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
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