Ixnay the Disruption: A Least Disruption Strategy to Scale Fast in Schools

Q: Which education startup (company with less than $10MM in funding / revenue) will be the most disruptive in the coming decade and why? (Quora.com post)
A: My vote for Least disruptive provider, and why least disruption is a strategy to Scale Fast in schools (disclosure: the shop I work at): MIND Research Institute. Least disruption: any district/site/teachers/students can weave a revolutionary program easily into the same pedestrian way they do business now (including videogaming by students). In other words, a program that can technically scale nationwide in a few years – governed only by district uptake.
Leverage point: the instructional materials teachers and students use. Instructional materials (old-school: textbooks) are teachers’ tools to help students achieve their objectives. Provide a vastly more powerful, highly engineered, modern tool (picture: swap out hand-saws for electric chain-saws at the urban tree farm) along with a systems-process for integrating and using that tool (picture: don’t forget recharging stations, safety training & goggles, saw maintenance). A revolutionary tool can:
  • be simple for teachers to learn to use, and, can deepen teacher’s content knowledge as they use it,
  • be universally accessible by and productive for any student;
  • enable immersively interactive experience-based learning (consider: what is happening at the moment the student is learning and how interactive is that moment),
  • ensure that students can not just cram and memorize meaningless, disconnected fact-trivia or monkey-typing-procedures.

So, given minimized system disruption, but the addition of an easy-to-use, powerful tool and simple process changes, the bulk of a slow-to-change market can change quickly. MIND Research makes supplemental K-pre-algebra digital math content for 1:1 and teacher direct instruction in schools, delivered thru workstation/tablet/whiteboard. The digital content is visual (no language at first) interactive animated math puzzles, videogames as courseware

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