contact our team or download our information brochure.
Join simSchool Modules
Instructors may use simSchool perpetually at no cost and there is no general institutional fee. Costs are deferred to students (like adding a workbook to their book list). If your institution or network of institutions is interested in discussing broader use, please contact us directly: firstname.lastname@example.org
NMC Horizon Report Highlights simSchool in emerging technology report
Westlake Village, Calif., February 16, 2012 – The New Media Consortium (NMC) and EDUCAUSE Learning Initiative (ELI) released the prestigious NMC Horizon Report: 2012 Higher Education Edition naming simSchool as one of the examples of emerging technologies likely to have an impact on learning, teaching, and creative inquiry in higher education.
simSchool was cited in the Game-Based Learning in Practice section, stating; “simSchool is a flight simulator for teachers that provides challenging teaching scenarios that develop the knowledge and skills needed for classroom success. Research has indicated that training time on the simulator makes a significant difference in a teacher’s self-efficacy and sense of the focus of control.” “The recognition of being including in the Horizon Report is validation that simSchool is on the path to making a real difference in education”, said David Gibson Ed. D. simSchool creator.
The report went on to point out that “open-ended, challenge-based, truly collaborative games are features of an emerging category of applications that are especially appropriate for higher education.” simSchool attracts attention in colleges of education, learning support centers devoted to faculty development, and in medical and legal schools for its possible application in a variety of human resources simulations. In its role in the preparation of educators, simSchool is the world's first and only dynamic simulator designed to train people in learning sciences, psychology, student relationships, teaching methods, and the knowledge and skills needed to reach all students.
Stage One Winners Anounced
www.dmlcompetition.net | The Digital Media & Learning Competition is a HASTAC initiative supported by a grant from the John D. and Catherine T. MacArthur Foundation to the University of California Humanities Research Institute in collaboration with Duke University's John Hope Franklin Humanities Institute.
January 12, 2012—The 4th HASTAC/MacArthur Foundation Digital Media and Learning Competition today announced the 16 winners of Stage One of the Teacher Mastery and Feedback Badge Competition, held in conjunction with the Badges for Lifelong Learning Competition and in collaboration with the Mozilla Foundation. For a list of Stage One winners of the Teacher Mastery and Feedback Competition, see below.
Stage One of the Teacher Mastery and Feedback Competition requested proposals describing subject and content matter for a teacher badge system that would recognize, reward and offer peer feedback to teachers regarding mastery of capacities and skills. Submissions were to include systems for recognizing and rewarding some of the capacities, skills and content needed to effectively teach math, literacy, or digital literacy skills and/or to effectively teach to the Common Core State Standards. For example, giving feedback to students, developing complex skills, or skills needed to teach in an environment that privileges digital or online learning.
Stagaaaaa winners from the Teacher Mastery and Feedback Competition may be paired with winning badge design/technology teams from Stage Two for the opportunity to advance to Stage Three, during which selected teams will work collaboratively on developing a badge system. After the final round of judging, winning teams will be announced at the Digital Media and Learning Conference in San Francisco, California on March 1, 2012.
Stage Two of the Teacher Mastery and Feedback Badge Competition is now open. Deadline to submit applications is February 3, 2012 by 5pm PST / 8pm EST.
Stage Two applicants for the Teacher Mastery and Feedback Badge Competition are invited to propose badging systems for the teacher learning and feedback content of Stage One winners. Competitive submissions proposing badge systems that track and promote feedback regarding the competencies and skills as well as the programs and subjects over which teachers acquire expertise are a central part of the Stage One and Stage Two processes of the Competition.
Stage Two Badge Design and Tech applications may be submitted for both the Teacher Mastery and Feedback Badge Competition (deadline Feb. 3) and the Badges for Lifelong Learning Competition (deadline Jan. 17). To view the 60 Stage One winners from the Badges for Lifelong Learning Competition, and the 16 Stage One winners from the Teacher Mastery and Feedback Badges Competition, visit www. dmlcompetition.net.
One winners from the Badges for Lifelong Learning Competition, and the 16 Stage One winners from the Teacher Mastery and Feedback Badges Competition, visit www.dmlcompetition.net.
