An analysis of Grant Wiggin’s Seven Keys to Effective Feedback in conjunction with Chapter 2: The Nature and Conditions of Engagement of The National Research Council’s Engaging Schools would suggest that feedback is not only an effective tool for enabling students to succeed, but is also a way of making them feel seen, heard, and valued.
My startup, Circuitboard Education, was founded on this premise, with the belief that commercially-oriented games by their nature provide effective, individualized feedback and so can be used effectively in classroom and educational settings both to enable students to learn and to help students engage with their class and the material.
As a two-, later three-person startup, my duties were endless. I built websites, hosted servers, wrote briefs, lesson plans, unit plans, emails, research summaries, advertisements, and occasionally even met with teachers and taught lessons. My joy, however, was in the classroom, putting plan into practice and watching students discover the lessons I had written.
Circuitboard Education dissolved when I realized that as much as the theory around education excited me, I wanted to be doing it not just thinking about it. I left Circuitboard Education in hopes of finding a classroom of my own, although education technology remains an interest.