Smart Sparrow

Last updated
Smart Sparrow
Company type Technology
Industry Internet, Education
Founded2010
Headquarters Sydney, Australia
Key people
Dror Ben-Naim: CEO / founder

Shaowei Ho: Co-Founder, Head of Platform Experience

Zack Belinson: Co-Founder, Head of Content Services
Website smartsparrow.com

Smart Sparrow is an ed-tech (education technology) start-up, the commercialization of an adaptive learning technology incubated within the Adaptive eLearning Research Group at the School of Computer Science and Engineering at the University of New South Wales in Sydney, Australia. [1]

Adaptive learning is an educational method using computers as interactive teaching devices, adapting educational material according to students' learning needs. [2] The technology incorporates the interactivity previously only afforded by an actual human teacher, and integrates ideas from various fields, including computer science, education, and psychology.

The Smart Sparrow software tools, known collectively as the Adaptive eLearning Platform, are a web-based suite that develops adaptive learning content and applications, deploys that material to students and analyses how students learn from their responses to the material. [3] The platform implements an intelligent tutoring system that combines Constraint-Based Modeling with Model Tracing. [4] [5]

In 2013, an educational white paper "LEARNING TO ADAPT: A Case for Accelerating Adaptive Learning in Higher Education" identified Smart Sparrow as one of six ‘notable’ adaptive learning platform providers. [6]

The same paper, part of a study funded by the Bill & Melinda Gates Foundation, cited the impact of the Smart Sparrow platform on increasing enrollments and reducing dropouts. [6] Other studies cite accelerated learning times with the platform. [7]

By 2013, the platform had become the basis of Australia's national Biomedical Education Skills and Training Network, and was being integrated into tertiary courses in differing disciplines at universities in the US and Australia. [8] [9] [10] By later that year, Smart Sparrow was being deployed in Australian high schools, as part of a collaborative partnership with Australian universities to improve student engagement in mathematics and science. [11]

In January 2020, Smart Sparrow has been acquired by Pearson Education [12]

Related Research Articles

Distance education, also known as distance learning, is the education of students who may not always be physically present at school, or where the learner and the teacher are separated in both time and distance. Traditionally, this usually involved correspondence courses wherein the student corresponded with the school via mail. Distance education is a technology-mediated modality and has evolved with the evolution of technologies such as video conferencing, TV, and the Internet. Today, it usually involves online education and the learning is usually mediated by some form of technology. A distance learning program can either be completely a remote learning, or a combination of both online learning and traditional offline classroom instruction. Other modalities include distance learning with complementary virtual environment or teaching in virtual environment (e-learning).

Educational software is a term used for any computer software which is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient.

Moodle is a free and open-source learning management system written in PHP and distributed under the GNU General Public License. Moodle is used for blended learning, distance education, flipped classroom and other online learning projects in schools, universities, workplaces and other sectors.

Blended learning or hybrid learning, also known as technology-mediated instruction, web-enhanced instruction, or mixed-mode instruction, is an approach to education that combines online educational materials and opportunities for interaction online with physical place-based classroom methods.

M-learning, or mobile learning, is a form of distance education where learners use portable devices such as mobile phones to learn anywhere and anytime. The portability that mobile devices provide allows for learning anywhere, hence the term "mobile" in "mobile learning." M-learning devices include computers, MP3 players, mobile phones, and tablets. M-learning can be an important part of informal learning.

A learning management system (LMS) is a software application for the administration, documentation, tracking, reporting, automation, and delivery of educational courses, training programs, materials or learning and development programs. The learning management system concept emerged directly from e-Learning. Learning management systems make up the largest segment of the learning system market. The first introduction of the LMS was in the late 1990s. Learning management systems have faced a massive growth in usage due to the emphasis on remote learning during the COVID-19 pandemic.

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."

Renaissance Learning, Inc. is a software as a service and learning analytics company that makes cloud-based, Pre-K–12 educational software and adaptive assessments. Renaissance employs about 1,000 employees in nine U.S. cities and subsidiaries in Canada, the United Kingdom, Korea, and Australia. Renaissance's solutions are used in one-third of U.S. schools and more than 90 countries around the world.

Editing technology is the use of technology tools in general content areas in education in order to allow students to apply computer and technology skills to learning and problem-solving. Generally speaking, the curriculum drives the use of technology and not vice versa. 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."

An intelligent tutoring system (ITS) is a computer system that imitates human tutors and aims to provide immediate and customized instruction or feedback to learners, usually without requiring intervention from a human teacher. ITSs have the common goal of enabling learning in a meaningful and effective manner by using a variety of computing technologies. There are many examples of ITSs being used in both formal education and professional settings in which they have demonstrated their capabilities and limitations. There is a close relationship between intelligent tutoring, cognitive learning theories and design; and there is ongoing research to improve the effectiveness of ITS. An ITS typically aims to replicate the demonstrated benefits of one-to-one, personalized tutoring, in contexts where students would otherwise have access to one-to-many instruction from a single teacher, or no teacher at all. ITSs are often designed with the goal of providing access to high quality education to each and every student.

Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.

In the history of virtual learning environments, the 1990s was a time of growth, primarily due to the advent of the affordable computer and of the Internet.