TEACHER MASTERY AND FEEDBACK BADGE CONTENT AND PROGRAMS STAGE ONE WINNERS
Sasha Barab, Center for Impact Games at Arizona State University
Badges for America: Preparing Teachings for the 21st Century
Diane Gal, State University of New York, Empire State College - School for Graduate Studies
Mastery of Open Online Tools for Learning (MOOT4L) Badge Experience
Alex Griswold, Smithsonian Astrophysical Observatory
Annenberg Learner Ambassador Badge Program
Richard Ingram, James Madison Partners for Learning
MacArthur Badges for Standards-based ICT Skills for Teachers - United States and Worldwide
Tony Jackson, Asia Society
Pathways to Global Competence: A Badge System for Educators
Cecilia Lenk, The Reynolds Center for Teaching, Learning and Creativity
David Libert, Milwaukee Teacher Education Center
simSchool BadgeUp: The Digital Badges Approach to Global Teacher Preparation and Accreditation
Growing New Pathways to Teacher Certification
Joshua Marks, curriki.org
Curriki Certified Open Educator
Bruce Morrow, Bank Street College of Education
Bank Street Community of Online Practice
MaryFaith Mount-Cors, VIF International Education
Global Gateway: A Global STEM Educator Badging System
Corey Newhouse, Public Profit LLC
California Out-of-School Time Badges Initiative
Leah Potter, American Social History Project/Center for Media and Learning
Who Built America? Badges for Teaching Disciplinary Literacy in History
Rebecca Schultz, KQED
Science Media Teacher Mastery and Feedback Badges
Robin Shoop, Carnegie Mellon Robotics Academy
Computer Science Student Network Teacher Badge System
Andrew Stillman, New Visions for Public Schools
YouPD: Rethinking Professional Development for Teachers
Kris Swanson, Poinciana Elementary STEM Magnet School
Elementary STEM Teacher Certification Project
The MacArthur Foundation | http://www.macfound.org
The John D. and Catherine T. MacArthur Foundation launched the Digital Media and Learning
initiative in 2006 to help determine how digital technologies are changing the way people, especially
young people, learn, play, socialize, and participate in civic life. Answers are critical to developing
educational and other social institutions that can meet the needs of this and future generations.
The Digital Media and Learning initiative is marshaling what is already known about the field and
seeding innovation for continued growth.
Grant support has been provided to the Digital Media and Learning Competition and to research projects, design studies, pilot programs, and experiments in learning applications, assessment and institutional design, structure and approach.
HASTAC | http://www.hastac.org
HASTAC (the Humanities, Arts, Science, and Technology Advanced Collaboratory) is an international network of educators and digital visionaries committed to the creative development and critical understanding of new technologies in life, learning, and society. HASTAC is committed to innovative design, participatory learning, and critical thinking.
Mozailla | http://www.mozilla.org/foundation/
Mozilla is a global, nonprofit organization dedicated to making the Web better. It emphasizes principle over profit, and believes that the Web is a shared public resource to be cared for, not a commodity to be sold. Mozilla works with a worldwide community to create open source products like Mozilla Firefox, and to innovate for the benefit of the individual and the betterment of the Web. The result is great products built by passionate people and better choices for everyone.
simSchool Launches Version 2.0 with Global Reach
Westlake Village, CA, October 19, 2011--(PR.com)-- simSchool today announced the release of version 2.0 of its “flight simulator for teachers.” The new version of simSchool was funded in part under the “simSchool modules Project” sponsored by the Association for the Advancement of Computing in Education (AACE) in collaboration with CurveShift (simSchool) and Pragmatic Solutions, Inc., (Leverage) and under a grant from the Next Generation Learning Challenge (NGLC).
Version 2.0 is an ongoing effort to improve teaching effectiveness worldwide, with simSchool taking the next leap in building a full ecosystem for playing, learning and sharing around topics in teaching and education. This new release allows users to have access to expanded content creation tools, profile building features, an open library of resources to play and edit, course management tools for students and instructors, and enhanced reports that detail choices and impacts in played sims.
"simSchool promotes global collaboration on a new model of preparing and supporting professional growth of teachers. Its simulation of teaching and learning is a platform for verifying existing theories and developing new models for discussion, debate and implementation across the world. Universities join the project to advance their own research and teaching agendas and to contribute to a better global understanding of teaching and learning,” explained David Gibson, Founder of simSchool.
“Global interest has been significant,” says Stacy Kruse, Director of Serious Games. “Our goal for Fall was to re-release simSchool with significant improvements that would be useful and engaging to our Next Generation Learning Challenges partners, the nearly 95 (and counting) higher education institutions around the world that have signed on to use and investigate simSchool this year under our EDUCAUSE Modules Project.” http://simschool.org/simPartners
“We wanted to serve them well and make it simple and enjoyable for users at all stages in their professional growth and at all levels of technical expertise to feel comfortable authoring and playing content in a simulated environment – this is unfamiliar for a lot of people,” Kruse continues. “The response and feedback we’ve received in these few weeks since our soft launch has been amazing. We’ve had close to 1,000 new users create accounts, close to 500 pieces of new content created and shared to the library, and over 50 courses created by instructors, and partners in five countries.”
By providing users an opportunity to create virtual students, tasks and classrooms, browse libraries of content shared by others, and play simulated teaching experiences, simSchool offers a chance to test different teaching strategies, learn about the needs and behaviors of students with varying needs, explore different conversational tones, and investigate pacing and sequencing of in-class tasks.
simSchool will be building it’s libraries to be leaders in not only Pre-Service Education for Teachers, but also specialty areas like Professional Development, Special Education and Compliance.
For more information on simSchool, please visit www.simSchool.org.
