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Knowledge Token

KNOWLEDGETOKEN

Intellectual Currency for the Global Community

Intellectual Currency

Knowledge Token® (Knowken®) is designed to fundamentally transform the way in which learners, educators, and educational content creators acquire, distribute and generate knowledge.

As an incentive and participation token that is awarded to learners in exchange for intellectual achievements, while privately and securely recording corresponding academic progress, Knowledge Tokens are issued in amounts that correspond to the units or amounts of knowledge, skills and/or credits that learners earn.

Knowledge Token® can be considered to be intellectual currency and, as such, may be used to pay for goods and services such as mobile phones, tablets, computers, games, textbooks, tuition and more.

Following an inclusive global participatory approach to the design, development and deployment of Knowledge Token®, the Knowledge Foundation adheres to the core principle of being "open to all."

 

Knowledge Token® was introduced to the public in 2017 at the international Immersive Italy Summit in collaboration with INDIRE, the research division of the Italian Ministry of Education. Founded in 1925, INDIRE (National Institute for Documentation, Innovation and Educational Research) is the Italian Ministry of Education's oldest and most highly regarded educational research organization and is considered the benchmark for educational research in Italy.

 

 

Academic Transcripts

Knowledge Token® features the ability to privately and securely capture, record and represent the knowledge, skills and/or credit earned by learners via formal and informal education, educational software (e.g., websites, applications, mobile apps, etc.), training exercises and scenarios, self-paced and self-directed educational experiences, professional development (PD), and other forms of teaching, training and education.

These forms of knowledge-, skill-, and credit-based information and data include, but are not limited to, attendance and participation records, quiz results, test and exam results, progress and status reports, assessments, logs, rubrics, numerical grades, letter grades, pass/fail grades, grade point averages (GPA), scores, credits, credit hours, credit by examination, semester credit hours, contact hours, certification and certificates, degrees, diplomas, and so forth.

 

Knowken® Store

Knowledge Token (Knowken) store

Every product in the Knowken® Store can be purchased entirely with Knowledge Token incentive and reward tokens. Participants in Immersive Education clubs (iED Clubs) and camps (iED Camps) are authorized to sell their own items in the Knowken® Store.

 

 

How do Knowledge Tokens "work"?

Knowledge Token (Knowken) Figure 1

Knowledge Token are digital incentive, participation and reward tokens that are issued in amounts that correspond to the amount or units of knowledge, skills and/or credits that learners earn through the successful completion of tasks and activities using digital software (i.e., websites, software applications, mobile apps, etc.) and/or non-digital means such as traditional non-digital classes or courses, hands-on training, pencil-and-paper assignments and examinations, etc.

Upon the successful completion of a specified task or activity the corresponding quantity of Knowken® digital tokens are created and issued via software programs that run on specially configured Internet server computers. The software responsible for creating, issuing and managing the tokens runs on the "server-side" and, as such, is not visible or accessible to end users (the software can not be downloaded to a computer or mobile device, for example, since it runs on specially configured Internet server computers that aren't visible or accessible to end users). In this way the entire process of creating, issuing and managing Knowken® digital tokens is entirely transparent and invisible to the end user.

Learners who have earned Knowkens can redeem them for goods through the online Knowken® Store and other online websites that are authorized to interface with end users for such purposes.

 

Knowken® Interview

Knowledge Token (Knowken) MAGAZINE COVERWhat is a Knowledge Token? Learn about the Knowken incentivization and reward system in the 2018 Magazine of the International Child Art Foundation interview with Aaron E. Walsh, Director of the Knowledge Foundation and Immersive Education Initiative.

 

 

Working Groups

Open international standards related to Knowledge Token® and blockchain in the field of education are developed by Knowledge Foundation members through Technology Working Groups (TWGs) and non-technical Working Groups (WGs) that are chaired by faculty, administrators, and researchers.

Whereas Working Groups address non-technical aspects of the system, such as legal and economic matters, Technology Working Groups develop, deliver and maintain technological materials such as technical reports, design documents, specifications, reference implementations, software implementations, conformance test suites, best practices, curricula, usage guides and reviews of deliverables produced by other TWGs.

For an overview of active WGs and TWGs refer to the Knowledge Groups area.

 

Impact

Our mission is to make Knowledge Token® universally accessible to every learner everywhere.

Knowledge Token® is designed to transform the learning and teaching experience in an inclusive manner by enabling learners from around the world to benefit from it irrespective of their age, location, financial status or social status.

The Knowledge Foundation adheres to the core principle of being "open to all" by following an inclusive global participatory approach to the design, development and deployment of Knowledge Token®.

To this end, the foundation and our collaborators are working closely with academics, engineers and students across countries and continents, including Switzerland, the United States, United Kingdom, France, China, Africa, Latin America and Asia.

By making educational opportunities equally available to all — from the global North to the global South — Knowledge Token® is being created in the spirit of "nothing for us without us."

Significantly, Knowledge Token® contributes to several UN Sustainable Development Goals and, most importantly, SDG 4 (Quality education).


