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  • Laylah Bulman (she/her)

    Laylah Bulman is a passionate advocate for immersive, inclusive game-based learning for all students. As Executive Producer for Minecraft: Education Edition, she leads strategy and content for computer science, cybersecurity and esports, producing leading learning experiences for students around the world, such as Minecraft’s Hour of Code. Laylah spearheaded the creation of Minecraft Esports and Microsoft Esports Teacher Academy, building a community of thousands of credentialled esports educators across the globe. Prior to joining Microsoft, Laylah was enterprise director for LEGO Education and helped lead the North America Scholastic Esports Federation, where she was responsible for international expansion through partnerships with the US Department of State and global Minecraft-based challenges. Laylah hails from Miami, USA, where she was a STEM educator and school administrator for 16 years. As a parent and teacher of children with ASD, she promotes STEM+CS through a lens of equity and inclusion. She is a Woodrow Wilson Fellow and graduate of the University of Virginia.


    About Minecraft

    Minecraft: Education Edition is a groundbreaking educational platform that transforms traditional learning into an engaging, interactive experience. Designed specifically for classroom environments, it leverages the beloved Minecraft game to foster creativity, collaboration, and critical thinking among students. With over 600 pre-planned lessons across various subjects, educators can seamlessly integrate STEM concepts and digital citizenship into their curricula. The platform allows students to embark on virtual field trips, conduct science experiments, and even learn coding—all while working together in a safe and controlled environment. By combining play with education, Minecraft: Education Edition not only captivates students' imaginations but also equips them with essential skills for the future, making learning both fun and impactful.


    Citations:

    Links:

    https://www.edtechreview.in/trends-insights/trends/how-teachers-used-minecraft-for-education-during-covid-19/https://www.koreaherald.com/view.php?ud=20200512000954https://www.reddit.com/r/Minecraft/comments/ksjqnr/the_benefits_of_minecraft_in_schools/https://www.codemonkey.com/blog/what-is-minecraft-education/https://www.linkedin.com/pulse/minecraft-learning-tool-insights-from-year-under-covid-19-garretthttps://iste.org/blog/minecraft-education-is-a-game-and-a-learning-toolhttps://education.minecraft.net/en-us/blog/five-social-benefits-of-introducing-minecraft-to-your-schoolhttps://codakid.com/is-minecraft-educational/https://www.nytimes.com/2008/11/01/books/01terkel.html

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  • After growing up with severe anxiety and firsthand experiencing the lack of mental health resources in schools, Tessa (she/her) founded Upstream Education to ensure teachers have the tools to help their students manage anxiety and foster well-being. She received a B.S. in Social Entrepreneurship from the Watson Institute at Lynn University. Tessa also holds a 200 hour yoga teacher certificate from Strala Yoga. In 2016, Tessa won the Denver Public Schools Imaginarium Innovation Lab's Design Challenge for her idea to create a program of bite-sized, Tier 1 Mental Health tools for high school students. The following year, her first book, I Am Tessa, was published by One Idea Press. She often speaks on the topics of adolescent mental health, social entrepreneurship, and teacher professional development for organizations including Teach For America, Denver Public Schools, the Council of School Supervisors and Administrators, and the University of Notre Dame. In 2021, Tessa delivered her first TEDx talk called “The Power of 5 Minutes for Youth Mental Health.” Tessa is a Forbes 30 Under 30 honoree and 2024 HopeLab Young Innovator in Behavioral Health awardee. In her spare time, Tessa loves to explore Colorado with her husband. She lives in Boulder.


    About Upstream equips students with the ability to "name and tame" their stress. We start with the science of stress, specifically how our brains and bodies are biologically predisposed to respond to stress through the fight, flight, or freeze response. After students can "name" their stress, Upstream gives them a variety of concrete tools to "tame" that stress. Our tools are rooted in the practices of mindfulness, positive psychology, and positive self-talk.


