Generation YES

Last updated
Youth and Educators Succeeding
Type Non-profit
31–1808170
Location
Products See program listing.
Key people
Dr. Dennis Harper, Founder, Adam Fletcher (speaker), Executive Director. Victoria McKinnon, Operations Director

Youth and Educators Succeeding, formerly known as Generation YES, was a U.S. based non-profit organization that works with schools around the world to empower underserved students and ensure that technology investments in education are both cost effective and meaningful. [1] Dr. Dennis Harper was the founder and CEO from 1996 to 2020; upon his retirement, Adam F.C. Fletcher succeeded him. YES programs focused on student centered, project-based learning "experiences that impact student's lives and increase student involvement in school and community through the use of technology." In addition, research showed "all YES programs improved the use of technology in the school as a whole."

Contents

History

Youth and Educators Succeeding was founded by Dr. Dennis Harper in 1995 when he was a technology director for the Olympia, Washington school district. He wrote a United States Department of Education Technology Innovation Challenge Grant proposal to develop an initiative to involve children in the acceptance of technology in curriculum. [2] The grant was approved in 1996 for five years, concluding in 2001. [3] In 2020, Adam Fletcher became the Executive Director of Youth and Educators Succeeding.

The organization was a 501(c)(3) supported by schools and partnerships with other organizations to develop customized student technology programs. [3] [4]

The organization closed permanently in 2022.

Generation YES continues under the auspices of the Ohio Management Council where their curriculum, 20 years of research, and numerous videos are available to K-12 schools. [5]

Programs

Youth and Educators Succeeding provides K-12 schools across the U.S. with the GenYES program. GenYES (originally known as Generation www.Y and Generation WHY) has students assist teachers as they integrate technology in classrooms. These students are denoted as Student Technology Leaders. Student Technology Leaders are then partnered with teachers to support efforts to integrate technology in classrooms by doing hardware and software support and even designing professional development. [6] [7]

According to Youth and Educators Succeeding, more than 2,500 schools used their programs. [8]

Awards and recognition

In 2000, GenYES was awarded one of two "Exemplary" designations by the U.S. Department of Education (ED) Educational Technology Expert Panel. [9] The ED then wrote a publication about Generation YES and its status, reporting that,

Reviewers were impressed by the creativity of [GenYES in] creating a role reversal in which students help support the school's technology infrastructure and partner with teachers in curriculum development. [10]

In 2003 Youth and Educators Succeeding was named "Rookie of the Year" at the EdNET Industry Awards. Founder Dennis Harper has also received numerous accolades due to his work related to Youth and Educators Succeeding.

The company and its programs have been featured in numerous important education publications, technology industry magazines, and academic journals. Edutopia , a respected progressive education magazine published by the George Lucas Educational Foundation, has interviewed a Youth and Educators Succeeding (then known as www.Y) program support specialist in 2001, [11] and subsequently featured Youth and Educators Succeeding (then known as Generation YES) twice. [12] [13] Other publications, including Educational Leadership [14] and THE Journal, [15] Curriculum Review [16] have highlighted GenYES as well.

In 2005 the Encyclopedia of Distance Learning wrote that,

Generation YES... prove[s] that the nearly 50 million students in our schools are ready to become our nation's most plentiful and critical resources for educational reform and improvement... Students in GenYES have worked magic... they have made schools places that students want [original emphasis] to be... [17]

Related Research Articles

Science education is the teaching and learning of science to school children, college students, or adults within the general public. The field of science education includes work in science content, science process, some social science, and some teaching pedagogy. The standards for science education provide expectations for the development of understanding for students through the entire course of their K-12 education and beyond. The traditional subjects included in the standards are physical, life, earth, space, and human sciences.

Edutopia is a website published by the George Lucas Educational Foundation (GLEF). Founded in 1991 by filmmaker George Lucas and venture capitalist Steve Arnold, the foundation "celebrates and encourages innovation" in K–12 schools.

<span class="mw-page-title-main">Project-based learning</span> Learner centric pedagogy

Project-based learning is a teaching method that involves a dynamic classroom approach in which it is believed that students acquire a deeper knowledge through active exploration of real-world challenges and problems. Students learn about a subject by working for an extended period of time to investigate and respond to a complex question, challenge, or problem. It is a style of active learning and inquiry-based learning. Project-based learning contrasts with paper-based, rote memorization, or teacher-led instruction that presents established facts or portrays a smooth path to knowledge by instead posing questions, problems, or scenarios.

