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QUALCOMM (continued)


mentors; teach through presentations of learning and peer coaching; and share through posting projects on digital portfolios and engaging in a connected online community.


4. Project K-Nect – is a pilot program that began during the 2007-2008 school year to discover if 24/7 connected smartphones could play a role in enhancing student engage- ment and learning. The project addressed the need to improve math skills among at-risk students in North Carolina who scored poorly in math and did not have access to Internet connectivity at home. Algebra I digital content aligned with the current lesson plan was created, and students were encouraged to learn from each other in and out of the class- room using collaborative learning applications, as well as other Internet resources such as algebra.com. For two consecutive years, classes participating in Project K-Nect continue to outperform those not in the pilot. Due to these results, the Department of Defense Education Activity granted a participating school district $2.5 million to expand Project K-Nect to nearly 2,000 algebra I students.


5. ADE’s Learning Without Walls – Qualcomm and AT&T donated 50 Gobi-enabled laptops to a struggling middle school in Atlanta. Wireless Reach is building on the donation and working with ADE to enhance their Learning Without Walls initiative to help improve morale and student engagement in a challenged school district that recently had its accreditation reinstated. Along with a laptop with Internet connectivity, students have access to Tutor.com and other educational resources outside of school.


6. Augmented Reality Experience (ARE), working with School in the Park in San Diego, 4th grade students are given smartphones loaded with special software tools as they navigate through the Asian Art Exhibit at the San Diego Museum of Art. AREs are simula- tions that merge the physical environment with digital data about that environment. These devices allow the students to view a layer of digital information that has been superim- posed upon their physical surroundings. The use of Augmented Reality-specifi c roles, virtual interactions and data gathering techniques supports the communication and collaboration, research and information literacy, critical thinking, problem solving and decision making aspects of National Educational Technology Standards (NETS).


78 | Information Technology Industry Council


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