can create passionate affinity groups. Kids should be that excited and passionate about science.

Affinity groups are what differentiate a good video game and a great, truly engaging video game. Affinity groups are defined by James Paul Gee as “a group that is bonded primarily through shared endeavors, goals and practices.” In his writing, he uses affinity groups to describe game players who go beyond simply playing the game and reach out to other players, those with the similar experiences playing through a game who might have questions, opinions or even ideas on how to enhance and improve play. In the age of the Internet affinity groups can form around even the most obscure of subjects, and the passion of group members leads to a myriad of creative expression.

Affinity groups don’t exclusively come out of video games, but games are a popular source for affinity groups to band together in, especially in online games where players directly interact and create bonds that can expand offline. World of Warcraft in particular is treated as the gold standard example for affinity groups, as players not only discuss the game on online forums and produce fan works to supplement game play, they build “mods” or modifications to enhance the gameplay experience for all, whether to make play easier for some players, provide a more complex experience with more detailed information or change the experience of play with simple aesthetic tweaks. The Sims series is another industry leader in affinity groups; player-created clothes, Sims, houses, and mods have been embraced by parent company EA, enough to design easy ways to connect the single-player experience with an online profile and easy access to a community of designers and enthusiasts.

If learning could be crafted to create such affinity groups, the students’ own passions and interests could fuel them to tackle difficult concepts and engage in their own educations.


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.

Top 5 Reasons Educational Games Work: Reason #3

Educational technology is essential to help children develop a digital literacy, but there are still questions about the effectiveness of educational technology – particularly when it comes to games and simulations, which have become known for for their entertainment qualities than their persuasive or educational abilities.

Although the games for learning field is still young, scholars can count on several “facts” about games that make them perfect for teaching and learning. This series of blog posts will investigate these game facts.

Previously, we discussed active learning environment of games and flow.

3) Video game avatars do affect the way players interact, in both positive and negative ways. The proper utilization of avatars can reduce barriers like a lack of self-confidence.

Nick Yee calls this the “Proteus effect.” The Proteus effect refers to the idea that “an individual’s behavior conforms to their self-representation independent of how others perceive them.” In one study Yee found that young people with an aesthetically pleasing avatar with more intimate with their peers in the game than those with less attractive avatars. In another one of his studies, those with taller avatars behaved more confidently than those with shorter avatars, matching studies of how taller and shorter people behave in a real-world experiment. Avatars can be harnessed for a more confident, active learning environment in a virtual landscape.

Educational games are designed to teach subjects like science and mathematics, but schools also teach students more abstract concepts, like how to collaborate on projects and how to respect diversity and social boundaries. As with disciplines, some students have an easier time with the social aspects of schools than others. Shy or insecure students, who would improve with the one-on-one guidance and encouragement, are increasingly getting lost in a classroom that demands teachers drill large classes in how to pass a standardized test rather than provide a nurturing environment for growth.

A virtual world can hardly be expected to replace traditional classrooms, but with the use of avatars those students who suffer from low self-esteem or those that don’t feel comfortable being themselves can, however briefly, explore a world with a completely different form. If Yee’s Proteus Effect is real then teachers can use customizable avatars to help introverted students confidently approach problems in a free virtual environment. Games like MinecraftEDU are already exploring the idea of letting kids enter a virtual world with custom avatars, letting the teacher dictate what concepts the students learn in this environment, providing only the tools to create an entertaining interactive experience.


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.

Top 5 Reasons Educational Games Work: Reason #1

Educational technology is essential to help children develop a digital literacy, but there are still questions about the effectiveness of educational technology – particularly when it comes to games and simulations, which have become known for for their entertainment qualities than their persuasive or educational abilities.

Although the games for learning field is still young, scholars can count on several “facts” about games that make them perfect for teaching and learning. This series of blog posts will investigate these game facts.

1) Video games are designed to convey complex ideas and practice these concepts repeatedly – these abilities can be used for serious purposes.

It’s an old game design adage that players don’t read the instruction book; game designers must account for the large majority that doesn’t want to read a book before experiencing play. A game should be easy enough to comprehend right from the game’s opening screen that the engaged player can understand controls and objectives from the start. Unfortunately there is a similar problem with today’s educational system; there are those that do not want to “read the booklet” or simply study theory when practicing these ideas and concepts is far more engaging, even in some cases entertaining.

