Summary:
Most corporate learnings aren’t cutting it. Almost 60% of employees say they’re interested in upskilling and training, but 57% of workers also say they’re already pursuing training outside of work. The author, the former Head of Innovation and Creativity at Disney, argues that creativity is the missing piece to make upskilling engaging and effective. From his experience, he shares four strategies to unlock creativity in trainings: 1) Encourage “What if?”, 2) respond “How else?” to challenges, 3) give people time to think by encouraging playfulness, and 4) make training a game.
Having elementary students make their own videos instead of consuming content made by someone else sounds like a highly engaging educational experience. But if you’ve ever tried to get 25 third graders to use a video editing software platform that they’ve never seen before, it can get really frustrating really fast. It’s easy for the lesson to become entirely centered around how to use the software without any subject-area content learning.
Through years of trial and error with K–6 students, I’ve developed three guiding concepts for elementary video projects so that teachers and students have a good experience.
Like actors, students are often tasked with memorization. Although education has evolved to incorporate project-based learning and guided play, there’s no getting around the necessity of knowing the multiplication tables, capital cities, and correct spelling.
The following are movement-based games that build students’ abilities to retain spelling words specifically. Ideally, these exercises support them academically as well as socially. Research shows that learning through play promotes listening, focus, empathy, and self-awareness—benefits that build students’ social and emotional learning skills.
Financial and life skills uncertainty: One-third of recent graduates don’t believe they have or are unsure they have the financial and core life skills needed to succeed in the world.
Appetite for non-academic courses: 68% of recent graduates think non-academically focused courses in formal education settings would better prepare students for the real world. This belief is especially strong among respondents that attended public schools and colleges (71%).
Automotive maintenance skills are stalled: More than any other skill, nearly one in five recent graduates say they are the least confident in handling automotive maintenance, such as changing a tire or their oil. This is followed by financial planning (17%), insurance (12%), minor home repairs (11%), cooking (11%), cleaning (8%) and organizing (8%).
Financial planning woes: A majority (79%) of recent graduates said financial planning overwhelms them the most – and of all the life skills highlighted in the survey, 29% of respondents said it negatively impacts their mental health.
Social media as a learning tool: Social media is helping fill the skills gap, with 33% of recent graduates turning to it for life skills knowledge.
From DSC: Our son would agree with many of these findings. He would like to have learned things like how to do/file his taxes, learn more about healthcare insurance, and similar real-world/highly-applicable types of knowledge. Those involved with K12 curriculum decisions, please take a serious look at this feedback and make the necessary changes/additions.
Integrating technical skills into the high school curriculum can inspire and prepare students for diverse roles. This approach is key to fostering equity and inclusivity in the job market.
By forging partnerships with community colleges and technical schools, high schools can democratize access to education and ensure students from all backgrounds have equal opportunities for success in technical fields.
High schools can expand career possibilities by providing apprenticeships as viable and lucrative alternatives to traditional four-year degrees.
Below are some items for those creatives who might be interested in telling stories, designing games, crafting audio-based experiences, composing music, developing new worlds using 3D graphics, and more.
The sounds of any game can make or break the experience for its players. Many of our favorite adventures come roaring back into our minds when we hear a familiar melody, or maybe it’s a special sound effect that reminds us of our time performing a particularly heroic feat… or the time we just caused some havoc with friends. With Lightfall sending Guardians to explore the new destination of Neomuna, there’s an entire universe hidden away within the sounds—both orchestral and diegetic—for Guardians to uncover and immerse themselves in. We recently assembled some of Destiny’s finest sound designers and composers to dive a little bit deeper into the stunning depths of Neomuna’s auditory experience.
Before diving into the interview with our incredible team, we wanted to make sure you have seen the Lightfall music documentary that went out shortly after the expansion’s release. This short video is a great introduction to how our team worked to create the music of Lightfall and is a must-see for audiophiles and Destiny fans alike.
Every game has a story to tell, a journey to take players through that — if done well — can inspire wonderful memories that last a lifetime. Unlike other storytelling mediums, the art of video games is an intricate interweaving of experiences, including psychological cues that are designed to entrance players and make them feel like they’re a part of the story. One way this is achieved is through the art of audio. And no, we aren’t just talking about the many incredible soundtracks out there, we’re talking about the oftentimes overlooked universe of audio design.
… What does an audio designer do?
“Number one? We don’t work on music. That’s a thing almost everyone thinks every audio designer does,” jokes Nyte when opening up about beginning her quest into the audio world. “That, or for a game like Destiny, people just assume we only work on weapon sounds and nothing else. Which, [Juan] Uribe does, but a lot of us don’t. There is this entire gamut of other sounds that are in-game that people don’t really notice. Some do, and that’s always cool, but audio is about all sounds coming together for a ‘whole’ audio experience.”
On the Transformation of Entertainment
What company will be the Pixar of the AI era? What talent agency will be the CAA of the AI era? How fast can the entertainment industry evolve to natively leverage AI, and what parts will be disrupted by the industry’s own ambivalence? Or are all of these questions myopic…and should we anticipate a wave of entirely new categories of entertainment?
