With the boundaries swiftly being erased between formal and informal learning, and digital devices increasingly migrating between home and school, what are educational media developers’ “must-know” statistics, trends, insights and innovations concerning kids, families and educators?
This document summarizes the keynote speech of Chris Kennedy, Superintendent of Schools in West Vancouver, about the impact of technology in schools during the COVID-19 pandemic. Kennedy discusses how the pandemic exposed gaps in technology infrastructure and investment across different schools and districts. He argues that technology can help overcome barriers to access and connectivity if implemented properly. Kennedy outlines trends in edtech like online learning, virtual reality, and artificial intelligence. He stresses that technology should be used as a tool to support learning and teaching, not drive it, and that building teacher capacity and focusing on pedagogy are most important for the future.
Game-based Learning for English Language LearnersJudie Haynes
This document discusses game-based learning (GBL) for English language learners (ELLs). GBL combines gameplay with defined learning outcomes to engage students in content instruction. It provides opportunities for collaboration, problem-solving, and developing different perspectives. The document recommends several digital games and apps that incorporate topics like STEM, literacy, and social studies for ELLs. Benefits of the game Minecraft are outlined, such as developing higher-order thinking and collaboration skills. Teachers are encouraged to discuss how they can incorporate GBL into their own content area instruction.
This document outlines a presentation by Dr. Betsy Diamant-Cohen and Cen Campbell on transforming preschool storytime. The presentation covers introducing new media tools to preschool storytime, including examples of using new media for typical storytime activities. It also discusses the importance of relationships and social emotional development for young children and how storytime can support this, as well as addressing early learning standards. The document includes sections on engaging parents, using repeat books in different ways, and transforming preschool storytime.
This document summarizes tips and guidelines for using new media such as apps and ebooks in children's storytime programs at libraries. It discusses evaluating apps and digital content for quality and age-appropriateness. Guidelines are provided from organizations like the AAP and NAEYC. Suggested apps that support early literacy are listed. Traditional storytelling tools like felt boards, puppets and music can also be used digitally. Modeling positive co-viewing behaviors for caregivers is emphasized.
Bridging the New Digital Divide: Innovation in Mobile Education �PlayScience
Presentation by Dr. J. Alison Bryant for Colombia 3.0 Innovation & Entrepreneurship Summit (Bogota, Oct. 31, 2013)
We look at the promise (and challenges) of mobile education around the world, with case studies of innovative approaches to solving educaitonal
AkLA 2015: Early Literacy & New Media for Young Children Pre-conferenceclaudiahaines
Slides from the Early Literacy & New Media for Young Children Pre-conference at the Alaska Library Association's 2015 annual conference in Juneau, Alaska.
Game based learning ppt presentation - final projectRobin Lemire
The document discusses game-based learning in early childhood education. It argues that play is important for early childhood development and that game-based learning can be an effective educational tool. Game-based learning uses digital games and virtual environments to engage students and help them learn while having fun. The document reviews research showing that game-based learning leads to better educational outcomes than traditional methods alone. It also examines the diffusion and adoption of educational games and virtual worlds in early childhood classrooms over time.
This document summarizes the keynote speech of Chris Kennedy, Superintendent of Schools in West Vancouver, about the impact of technology in schools during the COVID-19 pandemic. Kennedy discusses how the pandemic exposed gaps in technology infrastructure and investment across different schools and districts. He argues that technology can help overcome barriers to access and connectivity if implemented properly. Kennedy outlines trends in edtech like online learning, virtual reality, and artificial intelligence. He stresses that technology should be used as a tool to support learning and teaching, not drive it, and that building teacher capacity and focusing on pedagogy are most important for the future.
Game-based Learning for English Language LearnersJudie Haynes
This document discusses game-based learning (GBL) for English language learners (ELLs). GBL combines gameplay with defined learning outcomes to engage students in content instruction. It provides opportunities for collaboration, problem-solving, and developing different perspectives. The document recommends several digital games and apps that incorporate topics like STEM, literacy, and social studies for ELLs. Benefits of the game Minecraft are outlined, such as developing higher-order thinking and collaboration skills. Teachers are encouraged to discuss how they can incorporate GBL into their own content area instruction.