    Links:

    https://www.cdc.gov/mmwr/volumes/73/su/su7304a6.htm

    https://www.nimh.nih.gov/news/science-news/2024/cognitive-behavioral-therapy-alters-brain-activity-in-children-with-anxiety

    https://ccf.georgetown.edu/2022/03/24/research-update-childrens-anxiety-and-depression-on-the-rise/

    https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9894765/

    https://www.cdc.gov/childrensmentalhealth/features/anxiety-depression-children.html

    https://www.cdc.gov/childrensmentalhealth/data.html

    https://www.youtube.com/watch?v=EKB7GZ0KAwo

    https://www.coursehero.com/file/194915685/RA-Final-Rough-Draft/



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  • Barry F. Malkin is the Chief Executive Officer of Carnegie Learning. An active operator, investor, and advisor to the educational services sector for over 25 years, Barry took on the role of CEO in 2015. Prior to Carnegie Learning, he was Head of Corporate Development and Strategy at Apollo Education Group, leading corporate development and strategy for one of the world’s largest educational services companies.


    Carnegie Learning is the world’s leading edtech company using research and AI to dramatically improve learning outcomes for students. A pioneer in K-12 education for 26+ years, we provide award-winning math, literacy, world languages, professional learning, and high-dosage tutoring solutions to more than 5.5 million students and educators in all 50 states and Canada. Born out of Carnegie Mellon University, our company continues to conduct research with more than $90M in grant funding from the Bill & Melinda Gates Foundation, Walton Family Foundation, and U.S. Department of Education, among others.


    Links:

    https://www.carnegielearning.com/blog/interview-with-ceo-barry-malkin/https://www.edsurge.com/news/2017-03-28-living-breathing-and-eating-math-an-interview-with-carnegie-learning-s-barry-malkinhttps://marketscale.com/industries/education-technology/to-improve-student-outcomes-teach-the-why-behind-every-subject/https://www.glassdoor.com/Overview/Working-at-Carnegie-Learning-EI_IE111117.11,28.htmhttps://www.glassdoor.com/Reviews/Carnegie-Learning-Reviews-E111117.htmhttps://www.comparably.com/companies/carnegie-learning/questionshttps://www.comparably.com/companies/carnegie-learning/questions/2102911/what-s-the-interview-process-like-at-carnegie-learninghttps://www.linkedin.com/posts/barrymalkin_longlivelearning-activity-7042261812364410880-5tq3

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  • Read the report: AI in Professional Learning: Navigating Opportunities and Challenges for Educators


    Brendon Krall is a Research Project Manager at the Annenberg Institute at Brown University, where he assists the Research Partnership for Professional Learning (RPPL). Prior to joining Annenberg, Brendon worked as a research assistant for Dr. Stephen Raudenbush, at the Behavioral Insights and Parenting Lab, and at the World Bank's Development Impact Evaluation (DIME) group primarily focusing on program evaluation for education-related projects. In addition to his research experience, Brendon is a 2018 Teach For America corps member, where he worked as an 8th-grade English teacher and community organizer in Houston, TX. Specifically, Brendon supported community organizing initiatives that advocated for improved school services for immigrant students and families and created an educator resource guide that school staff could use to better support this subpopulation. As a first-generation college graduate, Brendon knows the powerful role that education has in shaping an individual's personal and professional trajectory and has committed himself to creating more equitable and efficient education systems so all students have the possibility to reach their fullest potential.


    Krista Morales's career in education began as an undergraduate interning for Education Secretary John King and the U.S. Senate's Committee on Education. She then taught 7th and 9th grade ELA in Fall River, MA and continued teaching high school English in the South Bronx. She holds a B.A. in Political Science and History from Loyola Marymount University; an Ed.M in Teaching and Curriculum from Boston University; and an M.A. in Education Policy and Social Analysis from Columbia's Teachers College.