Educational games are designed to play free of the “instruction book—” games like Where in the World is Carmen Sandiego and Oregon Trail take concepts like geography and history and make them an intrinsic part of gameplay. And through gameplay players gradually learn educational concepts like the distance between different countries in Europe or the historical diet of settlers moving out West in the 1800′s. James Paul Gee posits that this kind of “active learning” is more effective than reading the same kind of concepts in a textbook and testing them on the subject. While games don’t necessarily guarantee active learning, a well-designed game has a better chance of engaging the player/learner than any one text can possibly accomplish.

Intelligent, committed and creative teachers can engage the student and produce an active learning environment, but that kind of experience is only possible in smaller-sized classrooms and with students who are all roughly at the same level in the material. Today’s schools are facing budget cuts upon budget cuts and classrooms are expanding every year. The active learning environment is becoming a distant dream in many cases. Even if access to a computer is limited, giving students a short time with a cheap tablet and truly engaging educational programs can help to improve the educational experience even if it cannot fix the whole of what has gone wrong with the public school system.


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.

Move to cloud requires new, different thinking

Last week’s Federal Times ran an op-ed by SIIA’s own Mike Hettinger. In the article, Mike describes the future of federal computing in the cloud – and what decision makers need to do to make the federal cloud a success. Specifically, he shares three suggestions:

1) Create a comprehensive federal information technology road map

Currently, the Office of Management and Buddy Strategy fails to prioritize agency IT initiatives within its strategy documents. This needs to change to avoid confusion. Writes Hettinger:

Today, agencies must interpret myriad Office of Management and Budget strategy documents involving cloud computing, shared services and data center consolidation — supplemented by the recent digital government strategy. The result is confusion around prioritization of agency IT initiatives, as evidenced by public comment from the cloud computing industry.

2) Modernize acquisition practices to discard the on-site IT model and embrace the off-site, on-demand nature of cloud computing

The current acquisition process is outdated, and in desperate need of a re-haul in the modern IT world.

Current IT acquisition regulations, mainly those espoused in the 1996 Clinger-Cohen Act and modified along the way, were written for a different time — one in which agencies sought to make capital investments in IT systems, servers and other durable IT. In today’s world of cloud computing, agencies should no longer look to make capital investments in IT but rather should invest in acquiring IT on demand and in purchasing services and capabilities.

3) Improve FedRAMP

In June, the Federal Risk and Authorization Management Program (FedRAMP) reached its initial operating capabilities to certify businesses that meet federal cloud services standards. But cloud service providers (CSPs) are concerned the program will create extra red tape for CSPs and give an unfair advantage to the first companies through the gate.

Many CSPs are concerned that FedRAMP, while well-intended, could become a bottleneck because of the limited capacity of the FedRAMP-certified third-party assessors who will evaluate applicants, and because of the approval schedule, which projects to have only three companies certified under the program by the end of 2012. Those three appear to have a leg up on the competition as we head into 2013… Clearly, there is merit in providing CSPs with a Joint Authorization Board-approved provisional authorization that can be employed agency-to-agency, showing that their cloud environment meets minimum security requirements. In theory, this should reduce some of the administrative burden on providers and the government alike.

The government has the building blocks in place to transform its IT infrastructure, but as Mike explains, some core issues must be addressed for federal IT reform to reach its full potential.


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.

Education Technology Innovators Sought for Incubation Program

SIIA’s Education Division is now accepting applicants for its Innovation Incubator Program. Selected developers of promising new technologies in the K-12 and postsecondary space will be invited to participate in the program at the 11th annual SIIA Ed Tech Business Forum in New York, Nov. 26-27, 2012. The deadline to apply for the Innovation Incubator program is Sept. 26, 2012.

For those of you that are unfamiliar, SIIA’s Innovation Incubator program identifies and supports entrepreneurs in their development and launch of innovative learning technologies. The program began in 2006 and has helped dozens of companies enrich their efforts to improve education through the use of software, digital content and related technologies. The Innovation Incubator program uniquely employs a peer-review process to identify the most innovative and most likely to succeed products. Successful industry leaders and peers also provide one-on-one mentorship to support the growth and success of identified innovators.

All education technology companies are encouraged to apply – from start-ups to established innovators. A panel of industry professional judges will then select finalists and alternates to present their products during the Ed Tech Business Forum. One winner and one runner-up will be for the “Most Innovative” and “Most Likely to Succeed” categories.

Past Innovation Incubator winners include:

  • Filament Games, developer of education games designed to increase students’ interest in science
  • The Language Express, creator of interactive multimedia products that teach social and life skills

For more information about the Innovation Incubator Program or to apply, visit our website.


Tracy Carlin is a Communications and Public Policy Intern at SIIA. She is also a first year graduate student at Georgetown University’s Communication, Culture and Technology program where she focuses on intersections in education, video games and gender.