We are starting to see material adoption of AI tools across many industries, including media and entertainment. No doubt, these tools will transform the processes behind generating content. But what entirely new genres of content might emerge? The platform shift to AI-based workflows might give rise to entirely new types of companies that transform entertainment as we know it – from actor representation, Hollywood economics, consumption devices and experiences, to the actual mediums of entertainment themselves. Let’s explore just a few of the more edgy implications:
Students who first generate ideas about a topic—access what they know about it—more easily write their outlines and drafts for the bigger-picture assignment. For Sally, brainstorming was too overwhelming as an initial step, so we started off by naming examples. I gave Sally a topic—name ways characters in Charlotte’s Web helped one another—she named examples of things (characters), and we generated a list of ways those characters helped one another.
IMPLEMENTING BRAINSTORMING AS SKILL BUILDING
This “naming” strategy is easy to implement with individual students or in groups. These are steps to get you started.
Step 1. Introduce the student to the exercise.
Step 2. Select a topic for practice.
…
When we’re young, playing and learning are inseparable.
Simple games like peekaboo and hide-and-seek help us learn crucial lessons about time, anticipation and cause and effect. We discover words, numbers, colors and sounds through toys, puzzles, storybooks and cartoons. Everywhere we turn, there’s something fun to do and something new to learn.
Then, somewhere around early elementary school, learning and play officially become separated for life.
Suddenly, learning becomes a task that only takes place in proper classrooms with the help of textbooks, homework and tests. Meanwhile, play becomes a distraction that we’re only allowed to indulge in during our free time, often by earning it as a reward for studying. As a result, students tend to grow up feeling as if learning is a stressful chore while playing is a reward.
Similar interactive learning experiences are popping up in urban areas from California to the East Coast, with equally promising results: art, games and music are being incorporated into green spaces, public parks, transportation stations, laundromats and more.
And on a somewhat related note, also see:
Though meant for higher ed, this is also applicable to the area of pedagogy within K12:
Space to fail. And learn — from educationalist.substack.com by Alexandra Mihai I want to use today’s newsletter to talk about how we can help students to own their mistakes and really learn from them, so I’m sharing some thoughts, some learning design ideas and some resources…
Dave told me that he couldn’t have made Borrowing Time without AI—it’s an expensive project that traditional Hollywood studios would never bankroll. But after Dave’s short went viral, major production houses approached him to make it a full-length movie. I think this is an excellent example of how AI is changing the art of filmmaking, and I came out of this interview convinced that we are on the brink of a new creative age.
We dive deep into the world of AI tools for image and video generation, discussing how aspiring filmmakers can use them to validate their ideas, and potentially even secure funding if they get traction. Dave walks me through how he has integrated AI into his movie-making process, and as we talk, we make a short film featuring Nicolas Cage using a haunted roulette ball to resurrect his dead movie career, live on the show.
9 Tips for Using AI for Learning (and Fun!) — from edutopia.org by Daniel Leonard; via Donna Norton on X/Twitter These innovative, AI-driven activities will help you engage students across grade levels and subject areas.
Here are nine AI-based lesson ideas to try across different grade levels and subject areas.
ELEMENTARY SCHOOL
Courtesy of Meta AI Research
A child’s drawing (left) and animations created with Animated Drawings.
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1. Bring Student Drawings to Life: Young kids love to sketch, and AI can animate their sketches—and introduce them to the power of the technology in the process.
HIGH SCHOOL
8. Speak With AI in a Foreign Language: When learning a new language, students might feel self-conscious about making mistakes and avoid practicing as much as they should.
Though not necessarily about education, also see:
How I Use AI for Productivity — from wondertools.substack.com by Jeremy Caplan In this Wonder Tools audio post I share a dozen of my favorite AI tools
From DSC: I like Jeremy’s mentioning the various tools that he used in making this audio post:
Adobe podcast for recording and removing background noise from the opening supplemental audio clip, and Adobe Mic check to gauge microphone positioning
Although there is no replacement for getting your hands dirty with finger paints, technology can offer many ways for students to be creative when making art. In addition to creativity, technology can also allow students to explore and learn about art in new and engaging ways.
Some of the best free digital art tools are those from Google that help educators and students with teaching, learning, exploring, and creating art. The wide range of tools and activities available provide nearly infinite possibilities.
Soundtrap: How To Use it to Teach — from techlearning.com by Luke Edwards Soundtrap is the recording studio for students and teachers that could help in class and beyond
Soundtrap is a music production tool that is designed for use in education. That means a full-on mixing and sound production studio experience, but one that is accessible for students grade six and up.
Since this is relatively simple to use and is available in app as well as web formats, it is highly accessible for both in-class and personal devices.
This tool offers a way to spark creativity in students and a method to help experiment with music that can inspire those new to this world, or enable more experienced students to create complex and explorative music.
