Thrive is an approach to learning supported by a platform, curriculum and community designed to help youth realize their potential and thrive in a complex, rapidly changing, digitally connected world. We are at an exciting time in which innovative technologies, learning sciences research, and the changing educational ecosystems make possible the realization of transformative research-based learning innovations. Whether the learning is interest driven or externally mandated, it is now possible to build learning trajectories that can allow ALL learners to achieve in ways that unlock meaningful life and career pathways. It is this possibility that drives the Thrive initiative.
Being able to thrive requires building within the learner the capacity to continually build the capacity to take on new challenges across disciplines and throughout their life. We unlock this potential by providing an engaging curriculum that structures learning as a combination of aspirational goals, as well as carefully sequenced self-directed and facilitated activities designed to cultivate the critical dispositions and essential literacies necessary to unlock relevant and exciting futures. Whether the learning is interest driven or externally mandated, the goal is to ensure that ALL learners develop the ability, confidence, and commitment to achieve at the highest levels.
The Thrive vision has emerged out of a collaboration between the Center for Games and Impact E-Line Media, and is based on the following pedagogical pillars which are being realized across multiple projects and built into an impact-friendly business model. The attached pillars guide this work from pedagogy to practice to sustainable and scalable outcomes.
About Sasha A. Barab PhD
Sasha Barab is a Professor in the Mary Lou Fulton Teachers College at Arizona State University, where he co-founded and serves as the Executive Director of the Center for Games and Impact.
Dr. Barab is an internationally recognized Learning Scientist who holds the Pinnacle West Chair of Education, and who has researched, designed, and published extensively on the challenges and opportunities of using games for impact.
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