This document outlines a presentation by Dr. Betsy Diamant-Cohen and Cen Campbell on transforming preschool storytime. The presentation covers introducing new media tools to preschool storytime, including examples of using new media for typical storytime activities. It also discusses the importance of relationships and social emotional development for young children and how storytime can support this, as well as addressing early learning standards. The document includes sections on engaging parents, using repeat books in different ways, and transforming preschool storytime.
This document summarizes tips and guidelines for using new media such as apps and ebooks in children's storytime programs at libraries. It discusses evaluating apps and digital content for quality and age-appropriateness. Guidelines are provided from organizations like the AAP and NAEYC. Suggested apps that support early literacy are listed. Traditional storytelling tools like felt boards, puppets and music can also be used digitally. Modeling positive co-viewing behaviors for caregivers is emphasized.
Bridging the New Digital Divide: Innovation in Mobile Education �PlayScience
Presentation by Dr. J. Alison Bryant for Colombia 3.0 Innovation & Entrepreneurship Summit (Bogota, Oct. 31, 2013)
We look at the promise (and challenges) of mobile education around the world, with case studies of innovative approaches to solving educaitonal
AkLA 2015: Early Literacy & New Media for Young Children Pre-conferenceclaudiahaines
Slides from the Early Literacy & New Media for Young Children Pre-conference at the Alaska Library Association's 2015 annual conference in Juneau, Alaska.
Game based learning ppt presentation - final projectRobin Lemire
The document discusses game-based learning in early childhood education. It argues that play is important for early childhood development and that game-based learning can be an effective educational tool. Game-based learning uses digital games and virtual environments to engage students and help them learn while having fun. The document reviews research showing that game-based learning leads to better educational outcomes than traditional methods alone. It also examines the diffusion and adoption of educational games and virtual worlds in early childhood classrooms over time.
New England Library Association Conference 2012: Claire MooreCen Campbell
This document discusses technology programming and services for children at the Darien Library. It begins with an introduction to the library and outlines why technology is vital for meeting patron needs and developing 21st century skills. Several examples are provided of how the library incorporates technology into its children's services and programs, such as using iPads and apps to support early literacy and offering technology-focused programs for different age groups. Resources for implementing technology and evaluating apps are also shared.
This document discusses how Botany Downs Kindergarten in New Zealand has embraced technology integration in early childhood education. It began when teachers observed children texting and taking photos on obsolete cell phones, realizing they needed to incorporate the children's technology skills into learning. They have since integrated iPads, interactive whiteboards, movie-making, blogging and Skype to foster both individual and shared learning. Teachers act as role models by using technology for tasks like meetings and professional development. While starting with basic skills, the kindergarten aims to achieve "redefinition" by using technology for new activities not previously possible.
Digital Story Time - Preschool Programming with the iPadJennifer Gal
Workshop for Southern Ontario Library Service – February 2013
Harness the magic of the iPad to enhance your library’s preschool programming and outreach. Understand the difference between eBooks and book apps and learn why this new and rapidly developing format has profound implications for children's literature and exciting possibilities for library programming. Preview the best children's picture book apps and learn how to integrate the iPad into your story time repertoire. Gain practical tips for getting started and maximizing your app budget. Learn where to find a quality children’s book app and where to find reliable reviews and recommendations. Discover the impressive range of children’s apps available ‘beyond the book’ and explore other ways that the iPad can be used to create exciting and innovative children’s programs and services.
The document discusses game-based learning and how incorporating games and ICT resources can make learning fun. It outlines several benefits of game-based learning such as defined learning outcomes, real-world application of skills, feedback, and an immersive environment. It also discusses considerations for teachers in implementing game-based learning such as matching games to curriculum, time availability, and associated activities. The document provides examples of games that can be used and the roles of teachers and students. Challenges of game-based learning including curriculum integration and assessing learning are also presented.
The document summarizes Richmond Public Library's pilot program introducing iPads into their children's area. They purchased 8 iPads and loaded them with 79 educational apps, games, ebooks, and music apps that cost between $0-5 each. The program was well received by patrons and allowed the library to support children's use of new technologies. As a result, the library plans to purchase more iPads for other branches and expand the age groups served.
This document discusses using apps in the classroom and provides recommendations. It begins by outlining qualities to look for when selecting apps, such as ensuring content is developmentally appropriate. Strategies for evaluating apps are presented, such as whether an app adds meaningful learning. The document concludes by providing lists of recommended apps broken down by subject and grade level.