Also relevant/see:
BREAKING: YouTube announced a suite of AI tools for creators! From a dedicated video editing app and AI language dubbing to AI video generation and ideation. Here’s the TL;DR:
1. AI Video with Dream Screen – Visually transport yourself anywhere by typing a prompt. This new… pic.twitter.com/fCPSc87IKq
During this special keynote presentation, Western Michigan University (WMU) professor Sue Ellen Christian speaks about the importance of media literacy for all ages and how we can help educate our friends and families about media literacy principles. Hosted by the Grand Rapids Public Library and GRTV, a program of the Grand Rapids Community Media Center. Special thanks to the Grand Rapids Public Library Foundation for their support of this program.
So, it sounds like if there’s a learning goal that a parent has in mind, the way to do that is to engage in guided play versus setting a kid free to just do what they would like? Yeah, definitely. So free play is fundamental to anyone’s life, right? We know that it can help social emotional development, physical development, and executive function development. It’s really important. But research is finding when there’s a learning goal, that guided play yields the best results for that. The reason why guided play is so effective is because it reflects these key characteristics of decades and decades of research of how we know how human brains learn best. We know that we learn best when we’re active, not passive, engaged, not distracted, when it’s meaningful, when it’s connected to what matters what we already know. When it’s iterative, so children can test and try out different ideas, and when they’re interacting socially with others, and when they’re joyful. And so that’s part of why guided play is so powerful.
Students from the 6th grade at Nathan Hale School complete a “bingo challenge” as part of the Red Sox Hall of Fame stop on their guided tour of the Fenway Park Learning Lab.
Excerpt:
The six-stop tour has students learning history, geography, math, and science. Student visitors get baseball caps, t-shirts, and a backpack full of other souvenir items like baseball cards, binoculars, a calculator, and a pen. The most important piece of equipment may be a 40-page, seriously substantive workbook, developed with the Boston Public Schools, that students work their way through along the hourlong guided tour.
5 Playful Strategies That Reduce Language Learning Anxiety— from edutopia.org by Paige Tutt We visited a classroom in Denmark to see how a playful learning philosophy can put students at ease and make language learning joyful and engaging.
Excerpt:
Instead of trying to convince students that their fears aren’t warranted, Belouahi makes a point of creating a positive, mistake-friendly classroom where students feel comfortable experimenting. One of the ways she does this is by incorporating playful learning strategies. “It doesn’t have to be perfect from the beginning,” Belouahi says. “The goal is for them to use their English language as much as possible and as best as they can. Not perfectly.”
Here are five playful learning strategies from Belouahi’s classroom designed to make the act of learning a new language less daunting, and more joyful, social, and engaging.
Activating Learning by Milling to Music When students pretend they’re at a fancy party making small talk, a simple brainstorm for writing ideas becomes more lively, more cooperative—and more effective.
From DSC: I don’t know anything about Jack Harlow. I just liked the idea of the NBA using AI to market the playoffs! I find this piece to be clever and creative. I’m sure we’ll be seeing a lot more of this kind of thing in the future.
A learning ecosystem is composed of people, tools, technologies, content, processes, culture, strategies, and any other resource that helps one learn. Learning ecosystems can be at an individual level as well as at an organizational level.
Some example components:
Subject Matter Experts (SMEs) such as faculty, staff, teachers, trainers, parents, coaches, directors, and others
Fellow employees
L&D/Training professionals
Managers
Instructional Designers
Librarians
Consultants
Types of learning
Active learning
Adult learning
PreK-12 education
Training/corporate learning
Vocational learning
Experiential learning
Competency-based learning
Self-directed learning (i.e., heutagogy)
Mobile learning
Online learning
Face-to-face-based learning
Hybrid/blended learning
Hyflex-based learning
Game-based learning
XR-based learning (AR, MR, and VR)
Informal learning
Formal learning
Lifelong learning
Microlearning
Personalized/customized learning
Play-based learning
Cloud-based learning apps
Coaching & mentoring
Peer feedback
Job aids/performance tools and other on-demand content
Websites
Conferences
Professional development
Professional organizations
Social networking
Social media – Twitter, LinkedIn, Facebook/Meta, other
Communities of practice
Artificial Intelligence (AI) — including ChatGPT, learning agents, learner profiles,
It can be difficult to explain what play-based learning looks like, said Mara Krechevsky, senior researcher at Project Zero, an education research group in Harvard’s Graduate School of Education. Over the past seven years, Krechevsky and her research team have been working on a project called the Pedagogy of Play, studying play-based learning at schools in Boston, Denmark, South Africa and Colombia.
Through their research, Krechevsky’s group came up with three basic tenets for playful learning: students should be able to help lead their own learning, explore the unknown, and find joy. Under this framework, play time doesn’t have to be the reward for completing work and learning. Play can actually be the work, Krechevsky said.
Play is crucial for middle schoolers, too— from hechingerreport.org by Christina A. Samuels Adolescents need unstructured time to build connections with other students and learn how to recover after failure
The complex world of pre-K play — from hechingerreport.org by Jackie Mader Young kids benefit from play. But what should it look like?