E-learning theory describes the cognitive science principles of effective multimedia learning using electronic educational technology.

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

Knewton is an adaptive learning company that has developed a platform to personalize educational content as well as has developed courseware for higher education concentrated in the fields of science, technology, engineering, and mathematics. The company was founded in 2008 by Jose Ferreira, a former executive at Kaplan, Inc. The Knewton platform allows schools, publishers, and developers to provide adaptive learning for any student. In 2011, Knewton announced a partnership with Pearson Education to enhance the company's digital content, including the MyLab and Mastering series. Additional partners announced include Houghton Mifflin Harcourt, Macmillan Education, Triumph Learning, and over a dozen others.

Augmented learning is an on-demand learning technique where the environment adapts to the learner. By providing remediation on-demand, learners can gain greater understanding of a topic while stimulating discovery and learning. Technologies incorporating rich media and interaction have demonstrated the educational potential that scholars, teachers and students are embracing. Instead of focusing on memorization, the learner experiences an adaptive learning experience based upon the current context. The augmented content can be dynamically tailored to the learner's natural environment by displaying text, images, video or even playing audio. This additional information is commonly shown in a pop-up window for computer-based environments.

<span class="mw-page-title-main">History of virtual learning environments</span> Home

A Virtual Learning Environment (VLE) is a system specifically designed to facilitate the management of educational courses by teachers for their students. It predominantly relies on computer hardware and software, enabling distance learning. In North America, this concept is commonly denoted as a "Learning Management System" (LMS).

Adaptive learning, also known as adaptive teaching, is an educational method which uses computer algorithms as well as artificial intelligence to orchestrate the interaction with the learner and deliver customized resources and learning activities to address the unique needs of each learner. In professional learning contexts, individuals may "test out" of some training to ensure they engage with novel instruction. Computers adapt the presentation of educational material according to students' learning needs, as indicated by their responses to questions, tasks and experiences. The technology encompasses aspects derived from various fields of study including computer science, AI, psychometrics, education, psychology, and brain science.

A virtual learning environment (VLE) in educational technology is a web-based platform for the digital aspects of courses of study, usually within educational institutions. They present resources, activities, and interactions within a course structure and provide for the different stages of assessment. VLEs also usually report on participation and have some level of integration with other institutional systems. In North America, VLEs are often referred to as Learning Management Systems (LMS).

One of the most visible approaches to peer learning comes out of cognitive psychology, and is applied within a "mainstream" educational framework: "Peer learning is an educational practice in which students interact with other students to attain educational goals." Other authors including David Boud describe peer learning as a way of moving beyond independent to interdependent or mutual learning among peers. In this context, it can be compared to the practices that go by the name cooperative learning. However, other contemporary views on peer learning relax the constraints, and position "peer-to-peer learning" as a mode of "learning for everyone, by everyone, about almost anything." Whether it takes place in a formal or informal learning context, in small groups or online, peer learning manifests aspects of self-organization that are mostly absent from pedagogical models of teaching and learning.

<span class="mw-page-title-main">Bruce M. McLaren</span> American researcher, academic and author (born 1959)

Bruce Martin McLaren is an American researcher, scientist and author. He is an Associate Research Professor at Carnegie Mellon University and a former President of the International Artificial Intelligence in Education Society (2017-2019).

References

  1. Henderson, J. "Smart Sparrow targets Next Generation Learning after securing first Round of Funding". NewSouth Innovations.
  2. Paramythis, A. & S. Loidl-Reisinger. "Adaptive Learning Environments and e-Learning Standards" (PDF). Electronic Journal of eLearning 2004. Archived from the original on March 31, 2010. Retrieved March 24, 2013.{{cite news}}: CS1 maint: unfit URL (link)
  3. "Smart Sparrow - Adaptive eLearning Platform". Smart Sparrow. Retrieved March 23, 2013.
  4. Mitrovic, A., K. Koedinger and B. Martin. "A Comparative Analysis of Cognitive Tutoring and Constraint-Based Modeling" (PDF). Retrieved 8 August 2012.{{cite web}}: CS1 maint: multiple names: authors list (link)
  5. Ben-Naim D., M. Bain & N. Marcus. "A User-Driven and Data-Driven Approach for Supporting Teachers in Reflection and Adaptation of Adaptive Tutorials" (PDF). www.educationaldatamining.org. Retrieved 8 August 2012.
  6. 1 2 Newman A.; P. Stokes & G. Bryant. "LEARNING TO ADAPT: A Case for Accelerating Adaptive Learning in Higher Education". Education Growth Advisors. Retrieved March 21, 2013.
  7. McDonald S. (1 August 2012). "'Virtual learning' revolutionising universities". Computerworld Australia. Retrieved March 21, 2013.
  8. Sharma M. (August 9, 2012). "Virtual patient gets funding injection". Sydney Morning Herald. Retrieved March 21, 2013.
  9. "SoMS and Smart Sparrow". UNSW School of Medical Sciences. Retrieved March 21, 2013.
  10. "Smart Sparrow - Case Studies". Smart Sparrow. Retrieved March 24, 2013.
  11. Innovation Australia. "Australian Maths and Science Partnerships Program". Australian Government. Retrieved 16 June 2013.
  12. [ dead link ]