This document summarizes presentations from three speakers on expanding the definition of learning. Dr. Nadja Reilly discussed partnerships for innovative real-world learning and social emotional wellness projects in virtual worlds. Jennifer Kotler discussed Sesame Workshop's focus on teaching executive functioning skills like self-regulation through programming elements. David Aylward was also a presenter but their discussion is not summarized. The speakers argued for recognizing social emotional learning and skills developed in virtual worlds as important parts of the learning process.
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Digital Kids Summit 2015- Expanding the Definition of Learning focus on Social Emotional Learning
1.
2. Expanding the Definition of Learning
Dr. Nadja Reilly, Assoc. Dir., Freedman Center for Child and Family Development,
William James College
Jennifer Kotler, PH.D., VP Research & Evaluation, Sesame Workshop
David K. Aylward, Executive Strategist, iThrive Initiative
Moderator: Margaret Wallace
Chief Executive Officer
Playmatics
Twitter: @margaretwallace
3. Expanding the Definition of Learning
Dr. Nadja Reilly
Assoc. Dir., Freedman Center for Child and Family Development
William James College
4. Partnerships
in
Innova/ve
Real
World
Learning
Social
Emo*onal
Wellness
in
Whyville
WhyWellness Project
Numedeon,
Inc.
-‐
Whyville
5. The Need - Kids
• 15
million
(20%)
of
youngsters
age
9-‐17
have
diagnosable
psychiatric
disorders
with
at
least
minimum
impairment
• One
in
10
children
&
adolescents
suffer
from
a
mental
illness
severe
enough
to
cause
significant
impairment
• 30%
of
high
school
students
engage
in
mul*ple
high-‐risk
behaviors
such
as
substance
abuse,
sexual
ac*vity,
violence,
and
aPempted
suicide
• Fewer
than
one
in
5
receive
needed
treatment
in
any
given
year
6.
7.
8.
9. Virtual
and
Real
World
Impact
Withhold
judgment
Coping
Skills
Collabora*on
on
and
off-‐line
Crea*vity
and
Independent
Learning
Self-‐Regula*on
Rela*onships
with
Adults
10. Expanding the Definition of Learning
Jennifer Kotler, PH.D.
VP Research & Evaluation
Sesame Workshop
11. • (A)ffect
-‐
Ability
to
understand
and
manage
your
feelings
• (B)ehavioral
-‐
Inten*onal
self-‐control/impulse
control,
frustra*on
tolerance,
delay
of
gra*fica*on,
appropriate
social
behaviors,
friendship
skills,
manners
• (C)ogni*ve
-‐
Working
memory,
aPen*on
control,
planning,
flexible
problem-‐solving
(cogni*ve
flexibility/
aPen*on
shiZing),
persistence,
self-‐monitoring
ABCs of Self-Regulation
12. o Highlight vocabulary and language
such as: strategy, plan, rules,
directions, practice, remember,
self control, listen, stop and
think, pay attention, wait, breathe,
o Emphasize strategies with gestures:
stop and think, wait, control
yourself, remember etc.
o Model lessons such as learn from
mistakes and persist at tasks
13. Cookie Monster’s Challenge
Cookie Monster’s Challenge is a series of fun brain-building
games designed to challenge and engage young children (age
3-5). As children play, they practice important executive function
skills like self-control, focusing attention, remembering, following
directions, and problem solving – skills that are essential for
school readiness.
17. Expanding the Definition of Learning
Dr. Nadja Reilly, Assoc. Dir., Freedman Center for Child and Family Development,
William James College
Jennifer Kotler, PH.D., VP Research & Evaluation, Sesame Workshop
David K. Aylward, Executive Strategist, iThrive Initiative
Moderator: Margaret Wallace
Chief Executive Officer
Playmatics
Twitter: @margaretwallace