EDUCATE2017-08-30T19:01:19+00:00

Taking Back Education:

 Video Transcript:

A quote attributed to Abraham Lincoln says, “The philosophy of the school room in one generation will be the philosophy of government in the next.”

For years, WallBuilders has provided books and other resources that schools, teachers, students, and homeschoolers have used to supplement their knowledge and studies.  Project ‘76 wants to take these educational resources to the next level and engage in the battlefield for our student’s hearts and minds. They will also be used by university students, law students, pastors, and policy-makers.

I think we all know, and testing certainly confirms, that we are currently losing the battle of sound curriculum in our classrooms, and so it will not be a quick or easy battle to win back territory.   But it is a battle we can, and must win. While there are many initiatives across our nation fighting against the secularization and historical revisionism of our textbooks, we can and will come up with solutions to “fill the gap” while the battle rages on.

To that end, a major focus of Project ’76 will be making not only free-standing curriculum but also companion material for textbooks in our schools today – elementary, high school, and college.   This may seem like a daunting task but The Project ’76 team has devised a way to make this achievable.

As we digitize the library, we will also be curating the content into subject matter modules.  These modules then can then be arranged into “curriculum tracks” in any sequence so that the modules line up page-by-page and chapter by chapter with any history, civics, or social studies text or content in our school system.

Staff, teachers, or parents will be able to arrange these modules for their students and label them according to the textbook name and publisher.  In this way, future teachers, parents, and students can take those same curriculum tracks and use them over and over again.    At that point all the teacher or parent has to do is simply use an existing track for a textbook, or create their own if they like.   What this will do is provide the “companion” material needed to fill the gaps.

The curriculum tracks can be used with or without integrated quizzes and testing.  If the parent or teacher wants to validate learning, or even possibly issue grades or testing assessments, then they can activate and require the testing module for the student to progress through the material.  But if the parent or teacher simply wants the information available and does not require testing/quizzes, then the student can proceed through the information without that feature.

Another amazing aspect of this system is that it will all be made available through every type of platform and device, whether phones, tablets or computers.   We must reach the “next generation” and we know that the bulk of the lives of these “digital natives” are spent on their devices.  Our materials will be designed to be friendly enough for our older audiences but yet fun and engaging enough for even the youngest of students.

Each module can and will be augmented with videos, audios, and other relevant dynamic media.  We will utilize videos and other rich media not just from our resources but from any resource that is providing sound and practical resources.

We also envision an apologetics module that will help equip students to have informed conversations with their friends, fellow students, or anyone else on the subject matter they are learning.  While these materials may empower the student to win a debate with someone, the primary goal is to help the student be able to have and informed and reasoned conversation with whoever will listen—to become a distributor of sound American history and culture.

We also envision adding what is called “gamification” to the learning process.  Gamification is the use of game thinking and game design in students experience with the platform and curriculum.  By using points, levels, and badges, we incentivize students to learn and progress, and possibly even to have fun competition with other students.  Gamification techniques are currently used in most of the top online learning platforms in order to help encourage and motivate ongoing education.