Delta Cost Project

Delta Cost Project Logo
The Delta Cost Project should be on top of everyone’s list for information related to Higher Education economics.

On their site you’ll be able to:

  • Explore their database and create reports on higher education spending, performance, and more.
    Outstanding #HigherEd Trends & Data Updates
  • Find out how colleges in your state are spending money and performing.
  • Learn what research shows about higher education spending, tuition, subsidies, and outcomes.
  • Delve into hot topics that put rising tuition in perspective.
  • Explore data and create reports on higher education spending, performance, and more.

I find valuable their presenting the BIG PICTURE and an in-depth perspective of college funding, especially when faced with the quick, emotional blips heard in the media about rising tuition and university spending.

Here is an excellent example:

delta-cost-project

In the future, HUMANS Are Going to be Artificially Intelligent.

That’s the prediction of Ray Kurzweil (website), director of engineering at Google, who spoke Wednesday at the Exponential Finance conference in New York.

Kurzweil predicts that humans will become hybrids in the 2030s. That means our brains will be able to connect directly to the cloud, where there will be thousands of computers, and those computers will augment our existing intelligence. He said the brain will connect via nanobots — tiny robots made from DNA strands.

“Our thinking then will be a hybrid of biological and non-biological thinking,” he said.

The bigger and more complex the cloud, the more advanced our thinking. By the time we get to the late 2030s or the early 2040s, Kurzweil believes our thinking will be predominately non-biological.

Read more at: Money.cnn.com/video/technology/2015/05/28/google-io-2015-keynote-highlights.cnnmoney/

UPDATE: September 2015 — they did it!

Gamification in Education

Below is a great infographic on Gamification in Education. It is from Knewton Learning. The Gamification in Education infographic emphasizes the amount of time spent by people playing games in other areas of life and begs the question of whether the intrinsic values of gamification can also be incorporated into education, to increase the engagement, graduation, and important skills needed by students in the future.

As I’ve written in previous posts, it’s first important to distinguish Game-based Learning from Gamification, while recognizing there are measurable cognitive, social, emotional, and learning increases, with successful implementation.

See also: Gamification in Education: What? How? Why Bother?

Gamification in Education

Some signification data points from the Infographic include:

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