BrainPop is a group of children's educational websites based in New York City. It hosts over 1,000 short animated movies for students in grades K–8, together with quizzes and related materials, covering the subjects of science, social studies, English, math, engineering and technology, health, arts and music. In 2022, Kirkbi A/S, the private investment and holding company that owns a controlling stake in Lego, acquired BrainPop.

Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."

Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. In a larger sense, technology integration can also refer to the use of an integration platform and application programming interface (API) in the management of a school, to integrate disparate SaaS applications, databases, and programs used by an educational institution so that their data can be shared in real-time across all systems on campus, thus supporting students' education by improving data quality and access for faculty and staff.

"Curriculum integration with the use of technology involves the infusion of technology as a tool to enhance the learning in a content area or multidisciplinary setting... Effective technology integration is achieved when students can select technology tools to help them obtain information on time, analyze and synthesize it, and present it professionally to an authentic audience. Technology should become an integral part of how the classroom functions—as accessible as all other classroom tools. The focus in each lesson or unit is the curriculum outcome, not the technology."

Universal Design for Learning (UDL) is an educational framework based on research in the learning theory, including cognitive neuroscience, that guides the development of flexible learning environments and learning spaces that can accommodate individual learning differences.

<span class="mw-page-title-main">Student voice</span> Perspectives and actions of students

Student voice is the individual and collective perspective and actions of students within the context of learning and education. It is identified in schools as both a metaphorical practice and as a pragmatic concern. Tech educator Dennis Harper noted that student voice gives students "the ability to influence learning to include policies, programs, contexts and principles."

Culturally relevant teaching is instruction that takes into account students' cultural differences. Making education culturally relevant is thought to improve academic achievement, but understandings of the construct have developed over time Key characteristics and principles define the term, and research has allowed for the development and sharing of guidelines and associated teaching practices. Although examples of culturally relevant teaching programs exist, implementing it can be challenging.

<span class="mw-page-title-main">Teacher education</span> Training teachers to develop teaching skills

Teacher education or teacher training refers to programs, policies, procedures, and provision designed to equip (prospective) teachers with the knowledge, attitudes, behaviors, approaches, methodologies and skills they require to perform their tasks effectively in the classroom, school, and wider community. The professionals who engage in training the prospective teachers are called teacher educators.

Globaloria is an online learning platform oriented to K-12 curricula to teach students to design, prototype, and code educational web/mobile games and simulations with industry-standard technology as a means of learning content and creative innovation skills. Globaloria was developed in 2006 by Idit Harel as a project of the World Wide Workshop Foundation with the stated mission of providing all primary and secondary school students in the U.S. with STEM and computing education opportunities. Globaloria is noteworthy among MOOCs as it is based in constructionist learning theory and Harel's research in the MIT Media Lab.

<span class="mw-page-title-main">Will Richardson (educator)</span>

Will Richardson is an author and speaker on educational technology. He has many published works, including the book, Blogs, Wikis, Podcasts, and other Powerful Web Tools for Classrooms, and the edublog Weblogg-ed which he wrote from 2001 to 2011. Richardson is also active on the web; he has both a Twitter account and YouTube channel.

Dennis O. Harper is an American educator and the founder of Generation YES, a nonprofit technology education organization founded in 1999. He is an active advocate for the transformative power of technology in education and for student leadership as change agents in schools.

Inquiry-based learning is a form of active learning that starts by posing questions, problems or scenarios. It contrasts with traditional education, which generally relies on the teacher presenting facts and their knowledge about the subject. Inquiry-based learning is often assisted by a facilitator rather than a lecturer. Inquirers will identify and research issues and questions to develop knowledge or solutions. Inquiry-based learning includes problem-based learning, and is generally used in small-scale investigations and projects, as well as research. The inquiry-based instruction is principally very closely related to the development and practice of thinking and problem-solving skills.

Multicultural education is a set of educational strategies developed to provide students with knowledge about the histories, cultures, and contributions of diverse groups. It draws on insights from multiple fields, including ethnic studies and women studies, and reinterprets content from related academic disciplines. It is a way of teaching that promotes the principles of inclusion, diversity, democracy, skill acquisition, inquiry, critical thought, multiple perspectives, and self-reflection. One study found these strategies to be effective in promoting educational achievements among immigrant students.

