Named after | George Lucas |
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Predecessor | The Media Tree |
Formation | 1991[a] |
Founders | |
Founded at | Marin County, California [1] |
Type | Nonprofit |
EIN 680065687 | |
Headquarters | Skywalker Ranch San Rafael, California |
Coordinates | 38°03′49″N122°39′09″W / 38.063534°N 122.652402°W [2] |
Region served | United States |
Products |
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Website | glef |
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The George Lucas Educational Foundation is a nonprofit publisher that documents and publicizes exemplary K-12 education practices and programs, especially through video. [3] [4] [5] It does this primarily through the Edutopia website.
An organization named "The Media Tree" was founded on 4 August 1983 in Mill Valley, California by John Korty and others. It engaged in public relations for media content creators to the public of Marin County. [6] On 4 September 1990, the organization was renamed to "The George Lucas Educational Foundation". [7] The George Lucas Educational Foundation is widely reported to have been founded in 1991 [8] [9] by George Lucas and Steve Arnold. [1] Lucas originally planned for the foundation to develop technology for schools, but soon determined that schools were not interested or able to use this technology. [3] The foundation was one of the first philanthropies to invest in digital learning technology. [3]
The foundation does not usually provide grants.[ citation needed ] In 2006, Lucas donated $175 million to his alma mater the University of Southern California through the foundation. [10]
In 2010, the foundation had a $6 million annual budget and eighteen full-time staff. [9] In 2012, the Foundation significantly increased its assets when it received the majority of the proceeds from the $4.05 billion sale of Lucasfilm Ltd. to the Walt Disney Co. [3] [10]
About 1994, the Foundation began publishing a newsletter entitled Edutopia. [11] [1] In September 2004, the foundation launched a free glossy magazine, also titled Edutopia [12] [8] [1] [4] with educators as the target audience. [1] [13] From its inception, the print magazine had 85,000 subscribers. [12] [13] [8] By 2006, it has 100,000 subscribers. [14] [15] The print magazine was discontinued in Spring 2010. but the website continued as an online magazine. [1] [3]
The Edutopia.org website was started in 2002. [16] In 2009, the foundation launched an advertising campaign, leading the website to receive 300,000 readers per month in 2010, a 70% increase from 2009. [9] Robert Pondiscio described Edutopia.org as an inspirational resource for teachers, exuding "unabashed idealism and cheerful optimism". [9] The website features a video series titled "Schools That Work" of in-depth profiles of specific schools. [9] Edutopia.org includes interactive features including comments, blogs, and internet forums. [17]
The Foundation has sometimes included in its mission spreading best practices. [4] However, in practice, Edutopia is a nonprofit media company focused on satisfying and increasing its audience, not an educational reform advocacy organization strategizing to change educational systems. [9] [5] The foundation has endorsed as its core principles: "comprehensive assessment, integrated studies, project-based learning, social and emotional learning, teacher development, and technology integration". [17] [9] [18] Robert Pondiscio has been critical of Edutopia's tagline "what works in public education" given the lack of empirical support for these recommendations and uncertainty about how they were developed. [9]
Edutopia increases teachers engagement with educational best practices by packaging it in an appealing multisensory video format. [19] Edutopia disseminates scientific/factual knowledge, technical knowledge, and practical wisdom, with a greater emphasis on practical wisdom, which includes judgments, values, and beliefs. [20] Many of the tips and strategies on Edutopia have not been systematically researched. [19]
Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning. This learning process promotes a deeper level of learning than many other common teaching strategies.
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 educational websites founded in 1999 by Avraham Kadar, M.D. and Chanan Kadmon, based in New York City. As of 2024, the websites host 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.
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."
Lee S. Shulman was an American educational psychologist and reformer. He has made notable contributions to the study of teaching; assessment of teaching; education in the fields of medicine, science, and mathematics; and the scholarship of teaching and learning.
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.
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. 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."
Boston Arts Academy (BAA) in Boston, Massachusetts, USA is Boston's first and only high school for the visual and performing arts and is a partnership between Boston Public Schools and the ProArts Consortium. ProArts, a group of six arts colleges and universities in the Boston area, pushed the city to open the school, which was founded in 1998. The Consortium continues to support the school with performance space, music lessons and free college-level classes to BAA students.