About simSchool and CurveShift:
simSchool is a classroom simulation that supports the rapid accumulation of a teacher's experience in analyzing student differences, adapting instruction to individual learner needs, gathering data about the impacts of instruction, and seeing the results of their teaching. It’s a virtual learning environment where instructors can explore instructional strategies, examine classroom management techniques, and practice building relationships with students that will translate into increased learning. The students may be virtual, but their very real behaviors are based on decades of psychological and behavioral research. The results teacher users experience are real and measureable, too, and include improvement in general teaching skill, improved confidence in using technology, and an increased belief that the teacher-user has the skills and ability to make a difference in a child’s life. Using simSchool has even been shown to improve pre-service teachers’ performance in teacher preparation courses and attitudes toward inclusion of special needs students. In these ways and more, simSchool enables transformational experiences for teachers to help them become more effective leaders in their classrooms and learning communities. For more information on simSchool, please visit www.simSchool.org.
CurveShift designs and distributes high quality digital tools and resources for K12 teacher and organizational effectiveness. CurveShift owns over $12 million worth of digital content, platforms, authoring tools and courseware aimed at K-12 teacher preparation and development. CurveShift's founders and their colleagues developed these assets over the past decade through government grants and contracts. Many of the products are already successful and in use across many industry segments. For more information on simSchool, please visit www.curveshift.com.
About Leverage™ Adaptive Learning Platform and Pragmatic Solutions, Inc.
Leverage™ Adaptive Learning Platform was developed by Pragmatic Solutions, Inc. under military specs to support large-scale, simulations, virtual environments, and learning management systems. Central to Leverage’s capabilities is the ability to seamlessly manage millions of user accounts, collect terabytes of data, execute thousands of business rules, and deliver real-time analytics and feedback to multiple classes of end users without impacting the flow or delivery of content or game play. Leverage currently serves as the backend framework for programs in government, business, education, research, corporate training, and commercial entertainment. Tens of thousands of content objects, dynamic media tools, game scenarios, and user-specific items and messages flow in and out of Leverage’s centralized database and interfaces hourly to users in 40 countries around the world. For more information on Leverage or Pragmatic Solutions, Inc., please visit www.pr-sol.com.
Pragmatic Solutions, Inc. headquartered in Westlake Village, CA, is a data modeling innovator with extensive organizational expertise in creating stable, scalable database and server architecture conducive to business information and learning management systems. Over the past decade, Pragmatic has worked at the leading edge of systems design, exploring how advanced data collection, inference and analysis tools can be used to impact performance, engagement, and learning in simulations, games, virtual worlds, and other interactive web environments. Pragmatic’s systems currently influence tens of millions of users’ online experiences around the world.
Association for the Advancement of Computing in Education (AACE)AACE (founded in 1981) is an international, educational, and professional organization dedicated to the advancement of the knowledge, theory and quality of learning and teaching at all levels with information technology. For simSchool Modules, AACE will house "modules" created by participating partners in EdITLib, an open source library of education and information technology digital resources. http://aace.org/
Society for Information Technology and Teacher Education (SITE)
SITE promotes the development and dissemination of theoretical knowledge, conceptual research, and professional practice knowledge through the SITE conference, books, collaborative projects with other organizations, and the Journal of Technology and Teacher Education. SITE (founded in 1990) is a society of the Association for the Advancement of Computing in Education (AACE). During the simSchool Modules project, SITE will operate as a communications hub, both promoting the project to its global constituency of higher ed institutions and helping disseminate news on going progress and research results. http://site.aace.org/
University of North Texas (UNT)
UNT is a student-focused, public, research university located in Denton, Texas. One of Texas' largest universities, UNT offers 97 bachelor's, 88 master's and 40 doctoral degree programs within the university's 12 colleges and schools. During the simSchool Modules project, UNT will serve as the Research Center on Teaching and Learning with simSchool. http://www.unt.edu/
Boston-based FableVision Studios creates award-winning websites, games & activities, animated films, interactive graphic novels, museum kiosks, digital storybooks, desktop applications, and iPhone apps. FableVision is dedicated to helping ALL learners reach their full potential and to telling "stories that matter, stories that move." During the simSchool Modules Project, FableVision's team will help direct creative and business development toward improving user experiences and enhancing the simSchool brand. http://fablevision.com/
NGLC reflects a unique synergy resulting from the blended expertise, leadership, and credibility of both institutional and technology leaders who share a commitment to resolving the educational challenges our students – and the country - faces , and to expanding the adoption of proven innovations within timelines that will demonstrate measurable impact on the problems of the day. NGLC is led by EDUCAUSE in partnership with the League for Innovation in the Community College, the International Association for K-12 Online Learning (iNACOL), and the Council of Chief State School Officers (CCSSO). Funding is being provided by the Bill & Melinda Gates Foundation and The William and Flora Hewlett Foundation.
For more information on the Phase 1 NGLC Program: www.nextgenlearning.org.Become a Friend on Facebook: www.facebook.com/simSchool
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