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Conference Presentation, Panel

The 'New' Trades: Rethinking Education for a Digital World

  • Context & Momentum Shift

    • The panel marks a one-year evolution from a "leading edge" discussion on diversity to a "global discussion" involving major Silicon Valley giants.
    • Intel was the first major tech firm to publicly release diversity data, prompting Google, Facebook, and Apple to follow suit.
    • Organizations like "Yes We Code," "Black Girls Code," and "Girls Who Code" have transitioned from small initiatives to prominent national forces.
  • Intel's Strategic Pivot & Investment

    • Intel announced a new $300 million commitment specifically focused on diversity, building on a previous $1 billion spent on general education.
    • The new goal is "full workforce representation" across technical roles (females, African Americans, Hispanics) within five years, covering all 49 levels from C-suite to entry-level.
    • CEO and President receive weekly data on 49 levels of representation to track progress against the timeline.
    • Intel identified four critical pillars for effective pipeline development:
      • Project-based learning with high intensity and duration.
      • Consistent mentoring by role models who work in the field.
      • Demonstrating relevance (connecting tech to making a difference) to attract girls.
      • Providing financial support for college, particularly for engineering and computer science degrees.
  • MacArthur Foundation's Educational Redesign

    • Learning systems are currently fragmented, separating social interests, academic curricula, and real-world payoffs, a dynamic that disproportionately affects low-income students and students of color.
    • The proposed solution is "city-based" learning ecosystems where learning is organized into "playlists" designed with youth, mentors, and companies.
    • Digital "badging" is used to make invisible skills (gained during project-based learning like documentary making or robotics) visible and transparent.
    • Badges create a path for students to visualize skill acquisition, converting passive media consumption into active creation (e.g., linking fashion or music interests to the coding required to produce them).
  • Troy Carter: Bridging Entertainment & Technology

    • Highlights a systemic lack of African American investors in the venture space and a lack of awareness regarding tech careers in the Black community.
    • Contrasts the systematic "AAU model" for sports (starting recruitment at age 8-9) with the current lack of similar pipelines for technology.
    • Emphasizes the need to thread together exposure organizations (like Yes We Code), educational institutions (HBCUs), and major employers (Intel, Apple) to create a continuous career path from childhood to employment.
    • Notes that the industry must move from isolated initiatives to a fused, systemic approach to scaling talent.
  • James Shelton: Addressing Market Failure & Hiring Gaps

    • Identifies a "classic market failure": employers need 1.4 million tech workers in eight years but the traditional pipeline (universities) can only produce 400,000, creating a one-million-worker shortfall.
    • Critiques the "degree requirement" as a barrier, noting 40% of cybersecurity professionals lack four-year degrees and boot camp graduates often earn over $70,000 after 18–20 weeks of training.
    • The White House "Tech Hires" initiative aims to pilot employer-led pathways that value skills over credentials, specifically targeting "opportunity youth" and non-traditional candidates.
    • Success stories include individuals earning less than $30,000 transitioning to roles paying over $70,000 through accelerated training, challenging the reliance on legacy resume screeners.
  • Will.i.am: Cultural Relevance & Early Intervention

    • Observes that the "participation gap" exists because youth are addicted to consuming technology rather than building it.
    • Advocates for mandatory exposure to operating systems (iOS, Android, Windows) in school curricula similar to how physical education mandates sports.
    • Rebrands "hackathons" to "apathons" for urban youth to avoid negative connotations associated with the term "hacker" in certain communities.
    • Launched the "Little Triggers" program, engaging 300+ kids in robotics and coding starting at age 9 to compete with gang recruitment.
    • Argues that corporations should leverage marketing dollars for community engagement ("community marketing") to build value in neighborhoods before selling products.
    • Proposes treating music and math as a unified discipline to reconnect students with STEM concepts.
  • Audience Q&A Insights

    • Consumption vs. Creation: A consensus emerged that while devices are ubiquitous, the gap is not access but the ability to move from consumer to creator; digital badges and project-based learning aim to bridge this.
    • Math as a Language: Panelists argued that math should be treated as a fundamental language equal to English or foreign languages, with better integration into gamified learning environments.
    • Corporate Responsibility: Corporations are urged to open non-traditional hiring pathways, engage with race-specific mentorship (e.g., Black male engineers coaching in urban communities), and use their reach to normalize diversity in tech.
    • Mentoring Models: Technology can facilitate remote mentoring (Skype/Viber) to scale guidance for geographically dispersed sailors and urban youth, though "high-touch" in-person mentorship remains critical for retention.
    • Future of Education: Panelists anticipate a future where public-private partnerships, game-based assessments (like Plants vs. Zombies), and real-time translation technology transform learning and communication.