Type Sponsor
Start Date 2016-00-00
Goods Teaching for Tomorrow in the Creative Economy JULY 27, 2016 PHILADELPHIA Digital technology is an increasingly integral aspect of daily reality. We access information with the swipe of a finger, connect with people around the world by opening apps and entertain ourselves through wildly popular computer-based games like Minecraft and Pokémon Go. Today, building things in computer code can have as much impact as building things with hammer and nails. What does the omnipresence of technological tools — and the set of skills required to manipulate them — mean for American education? How can teachers and schools at all age levels harness the power of technology to make learning engaging, effective and relevant for students who will be seeking jobs in this next phase of the Information Age? At the Democratic National Convention, The Atlantic paused to consider the implications of computer technology for how teachers teach and how students learn, and the policies that govern the trajectory of both. PRESENTED BY Atlantic Live SPEAKERS UNDERWRITER Speakers Steve Clemons Steve Clemons Washington Editor at Large The Atlantic @SCClemons Suzan DelBene Suzan DelBene Congresswoman (D-WA) U.S. House of Representatives @SuzanDelBene Helen Gym Helen Gym Parent; Philadelphia City Councilwoman At-Large; Co-Founder Parents United for Public Education @HelenGymAtLarge Paul Meegan Paul Meegan President Epic Games @PaulMeegan Constance Steinkuehler Constance Steinkuehler Co-Director, Games+Learning+Society Center and Associate Professor in Digital Media University of Wisconsin-Madison @constances Underwriter Entertainment Software Assocation
Updated about 5 years ago

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