<span class="mw-page-title-main">ISTE Standards</span> Standards for the use of technology in teaching and learning

The ISTE Standards, formerly known as the National Educational Technology Standards (NETS), are standards for the use of technology in teaching and learning. They are published by the International Society for Technology in Education (ISTE), a nonprofit membership association for educators focused on educational technology. They include the ISTE Standards for Students, which list skills and attitudes expected of students. They also include the ISTE Standards for Educators, ISTE Standards for Administrators, ISTE Standards for Coaches and ISTE Standards for Computer Science Educators.

<span class="mw-page-title-main">Evidence-based education</span> Paradigm of the education field

Evidence-based education (EBE) is the principle that education practices should be based on the best available scientific evidence, with randomised trials as the gold standard of evidence, rather than tradition, personal judgement, or other influences. Evidence-based education is related to evidence-based teaching, evidence-based learning, and school effectiveness research.

<span class="mw-page-title-main">MicroSociety</span>

MicroSociety, Inc is a non-profit organization located in Old City, Philadelphia that has been preparing children to compete in the global economy for more than 20 years and is operating in over 300 schools across the United States.

High Tech High is a San Diego, California-based school-development organization that includes a network of charter schools, a teacher certification program, and a graduate school of education. Students are admitted to the public elementary, middle, and high schools through a zip-code based lottery system in an effort to admit a demographically diverse representative sample of San Diego County.

<span class="mw-page-title-main">Elementary schools in the United States</span> Primary education in the United States

In the United States, elementary schools are the main point of delivery of primary education, for children between the ages of 4–11 and coming between pre-kindergarten and secondary education.

References

  1. Youth and Educators Succeeding, CISCO Foundation. Retrieved May 3, 2022.
  2. "GenYES History and Philosophy". Generation YES. n.d. Archived from the original on 2007-03-18. Retrieved 2007-01-19.
  3. 1 2 Stefanie Olsen (April 26, 2006). "When digital kids rule the classroom". CNET News.com. Retrieved 2007-01-18.
  4. Gwen Solomon (June 16, 2003). "Great Expectations, Limited Resources: 12 Tips on Doing More with Less". TechLearning. Retrieved 2007-01-20.
  5. "GenYES" . Retrieved 2023-06-10.
  6. Karen Thomas (August 6, 2001). "Students tutor teachers in tech". USA Today . Retrieved 2007-01-18.
  7. (nd) GenYES. Generation YES website. Retrieved 7/13/07.
  8. "About GenYES". Generation YES. n.d. Retrieved 2007-01-19.
  9. "Exemplary & promising educational technology programs (2000)". Learning Technologies Division, Office of Educational Research and Improvement, U.S. Department of Education. September 8, 2000. Archived from the original on 2006-01-02. Retrieved 2006-01-18.
  10. "Generation www.Y: Exemplary and Promising Educational Technology Programs 2000" (PDF). Learning Technologies Division, Office of Educational Research and Improvement, U.S. Department of Education. March 15, 2002. Archived from the original (PDF) on 2006-01-12. Retrieved 2006-01-18.
  11. James L. Smith (January 9, 2001). "James Smith on Teacher Preparation". Edutopia . Archived from the original on June 22, 2006. Retrieved 2007-01-20.
  12. John Blyler (June 2005). "Angels in the Network Architecture". Edutopia. ISSN   1552-9029. Archived from the original on January 6, 2006. Retrieved 2006-01-18.
  13. Sara Armstrong (September 1, 2001). "Turning the Tables -- Students Teach Teachers". Edutopia. ISSN   1552-9029. Archived from the original on January 6, 2006. Retrieved 2006-01-18.
  14. "Students teaching teachers". Educational Leadership. 54 (6). March 1997. ISSN   0013-1784.
  15. "Keeping Tech Support in Step with Technology". THE Journal. November 2005. ISSN   0192-592X. Archived from the original on July 16, 2006. Retrieved 2007-01-18.
  16. "Generation Yes enlists students in teacher tech training: an interview with Greg Partch". Curriculum Review. 43 (6). October 1, 2003.
  17. Boettcher, J., Justice, L., Schenk.; et al. (April 2005). Encyclopedia of Distance Learning. Idea Group Publishing. pp. 1914–1916. ISBN   1-59140-555-6.{{cite book}}: CS1 maint: multiple names: authors list (link)