The Evolving Ed Tech CODiE Awards

Karen Billings, VP of the Education Division, joined SIIA 10 years ago, and has been involved with the CODiE Awards ever since. She even remembers the very first Education category – the Best Learning Product in 1986. Since then, the number of Education categories has grown at a steady pace, reflecting the advances in the ed tech industry. Karen shares her thoughts on this constantly evolving industry and what’s new in this year’s education CODiE Awards.

Tell us a little about the history of Education categories in the CODiE Awards.

The first year of the CODiE Awards, the one education winner was Where in the World is Carmen Sandiego?, for the Best Learning Product. It was such a popular product, and I remember later on there were spin-off products, and even one called Where in North Dakota is Carmen Sandiego! It’s interesting because even today, Carmen Sandiego is still a product at Houghton Mifflin Harcourt. Even after a series of acquisitions and mergers, the company is marketing and selling an updated version of this product, decades later. The point is that a good education product with a good instructional design that changes with the hardware capabilities is going to have longevity and certainly, branding. It’s very possible that the teachers who are buying Where in the World is Carmen Sandiego today could have used the product when they were young. The CODiE Awards are in its 28th year and it’s amazing to think about how the very first education CODiE Award winner is not only in the market, but has her own Facebook page.

Why do educators and administrators judge all of the education categories in the first round of judging?

The Education Division wanted to have educators and administrators review the products in the first round because they are the real experts. They know what other products are out there, and they have probably used a number of different products in their category, so they have the expertise. They are the best judge of what is going to work in the classroom, and that is a big part of what we mean when we say a product is the best.

The Education Division is able to leverage its relationships with the professional associations and online education communities such as edWeb to reach the teachers. We partner with them because they can directly reach out to their members. For example, SIIA cosponsors a games channel on edWeb, so we can reach teachers who are active in the games-for-learning community. That community helps us find those educators who would be the best at judging the games category.

Why do you like having three top awards, for Best PK-12, Best Postsecondary, and Best Overall?

First of all, I think it’s very special to have some very high-level categories where companies don’t nominate but they are recognized. It’s a very special recognition. It’s a way to pull out the best of the best. In some sense we are following other awards programs. In the Oscars, they have lots of awards, but the most exciting one is Best Picture of the Year. We know that the winners have appreciated that award.

Why do so many education companies love to nominate for the CODiE Awards?

The number of products that are out there in the market have grown substantially for over 25 years. It’s followed the growth of technology, as schools have started to move from the use of print materials and transitioned to the use of digital. Twenty-five years ago, using Carmen Sandiego was a very unique and probably isolated event by a few special teachers who were excited about using that Apple II in the classroom. As access to hardware increased, the software market evolved, and professional development supported technology integration, educators and administrators started to see the benefits of using technology. They saw student engagement, and positive results. The market grew, and as the market grew, the CODiE Award nominations grew, the interest grew, and school budgets grew. It has been a consistent, steady growth for 25 years.

Many of the products that were submitted in the first 10 years for the CODiE Awards had been developed by teachers. Teachers themselves then ended up forming companies. Jan Davidson was a Language Arts English teacher. She wrote a program called Reading Blaster for kids to use in her classrooms on an Apple II. She started sharing it with other teachers, and her husband, Bob Davidson, decided that there might be a business in selling that program to other teachers. They formed a company called Davidson & Associates, which was an early member of the then SPA (Software Publishers Association.) I like knowing that some of the educators reviewing this year’s products may be designing a product that could be a CODiE Awards winner in a few years. It could be the next Carmen Sandiego or Oregon Trail!

Which category are you most excited about this year?

I’m always anxious to see who is nominating in brand new categories. This year, our new category is Best Personalized Learning Solution, which evolved from work we have been doing in the Education Division for the last several years. It started with a working group on personalized learning after our Education Board undertook this as a key initiative. Personalized learning is a new market. Legacy companies can incorporate those attributes as they modify their products, and so can the startups who are designing new products. The thing I look forward to most is seeing nominations come in from companies I don’t know yet. There are so many new companies each year, and some are so new I haven’t even heard from them. When I see their nominations come in, I go to their website and find out about them, and it makes me excited about the direction that education technology is taking.

How can small companies compete in the CODiE Awards?

I think that the small companies with brand new products are viewed very positively by judges. The judges like seeing something new. It’s great to see the start-ups getting the same amount of visibility as larger companies when the finalists are announced. And when the SIIA member companies vote in the second round of judging, every company gets the same number of votes in each category, no matter what size they are. When all of the winners are listed on the press release, some will be large companies, some will be small companies. Some will be companies educators will recognize, and some will be totally unknown. Hopefully when people see a winner they’ve never heard of, they will go to their website and check them out.

What makes the education CODiE Awards banquet so special?

We have so much fun at our awards banquet! It’s a very special event for our companies. They enjoy it. It’s another thing to look forward to at the Ed Tech Industry Summit. We held the gala for the 2012 CODiE Awards on the second evening of the conference and will continue the tradition in 2013.

It’s funny, before I worked at SIIA, I worked at various member companies for 15 years. I came to many of the conferences and even spoke at them, but I never attended a CODiE Awards event! I’m not sure why. The first CODiE Awards gala I ever went to was the first year I started working for SIIA in 2002-in fact it was my second day on the job! I discovered how much fun it was, and how special it is. I really have had fun every year since.