    Links:

    https://annenberg.brown.edu/rppl/ai-professional-learning-navigating-opportunities-and-challenges-educatorshttps://annenberg.brown.edu/sites/default/files/AI%20in%20Professional%20Learning.pdfhttp://rpplpartnership.org/insights-hub/https://annenberg.brown.edu/rppl/ai-professional-learning-landscape-analysishttps://rpplpartnership.org/insights-hub/https://x.com/rpplpartnershiphttps://www.linkedin.com/posts/rpplpartnership_ai-tools-are-already-making-their-way-into-activity-7217244560391831552-beJFhttps://twitter.com/rodjnaquin/status/1813260695254806974

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  • Dr. Chris Emdin (he/him)

    Dr. Christopher Emdin is the Maxine Greene Chair for Distinguished Contributions to Education and Professor of Science Education at Teachers College, Columbia University. He is also the  Director of Creativity, Innovation and Entrepreneurship At the STEAM DREAM and Ideal Lab.


    Sam Seidel (he/him)

    Sam Seidel has taught in a variety of settings, from first grade to community college, and directed youth programs for young people affected by incarceration. He now works with several networks of innovative schools, speaks nationally about education issues, and writes for the Husslington Post and other publications.


    About From White Folks

    A timely companion to the New York Times bestseller For White Folks Who Teach in the Hood…and the Rest of Y’all Too


    Progressive white educators on the challenges and reimaginings of anti-racist education, cultural responsiveness, and sustained liberatory learning practices


    Designed for educators by educators, From White Folks Who Teach in the Hood is the white teachers’ guide to effective multicultural, anti-racist pedagogy.


    Over 20 educators are featured in this book, representing different types of schools, different geographies, different durations of experience in the classroom, and different depths of experience in interrogating their whiteness. Throughout the text, nationally renowned educators and coeditors Dr. Christopher Emdin and sam seidel offer feedback and perspective on how to incorporate the practices and wrestle with the ideas outlined by the contributors.


    Links:

    https://www.penguinrandomhouse.com/books/739166/from-white-folks-who-teach-in-the-hood-by-christopher-emdin/https://www.penguinrandomhouse.com/books/237679/for-white-folks-who-teach-in-the-hood-and-the-rest-of-yall-too-by-christopher-emdin/9780807028025/

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  • Dan White believes that good gameplay and good learning are complementary rather than oppositional forces. An alumnus of Cornell University and the University of Wisconsin – Madison, Dan earned an M.S. in Education Technology under seminal learning game scholars Drs. Kurt Squire and James Paul Gee. Prior to founding Filament, Dan worked as a teacher, an instructional designer, and a game developer. Dan’s passions include learning games, sustainability, mindfulness, and modernizing institutional education.


    Founded in 2005, Filament Games is a full-service digital studio that specializes in learning game development on a for-hire basis. We’ve completed over 400 projects since our founding and have worked with some of the biggest names in education – folks like Amazon, Scholastic, Smithsonian, Oculus, National Geographic, PBS, Television Ontario (TVO), McGraw-Hill, and even the US Department of Education.


    Links:

    https://www.filamentgames.com/https://www.filamentgames.com/blog/more-excellent-edtech-stem-and-game-based-learning-podcasts/https://www.filamentgames.com/blog/the-power-of-educational-games-with-dan-white-podcast/https://www.youtube.com/watch?v=3UNSPJEXAkchttps://www.thepocketlab.com/podcast/dan-whitehttps://www.youtube.com/watch?v=F5Emjt3fNpYhttps://www.youtube.com/watch?v=rRaNqXxNr9Y&ab_channel=RoboCo

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  • Mike Flanagan is the CEO of the Mastery Transcript Consortium (MTC), a growing group of high schools creating a digital high school transcript that opens up opportunity for each and every student — from all backgrounds, locations, and types of schools — to have their unique strengths, abilities, interests, and histories fostered, understood, and celebrated.


    Mike oversaw the design and development of Mastery Transcript software products, connecting with members and advisors to manage the MTC product roadmap till May, 2021. He is an experienced education technology executive, most recently having served as CEO of the Services Division at the National Association of Independent Schools, where he led a complete redesign and relaunch of their School and Student Services financial aid platforms.


