Hacking Education - A Publisher's Perpsective
How can technology and innovation reshape education? Union Square Ventures put on Hacking Education - a conference that brought educators and entrepreneurs together to hash this out. Unfortunately they didn't have any practitioners from the education technology and publishing industries there. After reviewing the well written summary of the discussion I put together the following extended comment to add the perspective of someone who was there, did that, and got the t-shirts.
As someone who has spent the last 18 years in the Education Technology and Instructional Materials businesses I feel the commentary misses the mark from a business perspective. This isn't a critique of what was was covered - many of the participants are people I admire and cite frequently - Danah Boyd, Fred Wilson, Katie Salen, Steven Johnson , NT Etuk etc. It is meant to talk specifically about the business challenges of translating these great ideas into practice.
It might be tempting to dismiss folks who have been in the trenches as old school - people who "don't get it" - but some of us are not clinging to old paradigms but working hard to create new ones. Experience may blind us to new possibilities - but it may also guide you around some of the land mines many of us have already stepped on.
Most of us who have followed this path have been guilty of advocating massive changes through technology. Sometimes this takes the form the kind of carpet bombing Danah talks about - just throw enough CPUs/Bandwidth etc at the problem and it will magically happen. Other times it is the old saw about having a hammer and the world looking like a nail - see game based learning.
Both approaches share four problems:
1. They never address the scale issue. You can always find success with a few small experiments. If you have been around the market you see the same examples trotted out again and again. As a sales rep for Apple 18 years ago I told stories exactly like Gepettos. They are heart warming inspirational tales of learning and adventure - they are not a scalable business model.
We educate 54 million children in this country - develop a solution that will work for more than 500 at a time and you have something. Remember that in most communities the school system is the first or second largest employer. We spend $550 billion a year on education in the US - second only to the military. You can't run from the scale issue if you want to create businesses that serve the market as opposed to a very narrow niche.
2. Educational practice evolves incrementally and nothing ever goes away. Video games will have a huge impact on learning (they already are) but they are just one more tool in the bag. When a teacher uses and interactive white board it is the functional equivalent of scratching charcoal on a cave wall.
I believe we are at an inflection point and that education is ready for real technology substitution (see this in depth series here about it) but it will probably take a different form in education than it has in our personal media diet.
The most interesting design challenge in our market today is designing systems of instructional products (print, tech, professional development, social media) that amplify and compliment each other. To date most of the energy has gone into siloed products created by technologists or print publishers without any meaningful cross over. Most print publishers create technology that attempts to recreate the book experience on-line - snore. Most technologists are on a mission to kill traditional practices. Both miss what educators are asking for - blended products that use the best of all media.
3. The user developed content model assumes a motivated learner. On-line classes work best for the same students traditional correspondence courses worked for - i.e. not your potential drop outs but those with an extra dose of motivation. See item 1 - I've seen dozens of businesses that were able to get a few hundred users doing creative and interesting learning on-line that were never able to scale up.
Apex Learning which does on-line classes finally settled on AP level courses because those students work well for the environment. The rest of our learners need an actively involved coach and guide to work with them - a teacher. Products that are designed for a blended environment are the scalable answer for broad numbers of students - some on-line some real world.
The group talked about how kids are required to attend school by law. You also need to factor in that schools are required by law to educate all kids, including the ones who don't want to be there. It is a two way street. Innovative materials can go a long way towards addressing this - Tabula Digita's Algebra games are a great example of using technology to improve engagement with the content. UGC won't magically help these kids.
4. Poorly designed economics. Every time an idea runs into problems addressing scale or market needs people start talking about the home school market followed by the private school market. My BS meter goes off whenever I see this in a business plan (or comment thread). These are sizable markets - but each is only about 10% of the whole in students and considerably less than that in dollars. From a distribution standpoint they are also the most diffuse - making it extremely expensive to reach them for very small sales.
The web is definitely helping here, but at the end of the day if you are only going after these segments you are not hacking education - you are chipping away at the fringes. The biggest change will come from working with public schools to address the needs of a broad range of learners.
Christiansen's work would tell you that these are the markets where the innovation will occur first, but I'm not convinced. I think there are segments of the public system where disruptive changes can flourish - ELL and Special Education are two examples. Traditional materials don't work for these kids (disclosure - I'm CEO of a Special Ed Publisher).
Atomized Instructional Content as a Business Model
Another idea that runs into problems with the economics is atomized content. There has been a huge amount of buzz around this for the past few years - the idea being that if we can just turn instructional materials into the equivalent of iTunes teachers will be free to pick and choose the best bits and assemble them in meaningful ways.
This is a very seductive concept but misses an important distinction about educational content. A lesson structure is a bit like an operating system on a computer. If cut/copy/paste are done differently in every application it is very difficult to scale a platform. The user can't use a common base of experience to manage other tools. The same holds true for instructional materials. I'm not advocating traditional textbooks but something in between. Strands of content that can drop in for a week or two rather than an entire years worth.
Try this thought experiment from a business perspective. Assume you have a front line supervisor who has 25 direct reports. Best practice would argue for between 5-8 reports. How much time will that Supervisor have to think strategically about the business? Now imagine that they are required to submit daily and weekly progress reports on all 25 employees - no slacking off on a few of them for a week or two. This is your average teacher. They don't have time to assemble mix tapes of content for all their students.
This conference asked all the right questions. But Education is not a mirror of other markets. I stopped reading the newspaper and my life became richer through social media and blogs. But I can't imagine my kids getting a great education (as they have) if it was left up to our family to sort it out on our own. We need an educational system and if you want to build a business (at least in the near term of the next 5-10 years) you will need to find your entry point into the one that exists.
This is an enormously interesting time to be in the education market. We share the belief that the ultimate killer app is learning - the mind is wired for it. The businesses that can re-engineer publishing to support 21st Century learners and educators will have a bright future.
Related Blog Posts
Education Marketing 101 - A four part primer on entering the K12 Education Market.
Technology Substitution and Textbooks 4 part series
10 Ideas for Building Education Products for 21st Century Learners part of the Information Overload series
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This is very similar to the critiques heard frequently in the blogosphere about the "he said she said" nature of TV reporting where every issue has to have two equal sides. As Daniel Moynihan quipped "people are entitled to their own opinions, but not their own facts." The credibility of TV reporting suffers because we know at a deep level that the way they present things is not real. Many instructional materials suffer from the same credibility destroying "balance."
A new free 


