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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 ↗

Summaries, chapters, transcripts, and FAQs on this page are made by uListen, not YouTube.

CHAPTERS

  1. 0:00 – 4:10

    Why Tech Hasn't Reached the Classroom

    Steph Smith sets up the episode: children use AI, XR and gaming outside school, yet these tools haven't made it into classrooms. She introduces the four guests at the Aspen Ideas Festival and polls the audience on whether the technologies have made it in.

    • •Kids already use AI, XR and gaming outside school
    • •Episode recorded live at the Aspen Ideas Festival
    • •Guests: Sal Khan, Anurupa Ganguly, Allison Matthews, Romy Drucker
    • •Audience poll shows few think the tech has successfully entered the classroom
  2. 4:10 – 5:26

    Data on Learning Loss and the Student Experience

    Romy Drucker describes the data on student achievement after the pandemic. Math and literacy levels are at multi-decade lows, and she says families and educators see this as a moment to reimagine learning.

    • •Math achievement is the lowest since 1990
    • •Literacy achievement is the lowest since 2004
    • •The pandemic erased two decades of progress and widened inequities
    • •Reimagining learning includes technology, relationships and student wellbeing
  3. 5:26 – 7:22

    Developing STEM Talent with VR at Prisms

    Anurupa Ganguly explains that spatial thinking and abstraction are top predictors of success in post-secondary STEM. She describes how Prisms uses VR to immerse students in real problems and has built out secondary math courses.

    • •Spatial reasoning is a top indicator of STEM success
    • •Abstraction means going from physical experience to mathematical models, as with Newton
    • •Students enter first-person problems in VR headsets
    • •Content covers algebra, geometry, middle school math and pre-calculus
  4. 7:22 – 12:40

    Khan Academy, GPT-4 and the Launch of Khanmigo

    Sal Khan explains Khan Academy's personalized practice and the fluency gaps it targets. He recounts how OpenAI approached them before ChatGPT, how ChatGPT's release forced the education system to engage, and how Khanmigo works as a tutor and teaching assistant.

    • •Personalized practice addresses gaps in students' foundations
    • •OpenAI reached out months before ChatGPT; GPT-4 could act as a tutor
    • •Concerns included hallucinations, math accuracy and guardrails
    • •Khanmigo is Socratic, doesn't give answers, and works in many languages
    • •Conversations are monitorable by parents and teachers, with a second AI monitoring them
  5. 12:40 – 14:10

    Minecraft Education and Game-Based Learning

    Allison Matthews describes how Minecraft Education builds a teaching platform on top of the popular game, adding safety and privacy features and a library of learning experiences. She says games light up intrinsic motivation.

    • •Minecraft Education adds safety, security and privacy features
    • •In-game library covers coding, math, history, literacy, citizenship and climate change
    • •Video games engage learners deeply
    • •Intrinsic motivation drives students to go deeper
  6. 14:10 – 16:22

    Misconceptions: Tech Versus Pedagogy

    Anurupa Ganguly argues technology doesn't replace pedagogy but scales it, and that the conversation should focus on learning design. She says training should focus on pedagogy rather than hardware, which is why she sees full teacher opt-in.

    • •Technology powers the learning design rather than replacing pedagogy
    • •Her deck doesn't mention VR, and 100% of teachers opt in
    • •Train teachers on pedagogy, not on the hardware
    • •School systems aren't regressive when shown standards-aligned approaches
  7. 16:22 – 20:00

    AI, Cheating and Working With the Student

    Asked about the assumption that students will cheat, Sal Khan says ChatGPT pushed schools toward open-use assignments or more proctoring, but the most power comes when AI works with the student. He describes essay brainstorming and feedback tools where teachers can see the process through logged interactions.

    • •Two responses: allow any help or increase in-class proctoring
    • •AI brainstorms with the student rather than for them
    • •Logged interactions let teachers see the writing process
    • •Teachers can ask Khanmigo what each student is doing
    • •AI gives multiple rounds of feedback, supporting mastery learning
  8. 20:00 – 23:15

    The Future Role of the Teacher and Gaming Mindsets

    Allison Matthews says Minecraft's scaffolded learning enables differentiated instruction and frees teachers to help students who need it. She says teachers needn't master the game and can use it to prompt conversations on mindset and digital citizenship.

    • •Minecraft Education is in 119 countries with millions of monthly players
    • •Scaffolded lessons let students be self-directed
    • •Teachers worry kids understand the game better than they do
    • •Games build growth mindset, leadership and collaboration
    • •Teachers can lead conversations about digital citizenship
  9. 23:15 – 26:24

    Personalization, Ownership and Educator Input in R&D

    Romy Drucker highlights agency and personalization as common themes and cites new Gallup research on what students want. She notes that learning can happen anywhere and urges involving educators and families early in product development.

    • •Students want ownership and personalization
    • •The pandemic changed the conversation about where learning happens
    • •Minecraft can extend skill-building inside and outside class
    • •Adoption is too late a point to involve educators and families
    • •A strong feedback loop matters for deployment
  10. 26:24 – 28:40

    Getting VR Hardware Into Schools

    Anurupa Ganguly explains how Prisms handles hardware cost and adoption by showing school boards a teaching approach they have wanted for decades. VR is used only for the first days of a unit and headsets are shared at about a 15 to 1 ratio, and improved standalone hardware makes this feasible.

    • •The teacher's role isn't changing; tools now make discourse and problem-based learning possible
    • •VR is used only in the first two days of a unit
    • •Headsets are deployed at roughly 15 to 1, possibly down to 10 or 5
    • •Standalone headsets are better than earlier bulky hardware
    • •Kids already have Quest headsets at home
  11. 28:40 – 30:15

    Misconceptions About Teachers' Abilities and Appetite for Tech

    Responding to the question of whether teachers can handle VR or AI, Anurupa Ganguly says leaders often underestimate teachers. She gives the example of Humble ISD, where 170 teachers opted in though only 40 were paid for, and says teachers shouldn't be made the conduit for the tech.

    • •Superintendents often say their teachers can't do this
    • •Humble ISD: 170 teachers opted in to a program funded for 40
    • •Kids are digital natives and know the interface
    • •Teachers can focus on questioning and conversation
    • •Making teachers the conduit for tech sets projects up for failure
  12. 30:15 – 35:26

    Why Now: Achievement Gaps, Efficacy and the Primer Vision

    Sal Khan lays out why change is urgent, citing poor proficiency results and weak college readiness in math. He describes Khan Academy's efficacy results and how generative AI brings them closer to the Young Lady's Illustrated Primer, and later predicts immersive conversations with historical figures within five years.

    • •Math proficiency was poor even before the pandemic
    • •The average student learns about .6 to .7 grade levels per year
    • •Consistent use of Khan Academy accelerates learning in the studies he cites
    • •The Diamond Age's Primer is the aspirational vision
    • •He expects holodeck-like immersive AI experiences within five years
  13. 35:26 – 39:28

    Calls to Action for the Classroom of 2050

    Each guest closes with a call to action. Romy Drucker urges collaboration across lines of difference, Allison Matthews urges parents to play Minecraft with their kids, Sal Khan says to try everything and not let fear get in the way, and Anurupa Ganguly says the classroom of 2050 is happening now and execution is what's missing.

    • •Romy Drucker stresses collaboration and cultural and structural change
    • •Allison Matthews: play or sit beside kids to learn what they're like
    • •Sal Khan: try all the tools and avoid a widening divide
    • •Anurupa Ganguly: the technology, pedagogy and teacher training exist; execute now

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