education reform

Billed as a “School for Digital Kids”, Quest to Learn (Q2L) is a school scheduled to open in Fall 2009 that is “committed to helping every student to achieve excellence in the skills and literacies necessary for college and career readiness. We believe that students today can and do learn in different ways, often through interaction with digital media and games. Q2L builds on this belief to create a nurturing and vibrant 6th-12th grade school environment that supports all students in the pursuit of academic excellence, social responsibility, respect for others, and a passion for lifelong learning.”

Global Kids is committed to educating and inspiring urban youth to become successful students as well as global and community leaders. Using interactive and experiential methods to educate youth about critical international and foreign policy issues, GK provides students with opportunities for civic and global engagement. Through its professional development program, GK provides teachers and educators with strategies for integrating a youth development approach and international issues into their classrooms.

Working across a diverse community of players, the Institute of Play “leverages games and play as critical contexts for learning, innovation, and change in the 21st century. We bring non-traditional audiences into innovative spaces of production and learning through partnerships with the game industry, academia, government, science, technology, and the arts.” 

The Institute of Play has announced that New York City will become home to Quest to Learn, a new 6-12th grade public school that will use game-inspired methods to teach both traditional and critical 21st century skills and literacies. Opening in fall 2009, the Institute of Play is creating the school in collaboration with New Visions for Public Schools, a not-for-profit organization that works in partnership with the New York City Department of Education to improve academic achievement in the City’s public schools. The school will be a District 2 school, located in Manhattan. Quest will open with a 6th grade, adding a new grade each year. The school will be supported through an innovative partnership with The New School, Pearson, and Pearson Foundation. The John D. and Catherine T. MacArthur Foundation will provide research support, as part of its Digital Media and Learning Initiative.

The YouthLearn Initiative offers youth development professionals and educators comprehensive services and resources for using technology to create exciting learning environments. YouthLearn, created by the Morino Institute and now led by Education Development Center, Inc. (EDC), provides the tools to start or strengthen both after-school and in-school programs.

Broad research report on teens and social media as well as other reports on the impact of the Internet on society.

Route 21 was created by the Partnership for 21st Century Skills, an advocacy organization focused on infusing 21st century skills into education. The organization brings together the business community, education leaders, and policymakers to define a powerful vision for 21st century education to ensure every child’s success as citizens and workers in the 21st century. The Partnership encourages schools, districts and states to advocate for the infusion of 21st century skills into education and provides tools and resources to help facilitate and drive change.

Based in Bristol, UK,  Futurelab’s mission is “about transforming the way people learn. Tapping into the huge potential offered by digital and other technologies, we develop innovative resources and practices that support new approaches to learning for the 21st century.   We work in partnership with others to incubate new ideas, taking them from the lab to the classroom, share hard evidence and practical advice to support the design and use of innovative learning tools, communicate the latest thinking and practice in educational ICT, provide the space for experimentation and the exchange of ideas between the creative, technology and education sectors. ”

Carnegie Mellon entertainment Technology Center project to create an environment where “digital natives” have the ability to experience education instead of watching it.  Goals include developing hardware and software that allow others to create immersive digital content that captures student attention.