    Links:

    https://mastery.org/mtc-team/https://growbeyondgrades.org/blog/episode-48-flanaganhttps://x.com/mkflanaganjrhttps://archive.org/details/per_christian-science-monitor_1932-02-13_24_67/page/n9/mode/2up?q=%22mastery+learning%22

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  • Louisa Rosenheck is a thought leader in the ed tech field, with a passion for game-based learning and playful pedagogies. She works to promote deeper learning through designing playful experiences, developing creative ways to assess learning, and building capacity in other organizations to implement innovative digital learning and curriculum in their own contexts. She is a co-author of the book Resonant Games and teaches a graduate course on ed tech design at the Harvard Graduate School of Education. She spent over a decade doing research on digital games and creative learning at MIT, and is now the Director of Learning Design for the Kahoot! Group.


    As we delve deeper into the conversation with Louisa Rosenheck, we'll explore practical strategies outlined by the collaborators for incorporating accessibility into learning design, the challenges faced by educators and technology providers, and the potential impact of inclusive design on the future of education.


    Links:

    https://www.prnewswire.com/news-releases/kahoot-unveils-white-paper-on-the-critical-role-of-inclusive-learning-design-in-game-based-learning-302099735.htmlhttps://www.prnewswire.com/news-releases/kahoot-has-a-strong-positive-impact-on-students-learning-outcomes-shows-new-research-302087878.htmlhttps://www.linkedin.com/posts/kahoot_inclusive-design-in-game-based-learning-activity-7181327797796192257-PZ0Chttps://kahoot.com/blog/2024/03/26/inclusive-learning-design/https://library.oapen.org/bitstream/handle/20.500.12657/50729/978-3-030-80658-3.pdf?isAllowed=y&sequence=1https://kahoot.com/blog/2024/03/26/inclusive-learning-design/

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  • Shai Reshef is the President of University of the People (UoPeople). Reshef has over 25 years of experience in the international education market. Reshef has been widely recognized for his work with UoPeople, including being awarded the 2023 Yidan Prize for Educational Development, referred to as the Nobel Prize for Education; an honorary doctorate from the Open University, named one of Fast Company’s 100 Most Creative People in Business; awarded an Ashoka fellowship; joined UN-GAID as a High-level Adviser; granted an RSA Fellowship; selected by The Huffington Post as the Ultimate Game Changer in Education; nominated as one of Wired Magazine’s 50 People Changing the World; and selected as a Top Global Thinker by Foreign Policy Magazine.


    UoPeople is the first non-profit, tuition-free, American, accredited, online university. Dedicated to opening access to higher education globally, UoPeople helps high school graduates overcome financial, geographic, political, and personal constraints keeping them from college studies. UNESCO estimates that by the year 2025, there will be nearly 100 million young people unable to find seats in traditional universities. UoPeople believes that access to higher education is a basic right which promotes world peace and global economic development; and it is committed to providing those young people a quality higher education – tuition-free.


    Links:

    https://www.uopeople.edu/about/leadership-team/shai-reshef/

    https://www.ted.com/talks/shai_reshef_an_ultra_low_cost_college_degree?language=en

    https://www.unesco.org/en/higher-education


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  • About Layla (From Yolanda Stewart)

    The importance of having a space for young women of color to inquire about sexuality and mental health is often a challenge – and nearly non-existent in some cases. For Tiffany Lloyd, this is among the reasons for creating the online big sister “Layla’s Got You.”


    The multigenerational chatbot is a space for women of color who are seeking answers to personal questions and focuses on the premise of being a community made for women, by women. Layla embodies the essence of a trusted and knowledgeable friend. 


    Since its inception six years ago, Laya’s Got You has expanded to an on- and offline sisterhood, offering a wealth of knowledge on Black women’s concerns, and organizes efforts to support issues Black women care about. Yet, the organization acknowledges it has a long way to go in order to continue making strides in young Black women’s lives.


