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Books 2.0: The Future of Learning to Read Is Digital

,
Pennsylvania Convention Center, 111AB

Listen and learn: Ed talk
Recorded Session
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Presenters

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Elliott builds great experiences by helping organizations understand the emotions of their customers. He earned his PhD at the MIT Media Lab using psychophysiological sensors to measure emotions in a new, objective way. Previously, Elliott worked at IDEO as a design researcher, where he learned how to combine sensors, design, and emotions. Today, he runs mPath, a design consulting firm. Elliott has had the privilege of designing a vast range of emotions, from the excitement of using Google, to audience engagement of the Blue Man Group, to customers’ confidence at Lowe’s Home Improvement, to the anxiety of children with autism in therapy.

Session description

In a world of Roadblox and iPads, books refuse to adapt and adopt. Built on our 10 years co-creating with children at the Boys & Girls Club, come discover the future of reading: purpose driven, interactive, and full of feedback. Participants will receive a free LEGO kit and digital books.

Purpose & objective

Audience members will:
1. Understand the neuroscience behind why struggling readers disengage from reading and what readers need to stay focused.
2. Understand the importance of play and feedback in reading. Know why math more naturally feels like play than reading for elementary school kids.
3. Understand why the future classroom will be using digital story and text books to enable deeper, more engaged, reading and critical thought.

Technology Used: www.wonder.io - a free interactive book library
Models Employed: Vygotsky - Children learn and engage through questions.

Evidence of Success: In a pre test, participating readers in elementary school scored 12% on a 2nd grade comprehension test. With Wonder.io, they scored 80%. Reluctant readers who verbally told us "reading sucks" were telling their parents they had to wait in the car and complaining when we finished after an hour.

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Outline

1. Read a 5 minute Interactive Wonder.io story (10 Minutes)
2. Discuss with a partner: what was different. (5 minutes)
3. Present the neuroscience and evidence for why books need to be digital and interactive. (15 Minutes)
- Questions engage and build confidence
- Social Competition creates importance
- Why books should only be 5 minutes long
4. Present Design Insights for Technology (15 Minutes)
- Add questions every 30 seconds
- How to provide positive feedback that matters
- Making text more accessible with digital interfaces
5. Open Discussion (15 minutes)

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Supporting research

Motivating Struggling Readers to Mentally Show Up with Wonder Stories, 2021
https://www.buildempathy.com/s/HedmanELO2021.pdf

Redesigning Digital Reading, 2020
https://www.wonderstories.app/research/redesignremote

Effective Feedback Depends on the Emotional Weight of a Problem, AERA, 2018
https://www.buildempathy.com/s/AERA2018_student_feedback_symposium.pdf

Wired: How Sensors That Test Our Stress Could Revolutionize Product Design
http://www.wired.com/2014/12/sensors-test-stress-revolutionize-product-design/

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Session specifications

Topic:
Innovation in early childhood/elementary
Grade level:
PK-5
Skill level:
Beginner
Audience:
Library media specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
We will be reading this text:
https://wonder.io/book/114/1

You can access other books at
https://wonder.io

Subject area:
Language arts, Special education
ISTE Standards:
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Facilitator
  • Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.