DIGITAL EDUCATION, THE GREATEST IMPACT MULTIPLIER

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If video games could positively impact the world, the world would be impeccable with no problems left to be solved. For kids these days, however, games are often the sole purpose of the digital realm’s existence. In this digital age, a time of great technological prowess and even greater advances ahead of us, digital education is only starting to touch on the possibilities we currently have. Why are schools not focusing more on harnessing the true potential of digital education? It seems that currently advances in teaching hardware such as smart boards garner more attention than educating children on digital competency, problem solving and creativity. 

A great example of this is the Intel Teach program which has taught over ten million teachers worldwide ways to integrate technology into their teaching methods. Shelley Shott, one of the first 20 teachers to take part in this program in the mid 90’s and now a manager in the program, tells some great impact tales connected with this program. GIG as a global impact network with a focus on education and environment, is currently brainstorming about new innovative ways to integrate digital competency into primary and secondary school curricula on an EU level. Intel Teach is a great example of the power that lies in the multiplier characteristics of the digital realm, beating the status quo and getting kids ready to positively impact the world with their acquired problem solving skills and creativity in 21st century style.

Contact us if you want to be part of creating impact through digital education and beyond.

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