    Links:

    https://www.laylasgotyou.com/https://allynfoundation.org/staff/tiffany-lloyd/https://giffordfoundation.org/laylas-got-you/https://centralcurrent.org/laylas-got-you-the-online-chatbot-big-sister-friend-for-young-women-of-color/Layla’s Got You: Developing a tailored contraception chatbot for Black and Hispanic young women - Erika Bonnevie, Tiffany D Lloyd, Sarah D Rosenberg, Kara Williams, Jaclyn Goldbarg, Joe Smyser, 2021 (sagepub.com)ERIC - EJ1297431 - "Layla's Got You": Developing a Tailored Contraception Chatbot for Black and Hispanic Young Women, Health Education Journal, 2021-JunSyracuse residents decide together how to spend $150K to fight lead poisoning (centralcurrent.org)

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  • BackpackX is a new educational initiative from Women Rise which uses short film VR animations to create immersive experiences. BackpackX is designed to educate children (aged 8-14) from marginalised communities where the educational systems are broken or non-existent and focuses on important topics of their time such as gender equality, climate change, refugee crisis, financial independence, emerging technologies and more. Using the power of art and innovative technology, BackpackX will provide immersive experiences and educational content that inspires children while learning. Through this experience we will also introduce young children to the exciting new worlds of Metaverse and Web3. BackpackX launched in Oct  2023.


    Maliha Abidi is a Pakistani-American multidisciplinary artist and author living between London and Los Angeles. Born and raised in Karachi, Pakistan, she migrated to California, United States at the age of 14. As a South Asian immigrant, her experiences play a huge role in her work. Her art focuses on advocating for social justice including women’s rights, girls’ education and mental health. Using bright and bold colors, Maliha hopes to get people interested in complex issues that impact our societies. “Come for the art, stay for the cause.”


    She is also the founder and creator of Women Rise NFT. A Web 3.0 initiative with the focus on women’s rights and girls’ education through using art as a tool for advocacy. Maliha’s work includes illustrations, animations, NFT art and illustrated books.


    Links:

    https://www.malihaabidi.com/https://www.forbes.com/sites/rebekahbastian/2022/02/20/seven-nft-projects-that-are-applying-an-equity-lens-to-their-work/?sh=5255857330b4https://www.psu.edu/news/research/story/virtual-reality-better-video-evoking-fear-spurring-climate-action/https://www.womenrise.art/

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  • Stakeholders in a nascent program in NYC talk about their roles building formal pathways from high school programs to careers in the growing video game economy. Marc joins the gathering to celebrate one of partners' latest achievements in Harlem, a youth-driven exhibition that celebrates the role of video games in the lives of young people, challenging negative tropes about being an enemy to positive growth and development. Special thanks to Harlem School For The Arts, host and without whose support the exhibit would not be possible.


    Video Games: The Great Connector, explores how young people leverage video games in this pursuit, emphasizing less what games do to youth than what youth do with games. Special thanks to hosts of the event and exhibition, Harlem School of The Arts, without whose support the exhibit would not be possible.


    Gaming Pathways was founded by a city initiative from the Mayor's Office of Media and Entertainment as a new way for high school students in Harlem, Northern Manhattan, and the South Bronx to get training, degrees, and eventually jobs in digital games. Gaming Pathways is guided by an Educational Advisory Board, which includes many of NYC's leading AAA and indie games companies. 


    Guests:

    Nick MartinezSylvia Aguinaga at MimogamesNick FortugnoPhil Courtney & Meredith Summs at Urban ArtsBarry Joseph

    Special thanks:

    Stan AltmanKaren MurrayNYC office of Media and Entertainment Commissioner Pat Swinney KaufmanHarlem School of The Arts

    Links:

    https://www.ccny.cuny.edu/gamingpathwayshttps://hgs-ny.org/https://animogames.org/https://urbanarts.org/