Piping hot education related blog topics served here! The debate over formative assessment, the top 10 sites for educational games, crowd-sourcing the next great novel, controversy around Microsoft's new ads, the relationship between quality and advertising, and a hilarious spoof of Politicians all get the nod this week.


Education technology bloggers have been a busy lot with NECC 08, end of school year, and lots of new products to play with. Here are just a smattering of some of my favorite posts from the past few weeks. Enjoy.
A random observation - if you want to encourage groups of kids to work together your games need to work more like Craps and less like Blackjack. The whole table wins at Craps together so you get a lot of crosstalk. In Blackjack you can take my "pefect" card - we play against the dealer but we don't play together. It is a quieter game.
The reaction of many parents and educators to the idea of
But the concept of fluency goes far beyond reading. Learning to play an instrument, writing, using a knife, flirting, skateboarding and thousands of other human activities all share the need to grind it out over time to develop that effortless fluency that is the mark of an expert.
It has been a while since I did a round up of blog articles, time to clean a few items out. Rather than dump a long list I've picked four articles I've found particularly interesting in the past few weeks.

Dr. Gee as an educator was curious about why videogames were able to do so much that our education system was having trouble doing – continuously engaging students, making students feel safe failing (not silly), unafraid to ask questions, and providing contextual learning that makes the learning relevant to the learner.
4. Practice Principle – [In a videogame] - learners get lots and lots of practice in a context where practice is not boring (i.e. in a virtual world that is compelling to learners on their own terms and where the learners experience ongoing success). They spend lots of time on task.
And students are singing the praises of educational games and simulations, with approximately 88% of the students who have used our software recommending it to other students and over 90% saying they wished more simulations were in their classrooms.


Will a middle school video game to teach ethics using a story line out of zombie movies and Frankenstein work? Doug Thomas at USC’s Annenberg School of Communication is working on “
At the other end of the spectrum we have games like
Welcome Technology & Learning readers. My article 
Teaching metaphors, the role of school in society, bad (i.e. wrong) press for video games, glitz vs. content, banned books, racism in games, phishing games, and monkeys at the keyboard. All featured on this weeks roundup!

It got a nice review on John Rice's
First off, I find it interesting that Second Life is getting most of the visibility in Education when other virtual worlds (Habbo Hotel, Whyville, etc.) are doing far more with K12 age kids and some have more intentionally educational content on them. Chalk it up to Second Life being a media darling and to good outreach from their Education team. If you are interested in this arena some of these other worlds merit a look.

Sulka Haro, one of the founders of
The panel on Managing Influencers at the Austin Game Developers Conference yesterday got me thinking about a frequently ignored aspect of the K12 publishing world - building and nurturing communities of key influencers around education products.
Blizzard matters to education because when you strip away the Orcs and Elves under the hood they have built an extremely elegant learning management system. As the undisputed world wide leader in the
3. Resist the pressure to ship early
Virtual Worlds and Video Games for Education are getting a lot of press these days. With all the hoopla it helps to bring a little perspective to where we are in the development of this new market. It is feeling a lot like the web in 1997 and perhaps we can take some lessons from that era to help us make sense of today’s emerging opportunities.
7. Selling Picks and Shovels - The big winners last time were those who sold the tools. For educational virtual worlds the toolsets are changing quickly and reducing the cost of entry. There are several that can be used for educational tools and Richard Carey has done a nice job of
Will Richardson over at 
The conference has about 350 attendees and is an interesting mix of academics, teachers, and some business types. The agenda is so rich that it choosing sessions is agonizing.
"The dirty capitalists trust our children more than the schools to learn complex language."
The first 

Lee Wilson is President & CEO of PCI Education in San Antonio. He has spent two decades in the education business at Apple, Chancery, Pearson, Harcourt, and Headway Strategies.
This blog covers strategy, products, marketing, and sales issues for technology and print publishers.