Special guest interview with Charlie Kanavel, CEO of The Kanavel Group; former Director, Technology, Campbell Union High School District – Campbell, CA
Mr. Kanavel is CEO of The Kanavel Group, a consulting and services firm focused on technology in government and education. The Kanavel Group specializes in taking clients from “WOW” to “HOW”, merging cutting edge technology with its clients long term strategic objectives.
As the Director of Technology at Campbell Union High School District, he was responsible for notable projects in California and the nation: through the development of on-line hybrid courses using Cisco WebEx, he was the first to deploy them in the California K-12 education space. Working with Sony Corporation, he was the first to pilot Sony eReaders to replace textbooks in K-12 education nationwide. Mr. Kanavel was also awarded Honorable Mention at Citrix Synergy 2010 for deploying virtualization in education. Formerly Mr. Kanavel distinguished himself in IT and compliance leadership in financial markets worldwide.
Charlie, welcome, and thanks for joining us. In K-12 today, the #1 issue is BYOD. Unlike a full 1:1 rollout where every child gets the same device, under BYOD how do superintendents & IT leaders address the equity divide among students so we ensure all have equal access to the same content?
Thank you for having me join today, Frank. I think for the past 10 years we in education have done a lot to bring technology in education forward into the on-line world. However, we have also made educational resources inside and outside the classroom very broadband and computer-centric. So to have full access to the resources made available by most schools today, you need a computer at home. This digital divide is very real in today’s schools and BYOD as a strategy gives districts a real way to solve this problem.
If you caught Secretary Arne Duncan on the Jon Stewart show back on February 16th, the Secretary reiterated an education theme that has been common over the years for the Obama administration. When pressed by Stewart on how the U.S. Department of Education can help drive innovation in our schools, Duncan answered, the real creative breakthroughs “…need to spring from the local district, superintendents & principals themselves … and not the Washington bureaucracy.”
Enter Itasca Schools — in the very rural outstretches of northeast Minnesota. It’s another example, along with Mooresville Schools in North Carolina, of how local schools and school districts are doing exactly that.
Guest post by Todd Huston, Strategic Business Development Manager, Cisco Systems. Todd helps Higher Education and K-12 customers transform their operations and the student experience with technology.
Preparing the next-generation of students for the workforce is a critical responsibility. Without skills in science, engineering, math and technology, innovation cannot advance at the rate needed to sustain the economic growth we are all working to foster.
— Wim Elfrink, Cisco
As a part of my job at Cisco, I have the opportunity to meet with IT professionals and school administrators to discuss how students are being equipped with the necessary skills to compete in the 21st century. Earlier today I visited the Chicago Vocational Career Academy where Mayor Rahm Emanuel announced an initiative to help better prepare high school and community college graduates for the 21st century workforce.
I ran across this great infographic regarding the potential for gamification to have a truly meaningful impact on education. Some key stats that stuck out for me:
1.2 million fail to graduate high school each year
3B hours are spent on playing video and computer games
Of course gamification isn’t the end all, be all solution for upping the students investment in their education. I read a great post about 3 Reasons NOT to Gamify Education and the quote that stuck out for me was:
“I don’t think just because you offer an award, like a badge, it will motivate students intrinsically or help them at all. But, tying it into your classroom to make the overall experience fun, meaningful and a challenge can help.”
I think this is a key point that anyone considering gamification of their product/training/event/etc. should consider. Basically slapping on a gamified approach won’t make it successful. Serious thought should be applied to what it is you are most wanting your demographic to think/know/feel/do and when appropriate a gamification tactic can be deployed to motivate your demographic accordingly.
Jesse Schell breaks down how gamification and games can make a significant impact on education. About 14 mins in he talks about one of my favorite example Quest to Learn, which I have blogged about previously, and another example I recently became aware of called Khan Academy.
So what are some examples of good vs. bad gamification for education? Surprisingly I found my good and bad examples, of course this is in my opinion only, from the same company. Read More »
Some schools are already tackling this mobile experience. Brisbane Girls Grammar School is a secondary school in Queensland, Australia with 1000 students. It has recognised the extent to which mobile devices, communications and technology play an integral role in business and consumer lifestyles and recently implemented a “bring your own device” strategy for students and teachers. It runs a wireless network across its campus that supports two personal devices per person — whether laptop, mobile phone or tablet — as well as school owned devices. Up to 3,000 devices are supported on the network for educational purposes at one time.