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  • Leticia Britos Cavagnaro, Ph.D., is a scientist turned designer with a knack for creating transformative learning experiences. She holds a Ph.D. in Developmental Biology from Stanford's School of Medicine, and is a former member of the Research in Education & Design Lab (REDlab) from Stanford’s School of Education. She is the co-founder and co-Director of the University Innovation Fellows, a program of the Hasso Plattner Institute of Design (d.school), which empowers students to be co-designers of their education in collaboration with faculty and leaders at their schools. Leticia was the founding Deputy Director of the National Center for Engineering Pathways to Innovation (Epicenter), an NSF-funded initiative that operated from 2011 to 2016 to foster innovation and entrepreneurship in engineering education across the United States. Leticia works with educators from hundreds of schools and across disciplines in transforming their teaching practices by applying design abilities and pedagogical levers through the Teaching and Learning Studio program of the d.school. In addition, she works with corporate, non-profit and education leaders in the US and abroad in exploring how design can embolden leadership and drive responsible innovation. Leticia teaches Advanced Reflective Practice and Capstone Project to graduate students from Stanford’s Design Impact MS program, and uses emerging technologies to empower learners to be self-directed, action-oriented, and reflective shapers of the future. She was born in Uruguay, grew up in Colombia, and lives in San Francisco with her husband.

    About Experiments in Reflection

    While we often think of reflection as a way to consider what is or was, it can also be a powerful tool for imagining and shaping what could be. Drawing on the science, art, and practice of reflection, this book guides you through hands-on experiments that help you make meaning out of your experiences and support your goals and values.


    Educator and scientist Leticia Britos Cavagnaro sets up each experiment with a hypothesis, a method, and guidance for gauging your results. You’ll build concrete skills, learn how to shift your mindsets, and strengthen your ability to reflect with purpose.


    Experiments in Reflection helps you tune in to your environment, train your intuition, and shape the future. 


    Links:

    https://dschool.stanford.edu/book-collections/experiments-in-reflectionhttps://youtu.be/Z_0qIELl49Y?si=wsZEeSqWomLfmO4Hhttps://medium.com/stanford-d-school/human-ai-collaboration-establishing-rules-of-engagement-e12658854890https://medium.com/stanford-d-school/reflecting-with-ai-a-tool-to-develop-human-intelligence-88cec86babfhttps://riffbot.ai/demo/

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  • About Blue Fever

    A high trust, community diary where authentic self expression unlocks peer support and resources for your well-being.We are a new type of social well-being platform for young people that provides a bridge between their mental health and wellness needs and the resources that can best support them.


    Greta McAnany I'm a VC backed entrepreneur + empath with media roots who believes innovation should serve our most human needs- I think mental health is the greatest challenge of our generation and the most promising space to build is the intersection of technology and our well-being💫I've spent the last 10 years working at the intersection of media, wellness and tech with a youth focus. Right now I'm building toward a future with more humane tech through my company Blue Fever: an AI mental health guide peer well-being community for Gen Z/Alpha.


    I began my career in Hollywood 🎥 by starting my own production company that produced award-winning films released on major streaming platforms like Netflix/Amazon and in theaters. I brought these films from inception to production & distribution. As a filmmaker, I was a recipient of film grants from Morgan Freeman’ Rock River Foundation, Chicken & Egg Pictures and the prestigious Thornton Foundation. I then made the move into Tech because I saw how media would be dependent on technology for scale and distribution 🚀 AND how it would impact our well-being.


    I’ve spent the past couple years building my own startup Blue Fever that has supported over half a million young people through millions of life moments 👯. I have become a Gen Z expert + thought leader who advises companies in the youth digital wellness space. I've been featured in Techcrunch, Forbes, Masters of Scale podcast and presented at Google, SXSW, Out Web Fest, Silicon Beach Fest and various universities. I spend my (professional) time 1) 🧠thinking about the future of digital identity and how platforms create and maintain trust online 2)🛠building solutions for this generation's well-being needs that create both social and financial value 3)🙇‍♀️learning about all the above 👆and how to be a better and more effective leader and coach.


