The E-venture Mission
Today’s students are the most influential students in history. On their own, they are using the Internet to change the world. They have, indeed, chosen to matter. From commerce to social justice, they are producing, curating, and judging content unlike any time in the past. Their communication skills through social media can energize a movement and revolutionize a nation.
The e-venture goal is to do all of this with purpose and direction. We seek to “wire” the students who are not yet connected with their digital peers. We also seek to direct all students to our planet’s grand challenges that we, as adults, have not yet conquered. We understand that we will be passing on these challenges to the next generation to solve, and this current generation, sometimes called Generation Z, has a head start and is already doing amazing things.
Our key mission is to use technology to foster research, collaboration, and production that enables students to effect change. E-venturers will use some of the latest technologies to complete their e-venture project. An e-venture can be school-based, or schools can partner with other e-venture schools from across the nation and from across the world, all in a safe environment that is teacher facilitated.
E-venture 101 understands that engagement, motivation, and relevancy are the key ingredients in learning. Modern technologies and social connections help engage and motivate. Another key element of the e-venture is to add relevancy by connecting a grand challenge to the local community. We want students to see how a grand challenge impacts them on a local level, and that this is not just an issue in a far-off land that has no bearing on their lives.
A key goal of an e-venture is for students to take ownership of the learning and its outcomes. We believe that students should start determining their own educational journey as they prepare for their life journey. We want students to have the flexibility to choose a grand challenge and select from an array of modern technologies to produce a product, to give them a voice, and to effect change.
To solve a real-world grand challenge, contributors must have a diverse skill set. An e-venture calls for students in different disciplines to collaborate together, which is very different from traditional “group work” in a classroom. Example: an e-venture may pair students from science, math, world languages, history, journalism, media production, and student government classes to collaborate in a meaningful project. They will bring their classroom expertise into the project and use those skills to produce a product with merit and relevancy. Students can then see how classroom skills are relevant in the real world. And we think that’s pretty cool!
The e-venture goal is to do all of this with purpose and direction. We seek to “wire” the students who are not yet connected with their digital peers. We also seek to direct all students to our planet’s grand challenges that we, as adults, have not yet conquered. We understand that we will be passing on these challenges to the next generation to solve, and this current generation, sometimes called Generation Z, has a head start and is already doing amazing things.
Our key mission is to use technology to foster research, collaboration, and production that enables students to effect change. E-venturers will use some of the latest technologies to complete their e-venture project. An e-venture can be school-based, or schools can partner with other e-venture schools from across the nation and from across the world, all in a safe environment that is teacher facilitated.
E-venture 101 understands that engagement, motivation, and relevancy are the key ingredients in learning. Modern technologies and social connections help engage and motivate. Another key element of the e-venture is to add relevancy by connecting a grand challenge to the local community. We want students to see how a grand challenge impacts them on a local level, and that this is not just an issue in a far-off land that has no bearing on their lives.
A key goal of an e-venture is for students to take ownership of the learning and its outcomes. We believe that students should start determining their own educational journey as they prepare for their life journey. We want students to have the flexibility to choose a grand challenge and select from an array of modern technologies to produce a product, to give them a voice, and to effect change.
To solve a real-world grand challenge, contributors must have a diverse skill set. An e-venture calls for students in different disciplines to collaborate together, which is very different from traditional “group work” in a classroom. Example: an e-venture may pair students from science, math, world languages, history, journalism, media production, and student government classes to collaborate in a meaningful project. They will bring their classroom expertise into the project and use those skills to produce a product with merit and relevancy. Students can then see how classroom skills are relevant in the real world. And we think that’s pretty cool!
Outcome Based Learning
An e-venture has clear student outcomes that can be easily customized to meet a teacher’s expectations.