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Classroom 2050: Unleashing AI, XR, Gaming

With students learning in more places and different ways than we have ever seen, the pace of change in education is dizzying. Can this progress narrow learning gaps exacerbated by COVID-19 or will it fuel divides? How can we make the most of this once-in-a-generation opportunity? Panelists from Khan Academy, PrismsVR, and Minecraft Education discuss the classroom of the future, and how important technologies including AI, XR, and gaming should play a role in it. Topics Covered: 00:00 – The classroom of 2023 04:00 – Data on the current classroom 05:15– Developing the next gen of STEM talent 07:23 – AI in the classroom 12:42 – The role of gaming in the classroom 14:12 – Misconceptions of technology in classroom 16:38 – The ways teachers and students use AI 20:00 – The future role of a teacher 23:25 – Personalization and ownership in education 25:55 – Getting hardware into the classroom 28:40 - Misconceptions of teacher’s abilities and appetite for tech 30:15 – Why implement these changes now? 36:26 – Call to action for the classroom of 2050 Resources: Find Sal Khan on Twitter: https://twitter.com/salkhanacademy Find Romy Drucker on Twitter: https://twitter.com/romydrucker Find Allison Matthews on LinkedIn: https://www.linkedin.com/in/allison-matthews-4050677/ Find Anurupa on LinkedIn: https://www.linkedin.com/in/anurupa-ganguly-92790379/ Learn more about Khan Academy: https://www.khanacademy.org/ Learn more about The Walton Family Foundation: https://www.waltonfamilyfoundation.org/ Learn more about Minecraft Education: https://education.minecraft.net/en-us Learn more about Prisms VR: https://www.prismsvr.com/ Learn more about The Aspen Ideas Festival: https://www.aspenideas.org/ Find a16z on Twitter: https://twitter.com/a16z Find a16z on LinkedIn: https://www.linkedin.com/company/a16z Subscribe on your favorite podcast app: https://a16z.simplecast.com/ Follow our host: https://twitter.com/stephsmithio Please note that the content here is for informational purposes only; should NOT be taken as legal, business, tax, or investment advice or be used to evaluate any investment or security; and is not directed at any investors or potential investors in any a16z fund. a16z and its affiliates may maintain investments in the companies discussed. For more details please see a16z.com/disclosures.

Sal KhanguestSteph SmithhostAllison MatthewsguestRomy Druckerguest
Jul 27, 202339mWatch on YouTube ↗

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At a glance

WHAT IT’S REALLY ABOUT

Why AI, VR and Gaming Belong in Today's Classroom

  1. Romy Drucker opens with data showing U.S. math achievement at its lowest since 1990 and literacy at its lowest since 2004, framing the moment as one for reimagining learning.
  2. Sal Khan describes Khanmigo, an AI tutor that uses a Socratic style instead of giving answers, is monitored by parents and teachers, and also helps teachers with lesson plans and with seeing students' work process.
  3. Anurupa Ganguly and Allison Matthews explain how VR math lessons and Minecraft Education build spatial reasoning, abstraction, collaboration and digital citizenship, with the teacher's pedagogy still at the center.
  4. Panelists reject the assumptions that teachers can't handle new technology or that students will only use AI to cheat, citing examples like 170 Humble ISD teachers opting into a program funded for 40.
  5. The panel ends with calls to act now, collaborate and execute, play with the tools, and not let fear widen the divide between students who benefit and those who don't.

IDEAS WORTH REMEMBERING

5 ideas

The learning crisis predates and exceeds the pandemic

Romy Drucker cited the lowest math scores since 1990, and Sal Khan noted that Detroit's eighth-grade math proficiency was 6% before the pandemic and 3% after, and that the average student learns about 0.6 to 0.7 grade levels per year.

AI works best alongside the student rather than for them

Khan argues Khanmigo brainstorms and gives feedback rather than writing for students, and logged interactions let teachers see the process, not just the final essay, which reduces the need to police cheating.

Lead with learning design, not technology

Ganguly says her pitch deck never mentions VR, and that focusing on pedagogy and standards alignment is why she reports 100% teacher opt-in.

Teachers are more capable and willing than assumed

Ganguly says superintendents often claim their teachers can't use the technology, yet in Humble ISD every teacher in a room of 90 raised a hand to join. She adds that kids already know the interfaces, so teachers can focus on questioning and discussion.

Technology can free teachers to differentiate instruction

Allison Matthews says scaffolded in-game lessons let students be self-directed so teachers can help those who need attention or challenge those racing ahead, and teachers can use gameplay to start conversations about mindset and digital citizenship.

WORDS WORTH SAVING

5 quotes

I think generative AI kind of jumped us forward 20 years faster than I thought, if you had asked me a year ago

— Sal Khan

We think actually the most power happens when the AI works with the student.

— Sal Khan

none of us as adults will ever understand Minecraft as well as the average eight-year-old.

— Allison Matthews

And we must build with that in mind, that if we make teachers the conduit for the tech, we are setting ourselves up for failure.

— Unattributed

Don't let fear get in the way of trying something out because if we do that, all that's gonna happen is all of our kids are gonna benefit from all of this.

— Sal Khan

Pandemic learning loss and achievement dataAI tutoring with KhanmigoVR for spatial reasoning and mathMinecraft Education and game-based learningTeacher adoption and misconceptionsPersonalization, agency and ownershipHardware rollout and execution

High quality AI-generated summary created from speaker-labeled transcript.

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