The Global Challenge Award is an online science and engineering design program for pre-college school students from all over the world. It is an initiative that started with a partnership with the University of Vermont in collaboration with the National Science Foundation, currently funded by the MacArthur Foundation Digital Media and Learning program as well as other foundations and corporations, wherein students have the opportunity to form teams with international counterparts and work towards a solution to mitigate global warming and help envision the future of renewable energy. The program is an online educational environment that uses game based learning, simulation and Web-based science resources in a global competition. It relies on the personal initiative and creativity of students working in diverse teams. The access to the project via the Web makes it possible for students, parents, homeschooling families, teachers and interested global community members to get involved to help young people with their creative ideas for innovation in new forms of energy, conservation and increased productivity.
Steve Arnold is a Co-Founder and Partner Emeritus of Polaris Partners, a venture capital firm active in the field of healthcare and biotechnology companies.
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.
Marcia C. Linn is an American professor, specializing in personal development and cognitive processes. As of early 2025, she is the Evelyn Lois Corey Professor of Instructional Science in the Berkeley School of Education at the University of California, Berkeley.
Dr. Yvonne Marie Andrés is an American educator who is recognized as an e-learning pioneer and visionary. Andrés is the co-founder of the non-profit Global SchoolNet (1984) and the founder of the Global Schoolhouse (1992). Andrés was named one of the 25 most influential people worldwide in education technology and was invited to meet with President Bush to launch the Friendship Through Education initiative (2000). Andrés is the creator and producer of International CyberFair and the US State Department’s Doors to Diplomacy program. Andrés frequently writes about highly effective education programs from around the globe that blend online and offline learning, while incorporating the latest neuroplasticity findings and Constructivist Learning methodology. Andrés has provided leadership throughout the US, Canada, Asia, Europe, Australia, South America and Africa and in 2007 Andrés was awarded the Soroptimist International Making a Difference Award for advancing the status of women and children. Andrés was selected as one of San Diego Magazine's Women Who Move the City, recognizing dynamic women who create positive change and contribute to the community. In 2021 Andrés was recognized as One of the Most Influential Women in Technology by San Diego Business Journal.
Open educational practices (OEP) are part of the broader open education landscape, including the openness movement in general. It is a term with multiple layers and dimensions and is often used interchangeably with open pedagogy or open practices. OEP represent teaching and learning techniques that draw upon open and participatory technologies and high-quality open educational resources (OER) in order to facilitate collaborative and flexible learning. Because OEP emerged from the study of OER, there is a strong connection between the two concepts. OEP, for example, often, but not always, involve the application of OER to the teaching and learning process. Open educational practices aim to take the focus beyond building further access to OER and consider how in practice, such resources support education and promote quality and innovation in teaching and learning. The focus in OEP is on reproduction/understanding, connecting information, application, competence, and responsibility rather than the availability of good resources. OEP is a broad concept which can be characterised by a range of collaborative pedagogical practices that include the use, reuse, and creation of OER and that often employ social and participatory technologies for interaction, peer-learning, knowledge creation and sharing, empowerment of learners, and open sharing of teaching practices.
The Concord Consortium was founded in 1994 as an educational research and development organization to create large-scale improvements in K-14 teaching and learning through technology.
Marilyn Price-Mitchell is an American psychologist, author, columnist, speaker, and youth development expert. She is the co-founder and serves on the Advisory Board of the Washington State Family & Community Engagement Trust and has a regular column at Psychology Today. She has also served as a fellow at the Fielding Graduate University Institute for Social Innovation.
In U.S. education, deeper learning is a set of student educational outcomes including acquisition of robust core academic content, higher-order thinking skills, and learning dispositions. Deeper learning is based on the premise that the nature of work, civic, and everyday life is changing and therefore increasingly requires that formal education provides young people with mastery of skills like analytic reasoning, complex problem solving, and teamwork.
MayaQuest: The Mystery Trail is an educational computer game created by MECC and inspired by the actual MayaQuest Expedition. It is a spin-off title of The Oregon Trail series, featuring cities of the Classical Mayan civilization. While travelling across the lands by bicycle, the player learns all about the ancient culture and history of the indigenous people. The game also contains some Spanish language for additional learning.
Social and emotional learning (SEL) is an educational method that aims to foster social and emotional skills within school curricula. SEL is also referred to as "social-emotional learning," "socio-emotional learning," or "social–emotional literacy." In common practice, SEL emphasizes social and emotional skills to the same degree as other subjects, such as math, science, and reading. Furthermore, SEL emphasizes an importance upon preparing students to become knowledgeable, responsible, and caring members of society when they reach adulthood.