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- All Subjects: Education
- Creators: Dean, W.P. Carey School of Business
The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.
Brundtland’s definition of sustainability is the ability to “meet the needs of the present<br/>without compromising the ability of future generations to meet their needs” (IISD, 2021). But<br/>what if there are no future generations? Social sustainability, the sector of sustainability that<br/>foregrounds the well-being and livelihoods of people (and thereby continuation of humanity), is<br/>included in definitions within the sustainability field, but less developed in sustainability<br/>practice. In an effort to bridge this gap of knowledge, 14 U.S. cities and over 100 sustainability<br/>policies were analyzed for their social sustainability performance. An eight-item analytical<br/>framework that deals with differing areas of social equity guided the analysis. Results found that<br/>most cities’ sustainability departments fell short of truly addressing social sustainability<br/>concerns. Out of the eight items, the most frequently addressed were housing security and racial<br/>and gender equality whereas few, if any, cities addressed the more specific social concerns of<br/>immigration, technology and media, or arts/cultural preservation. Future research is<br/>recommended to gain a better understanding of the ways existing cities can improve in this area.
The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.
Participatory Budgeting (PB) can create changes within individuals and between them and their community. PB processes allow people to determine how to spend a portion of a particular budget (in the case of School PB, a portion of the school budget). These processes help address the underrepresentation of youth in the realm of civics.
I spent time with the steering committee and teacher coordinator of school PB in Carson Junior High to explore the impact of school PB on students’ knowledge, skills, attitudes and practices in relation to civic engagement. In the study I used quantitative and qualitative components. The participants were unique in that they all had prior experience in civic engagement programs in Carson Junior High that were organized by the teacher coordinator of school PB.
The main findings suggest that the participants reported a significant amount of learning in civic knowledge. In comparison, their overall perceived growth in attitudes, practices and skills were much lower. School PB helped the participants in the steering committee to grow in different ways than their other civic engagement programs by providing them with knowledge about budgets, their school’s mechanisms and other students within their school. They also became more familiar with the democratic process of voting and more comfortable with public speaking and presenting.
Recommendations for future research on this process include compiling quantitative and qualitative data from a larger sample consisting of students who had prior civic engagement experience and students who didn’t, and students with different ethnicities from different grades. Another recommendation for future research is to conduct a longitudinal study following school PB participants to high school and beyond to explore long-term impacts.
interaction effects between charter schools and ethnicity and geographic area. While discussing results, this paper will also acknowledge limitations while drawing the line between correlation and causality. Our variable of interest throughout the paper is charter school, controlling for other factors that might impact API scores such as geographic area, demographics, and school
characteristics.