UN Sustainable Development Goal 4

COLLABORATORS

Immersive Education Initiative logo

Immersive Education

The international Immersive Education Initiative (USA)

HSLU logo

Hochschule Luzern

Lucerne University of Applied Sciences and Arts (Switzerland)

MIT logo

Mass. Institute of Technology

Massachusetts Institute of Technology Bitcoin Club (USA)

University of Oxford Blockchain Research Centre logo

Oxford Blockchain Cntr

Uni. College Oxford Blockchain Research Centre (UK)

University of Zurich logo

University of Zurich

University of Zurich Blockchain Center (Switzerland)

Yale University Blockchain Club logo

Yale University Blockchain Club

Yale University Blockchain Club (USA)

Brown University Blockchain Club logo

Brown University Blockchain Club

Brown University Blockchain Club (USA)

INTERNATIONALPARTNERS

United Nations Global Resource for Anti-Corruption Education and Youth Empowerment (GRACE) logo

United Nations

Global Resource for Anti-Corruption Education & Youth Empowerment (GRACE)

United Nations Office on Drugs and Crime logo

United Nations

United Nations Office on Drugs & Crime
(UNODC)


Origin / History

Knowledge Token® and the Knowledge Foundation originated with the Immersive Education Initiative

Immersive Education logo

Millions of Learners Worldwide

Immersive Education Initiative, the world's foremost experts in immersion and immersive technology, is a non-profit international collaboration of educational institutions, research institutes, museums, consortia and companies. The Initiative was established in 2005 with the mission to define and develop standards, best practices, technology platforms, training and education programs, and communities of support for virtual worlds, virtual reality, augmented and mixed reality, simulations, game-based learning and training systems, immersive teaching and immersive learning platforms, and fully immersive environments such as caves and domes.

Thousands of faculty, researchers, staff and administrators are members of the Immersive Education Initiative, who together service millions of academic and corporate learners worldwide.

Collaborators and Summit speakers include faculty, researchers, graduate students, and executives from the world's leading academic and cultural organizations, universities, and companies, such as United Nations, United States Department of Education, Harvard University, University of Oxford, Massachusetts Institute of Technology (MIT), The Smithsonian Institution, Stanford University, NASA, Google, Microsoft, Intel, Twitter, Disney, Oracle, Computerworld, Italian Ministry of Education, the Louvre Museum and Palace of Versailles, Royal Institute of Technology (Sweden), Sorbonne University (France), Keio University (Japan), Nippon TV (Japan), National University of Singapore (NUS), Government of New South Wales (Australia), Israel Ministry of Education, University of Glasgow (UK), European Learning Industry Group (ELIG), Università degli Studi di Padova (University of Padua, Italy), University of Zurich (Switzerland), Trinity College (Ireland), University of Barcelona (Spain), Italian National Research Council (Consiglio Nazionale delle Ricerche), Universidad Carlos III de Madrid (Spain), and many more world-class organizations

To learn more visit https://ImmersiveEducation.org


SUMMIT PARTICIPANTS



Past participants logos

SUMMITSPEAKERS

Titles and organizations at time of speaking

AARON WALSH

Aaron E. Walsh

Immersive Education

Founding Director of the Immersive Education Initiative (iED) and Boston College faculty

Janis Karklins

Ambassador Janis

United Nations

Asst. Director General, United Nations Educational, Scientific & Cultural Organization

Tim Magner

Tim Magner

U.S. Dept of Education

Director, Office of Educational Tech, U.S. Dept. of Education & Immersive Education advisor

Rick Wallner

Rick Wallner

U.S. Park Service

Chief Ranger, U.S. Dept. of the Interior National Park Service (NPS) and Immersive Education club advisor

Cynthia Breazeal

Cynthia Breazeal

MIT Media Lab

MIT Media Lab Associate Director and Massachusetts Institute of Technology Prof. of Media Arts & Sciences

Chris Dede

Chris Dede

Harvard

Harvard Graduate School of Education Timothy E. Wirth Professor in Learning Technologies, Harvard University

Bill Roscoe

Bill Roscoe

Oxford

Fellow of University College, Oxford, and Director of University College Oxford Blockchain Research Centre

Melissa Carrillo

Melissa Carrillo

Smithsonian

Director of New Media & Technology, Smithsonian and Immersive Education Initiative Arts and Culture co-chair

Sandy Pentland

Sandy Pentland

MIT

Co-creator and co-director, Massachusetts Institute of Technology Media Lab and Media Lab Asia

Henry Kelly

Henry Kelly

Federation of American Scientists

President, Federation of USA Scientists & Immersive Education advisor

Daniel Laughlin

Daniel Laughlin

NASA

Lead Researcher, National Aeronautics and Space Administration (NASA) Learning Technologies

Mitchel Resnick

Mitchel Resnick

MIT

Professor of Learning Research and Director of MIT Okawa Center & Lifelong Kindergarten group

Terry Beaubois

Terry Beaubois

Stanford

Faculty, Stanford University and Co-Chair of the Immersive Education Initiative Open File Formats TWG

Katie Fico

Katie Fico

Disney

Stereoscopic Supervisor, Disney Animation Studios and Academy Award®-winning film "Frozen"

Caskey Dickson

Caskey Dickson

Google

Senior Principal SRE/SWE (Site Reliability Engineer and Software Engineer), Google

Brian Johnson

Brian Johnson

Intel

Futurist, Intel Corp. and professor at University of Washington & California College