    Dr. Kristine Gloria is a recovering academic, social impact entrepreneur, and dedicated steward of technology for good. Kristine’s expertise sits at the intersection of the human condition and technology with specific interest in youth mental health and wellbeing. She most recently served as the Head of Data at Blue Fever, creating additional value through the utilization of all BF data assets and analytics in an effort to support a user's mental health journey. Prior to Blue Fever, Kristine co-founded and served as Chief Science Officer for Slow Talk, a public benefit corporation focused on creating an employee engagement platform that emphasizes human connection. She also served as the Director of Artificial Intelligence for the Aspen Institute, leading multi-stakeholder initiatives on various issues from Trustworthy AI to Empathic Research and Innovation. She is the key architect for the Institute's portfolio on Wellbeing and Technology and a braintrust member of the Human Experience (HX Project). Kristine holds a doctorate in Cognitive Science from Rensselaer Polytechnic Institute (RPI) and has worked for both private industry and in public service throughout her professional career. 


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  • Eric Wang focuses on leveraging AI to improve learning experiences and promote academic integrity around the world. He leads the AI transformation of Turnitin as VP of AI. Turnitin is one of the world's largest EdTech companies. Turnitin AI, is a globe spanning AI research org that develops and deploys cutting edge scalable AI to improve teaching, feedback, efficiency, and academic integrity at over 16,000 educational institutions, reaching 40+ million students.


    Eric has over 15 years of hands-on people and strategic leadership experience in AI across academia, government research, and technology industries. He's an expert in the full lifecycle of enterprise AI and enterprise AI strategy. He's recently been featured: NBC Nightly News, NYT, Wired, Insider, and EdSurge.


    Links:

    LARGE-SCALE DEEP LEARNING ON THE YFCC100M DATASET

    The Paper, Attention is all you need. Vaswani, Shazeer, et al.


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  • Priten Shah, M. ED and B.A, Harvard, is the CEO of Pedagogy.Cloud, which provides innovative technology solutions to help educators navigate global challenges in a rapidly evolving world. He is also the author of the Wiley’s Jossey-Bass publication, “AI & The Future of Education: Teaching in the Age of Artificial Intelligence.“


    Pedagogy.Cloud has worked with over 200 different educational organizations to adapt and innovate during major world events including the Covid-19 Pandemic. He and his team are currently focused on helping educational organizations adapt to the ever growing capabilities of AI.


    Priten is also the founder of United 4 Social Change, a civics education nonprofit that focuses on helping teachers integrate interdisciplinary education into their curricula through animated videos, lesson plans, and innovative classroom activities.


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  • David McCool is President and CEO of Muzzy Lane, a company that was recently awarded 1EdTech™ 's 2022 Gold Learning Impact Award. Since founding the company, Dave’s goal has been to build technology that empowers authors to create compelling online experiences and helps students practice skills with guidance and feedback. Dave was previously involved in the founding of two successful startups. He graduated from MIT with a BSEE. He can be reached at [email protected] or LinkedIn: https://www.linkedin.com/in/davdmccool/


    Links:

    Muzzy Lane

    Making History

    Early Use of Simulation in Medical Education, by Harry Owen

    Learn more about KnoPro


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  • Liza (Cope) Bondurant, PhD began her career in 2005 as a 7-12 math teacher in upstate New York and is currently an Associate Professor at Mississippi State University. Liza’s research focuses on bridging the gap between theory and practice in mathematics teacher education. She uses an equity-focused lens to study simulations, noticing, embodied cognition, and math action technology. She was a PI on two consecutive Department of Education Math Science Partnership grants (2013-2018) and has been a research participant on several NSF-funded projects. She has over twenty peer-reviewed publications, has written and edited K-20 mathematics curriculum materials, and is an editor of a forthcoming book Promoting Equity in Approximations of Practice for Preservice Mathematics Teachers. Liza was selected as the 2020 College Teacher of the Year by the Mississippi Council of Teachers of Mathematics (MCTM). She served as the President of the Mississippi Association of Mathematics Teacher Educators (MAMTE) 2017-2020. Liza enjoys spending time with her family, walking, biking, and crafting.