Wendy Tanner Wendy Tanner is CODiE Awards Coordinator. Follow the CODiE Awards on Twitter @CODiEAwards

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.

Testing College and Career Readiness

Addressing the high levels of remedial coursework in higher education and better preparing students for college are important national challenges as the United States works to improve its educational and economic standing. Both are high on the agenda of PARCC (Partnership for the Assessment of Readiness for College and Careers) and SBAC (SMARTER Balanced Assessment Consortium), the two assessment options for the Common Core State Standards implementation.

On a recent Alliance for Excellent Education  webinar, SBAC and PARCC leaders provided a good overview of their tasks, deliverables and timelines. Both will pilot their computer-based assessments in the 2013-2014 school year and fully implement in 2014-2015.

SBAC and PARCC are focused on the challenge of testing college and career readiness as defined by CCSS.  SBAC’s goal is to have their high school assessment qualify students for entry level, credit bearing coursework in college or university.  SBAC is working in collaboration with 175 public and 13 private higher education systems to ensure their assessments meet the rigor required by these institutions.

PARCC has established a 5 point assessment scoring scale to address college and career readiness. Students who score a level 4 or 5 will be exempt from college placement tests and will be able to immediately begin credit bearing coursework. A detailed description of the 5 levels can be found on slide 8 of the PARCC presentation.

SBAC and PARC leaders and states acknowledge that collaboration with Higher Education is key in developing accurate and constructive examinations for the common core curriculum, and securing their buy in for placement.

SBAC is releasing new samples on October 9th that give a better idea of the upcoming assessments.  To learn more about the samples and the implications for curriculum publishers and technology developers, SIIA members are encourage to attend SIIA’s October 11 webinar  that will help companies prepare for the assessment future.

 


Lindsay HarmanLindsay Harman is Market and Policy Analyst for the SIIA Education Division.

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.

Teachers and Tech

One of the biggest myths surrounding educational technology has been that teachers will be replaced by computers (or tablets, or software, or any number of technological developments). But the reality is that there is room for both the teacher and education technology in the classroom. Technology is an aid to teaching, not competition for teachers.

Common Core State Standards expect students to gain deeper college and career-ready knowledge and skills, presenting the most significant challenge that schools and teachers must address in the coming years. Among the questions is the role of technology and digital learning. At the same time, many in K12 education are questioning our traditional “seat-time” system and looking to the alternative “mastery” model, again opening up opportunities for technology.

With Mathematics as one of the areas covered by CCSS and common Science standards moving forward as well, STEM leaders are excited about the opportunities in their field. At a recent STEM Vital Signs report release by Change the Equation providing a state-by-state measure of STEM education and related careers, panelist Carolyn Landel, Chief Program Officer of Washington STEM, remarked that the teacher should NOT remain the sole source of educational knowledge in the classroom. The teacher is not going anywhere, but with the amount and depth of material required for coverage in CCSS, there is a need for additional learning opportunities outside the traditional teacher-centered classroom.

This conversation at the event highlighted opportunities for innovative instructional practices made possible through use of technology in the STEM subjects. One person even commented that, “you can’t tell kids Math and Science are fun and then put them in the same boring class”. The need for innovative and effective STEM learning models presents a bright future for digital learning. For example, Change the Equation is releasing an online game-based learning program to show a variety of methods to promote and encourage STEM learning. The future for educational technology and teachers is encouraging in a CCSS future.

 


Lindsay HarmanLindsay Harman is Market and Policy Analyst for the SIIA Education Division.

You Be the Judge: Call for SIIA CODiE Awards Judges in Ed Tech Categories

SIIA today announced its call for judges for the 2013 CODiE Awards in Education categories. For the past 27 years, the CODiE Awards have celebrated excellence in the education industry, and finalists and winners have later garnered market share in U.S. classrooms.

The Education Division is looking for educators and administrators to review 3-5 products each between mid-November and late January. Sign up to be a judge at the CODiE Awards web site.

“The educators are the real experts,” said Karen Billings, vice president of the Education Division at SIIA. “They know what other products are out there, and they have probably used a number of different products in their category, so they have the expertise. They are the best judge of what is going to work in the classroom, and that is a big part of what we mean when we say a product is the best.”

This year, there are 22 education categories, which include:

* Best Classroom Management Solution
* Best Corporate Learning/Workforce Development Solution
* Best Cross-Curricular Solution
* Best Education Community Solution
* Best Education Game or Simulation
* Best Education Reference Solution
* Best Educational Use of a Mobile Device
* Best Instructional Solution in Other Curriculum Areas
* Best K-12 Course or Learning Management Solution
* Best K-12 Enterprise Solution
* Best Mathematics Instructional Solution
* Best Personalized Learning Solution
* Best Postsecondary Course or Learning Management Solution
* Best Postsecondary Enterprise Solution
* Best Postsecondary Learning Solution
* Best Professional Learning Solution for Education
* Best Reading/English/ELL Instructional Solution
* Best Science/Health Instructional Solution
* Best Social Sciences Instructional Solution
* Best Solution for Specials Needs Students
* Best Student Assessment Solution
* Best Virtual Learning Solution

For more information on the CODiE Awards, visit http://www.siia.net/codies.


Wendy Tanner Wendy Tanner is CODiE Awards Coordinator. Follow the CODiE Awards on Twitter @CODiEAwards