Leigh Anne is a recent graduate from the Stanford University's School of Education (2012). During her masters, she worked at two start ups (in development). The first company sought to expand broadband to all American public schools. The second was a text message utility to improve the agency of public servants in fragile states by offering Twitter-like streams for vocational training. Now she volunteers with edshelf conducting research on the intersection of cognitive science and edtech tools. She is also running a massive online open course with her mentor at Stanford, Paul Kim. Prior to Stanford, Leigh Anne conducted special projects for the International Security and Foreign Policy program of the Smith Richardson Foundation with a focus on fragile states (Sudan, Afghanistan, Nepal). In 2005-2008, she moved to India where she founded and ran the Rainbow School, a Telugu-medium government school in a slum in Hyderabad.
I teach: education, management, design, ed tech
To ages: 3 to 22+
This tool offers any user a way to organized anything they find in the entire universe of the Internet into learning boards. Making them is a snap. The ability to customize, the ease of use and the range of resources you can bring to bear to help teach a subject are the core strengths. I also appreciate using boards made by teachers, if only to gather more ideas for my boards. Highly recommended to all my colleagues. It just works. Pedagogical effectiveness rests with the quality of the board, but student engagement is usually very strong. It is as good a tool for new learners as for adult learners.
The flagship product of MindsetWorks is the Brainology program. This interactive, Internet-based program motivates middle school and high school students to take an active role in their own academic development and gives them the tools to succeed. Children learn relevant neuroscience along with study skills, a combination that sparks their passion for learning and increases student achievement. It is an edtech tool that helps children find the all-important motivation to learn.
In use in places as varied as Stanford Medical School and remote Kenya, SMILE requires students generate questions on their lessons, then compile and vote on the best questions. Finally, they answer the questions and see the results in real time! High engagement, high transfer of learning because SMILE employs generation, a theory of learning that states when students employ their brains to create this will increase their learning gains.
I use this tool to organized a lesson plan to incorporate more multimedia tools. I also use this to enable flipped classrooms, students can navigate to the boards on Learnist then come back to class the next day to work on problems in groups or in learning games (Manga Math or Filament Games).