    Daniel L. Reinholz, Ph.D. is an Associate Professor in the Department of Mathematics and Statistics at San Diego State University. Dr. Reinholz engaged in groundbreaking work in the study of classroom equity in postsecondary mathematics. This work has been organized around the development of the EQUIP tool and the equity analytics approach, which focuses on generating actionable data to illuminate the subtle and sometimes invisible patterns that play out in classroom participation (by race, gender, disability, etc.). Beyond the classroom, Dr. Reinholz serves as a Working Group Leader in the Accelerating Systemic Change Network, which aims to catalyze sustainable and scalable changes to STEM higher education. This work involves developing new models grounded in organizational change, and helping STEM departments build their own capacity for change. Dr. Reinholz has published over 67 refereed journal articles, and has a forthcoming book, Equitable and Engaging Mathematics Teaching: A Guide to Disrupting Hierarchies in the Classroom.


    Links:

    SDSU press: https://newscenter.sdsu.edu/sdsu_newscenter/news_story.aspx?sid=79227 EQUIP: https://www.equip.ninja/ Article: https://doi.org/10.5951/MTE.2021-0041 Tasks came from: https://www.map.mathshell.org/ Call for chapters Promoting Equity in Approximations of Practice for Preservice Mathematics Teachers: https://www.igi-global.com/publish/call-for-papers/call-details/6684 Toward Anti-Oppressive Teaching: Designing and Using Simulated Encounters Based on Elizabeth Self’s and Barbara Stengel’s SHIFT Project at Vanderbilt University: https://www.hepg.org/hep-home/books/toward-anti-oppressive-teaching Justin Reich’s & Gregory Benoit’s work at MIT on the Teacher Moments project: https://teachermoments.mit.edu/ an outgrowth of Teaching Systems Lab: https://tsl.mit.edu/ 

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  • Today's episode is about AI in Education, but more specifically we're talking to the guy I once designated without his permission, my New Math Therapist back in Episode 76. Dan Meyer and I talk in this episode about AI's relationship to teaching math.


    Dan Meyer is the Chief Academic Officer at Desmos

    Dan loves questions, the kind that rattle around in your brain at all hours, in the shower, etc. Math always had the most interesting questions for him as a kid. Then math education as an adult. He’s chased those questions through several continents, with thousands of teachers in talks and workshops, in a doctoral program at Stanford, finally landing at Desmos part time in 2012 and joining full time in 2015.


    Dan Meyer taught high school math to students who didn’t like high school math. He has advocated for better math instruction on CNN, Good Morning America, TED.com and Everyday With Rachel Ray, and is the author of the dy/dan blog. He earned his doctorate from Stanford University in math education and is the director of research at Amplify, where he explores the future of math, technology, and learning. Dan lives in Oakland, CA.


    Links:

    https://danmeyer.substack.com/https://www.m-mitchell.com/https://huggingface.co/

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  • Lauren Race is an accessibility designer, researcher, and educator working in academia and industry. Her process combines human-centered, multisensory, and co-design methods to remove barriers to information access. After earning her master’s from NYU’s Interactive Telecommunications Program (ITP), she joined the NYU Ability Project—a research space dedicated to the intersection of disability and technology. There, she researches the design of accessible educational tools in formal and informal learning environments. She teaches Multisensory Design at New York University, a course that seeks to increase access for those who learn best through sight, hearing, touch, taste, and smell.


    Charlotte Martin (she/her) has over ten years of experience working in museum education and accessibility. She is director of access initiatives at the Intrepid Museum, where she and her team develop specialized programs and resources for visitors with disabilities and collaborate across the institution to embed accessibility in programming, training, customer service, design, infrastructure and hiring. Charlotte has presented at conferences around the world, and worked and consulted at a variety of museums. She previously served as president of the NYC Museum Educators Roundtable. Charlotte has an M.A.T. in Museum Education and a B.A. in History of Art.


    Links:

    Intrepidmuseum.org/access

    ability.nyu.edu


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