Sheryl Nussbaum-Beach explores the importance of blending learning with digital literacy skills to ensure success for our most at-risk students. Come hear about ways of broadening your technology program's reach and effectiveness for a full range of students, including those who have the most to gain from successful implementations.
The document discusses how digital game making in the classroom can promote higher-order learning. It notes that today's students are growing up in a world where computers will be vastly more powerful and that students need skills like problem solving, collaboration, and knowledge construction. The document argues that game making allows students to develop these skills by selecting and transforming information to construct new ideas and concepts. It also suggests that game making promotes cognitive, metacognitive, and affective development in students.
Connected learning for today's students must...
Merge digital and physical world.
Provide full engagement for learning.
Give content integrated authentic meaningful experiences.
Result in...Powerful ideas, powerful exploration, powerful PBL, powerful perseverance, and powerful practice.
Where Does It Live: Building Systems and Structures Around What You BelieveChris Lehmann
The document discusses building school systems and structures around educational values and beliefs. It advocates for progressive education using 21st century tools, with a focus on citizenship over workforce preparation. Several models are presented that emphasize inquiry, collaboration, student-centered learning, and connecting learning to the real world. The challenges of creating change and overcoming obstacles to transform traditional classrooms are also addressed.
12 Traits of Tech Elevated Educators #ucet15Vicki Davis
There are 12 habits that can help you improve your classroom, your use of technology and life. Let's delve into those habits as we discussed at #ucet15 in Utah in April 2015.
The document discusses how libraries and schools are using electronic games and gaming to engage students and enhance learning. It provides examples of libraries hosting gaming clubs and schools integrating games into subjects like science, physical education, and literacy. The document advocates that games can help students learn by doing rather than just learning about topics, and can motivate students to engage with curricula when presented in a language they understand.
The document discusses how today's students learn differently than in the past due to technology. It notes students are used to engaging with digital media and may not engage as well with traditional classroom learning. It suggests supplementing the curriculum with digital tools like blogs, wikis, and multimedia projects that allow students to reflect their understanding in real and engaging ways. By incorporating the technologies students already use, teachers can better facilitate learning for digital learners.
10 steps to a Successful iPad Implementation in SchoolsSam Gliksman
Sam Gliksman provides 10 steps for a successful iPad implementation in schools: 1) clarify educational objectives, 2) build a solid foundation like wireless infrastructure, 3) communicate the vision to parents and teachers, 4) develop management strategies for devices, apps, and content, 5) recognize issues with shared devices, 6) create simple workflows for content, 7) use apps as tools rather than solutions, 8) foster a culture of growth through ongoing training, 9) connect with others implementing iPads, and 10) expect the unexpected innovative uses of iPads in the classroom. The document outlines best practices and challenges based on Gliksman's expertise in iPad integration in K-12 education.
Welcome to the Digital Neighborhood: A Fred Rogers Center and Little eLit Dig...claudiahaines
Tanya B. Smith and Claudia Haines presented these slides during the Fred Rogers Center and Little eLit Digital Literacy Symposium at the Harford County Public Library in Maryland on April 7, 2015. Additional slides for the portion of the program about early literacy and Every Child Ready to Read can be found at: http://www.slideshare.net/claudiahaines/hcpl-new-media-and-young-children-training-ecrr-portion
# RSCON How To Turn Your Learning Management System Into An Online Playground.Sylvia's English Online
This document discusses using creative learning management systems (LMS) to encourage collaboration and creativity in education. It provides examples of LMS like NINGS, Edmodo, and ClubEFL that allow networking, collaborating, blogging and use of multimedia. Specific features are highlighted like notification systems, collaborative tools and user-friendly interfaces. Activities discussed include artistic book clubs, journaling, poetry, music, citizen journalism and real-life projects. Tools mentioned include Prezi, Eduglogster, GoAnimate, and storytelling apps. The LMS aims to develop empathy, social intelligence and global collaboration through peace projects and lessons that make a difference beyond the classroom.
The document discusses Glogster, a web-based platform that allows users to create online interactive posters combining text, images, videos and other media. It can be used by teachers and students to collaborate on projects, with teachers having oversight over student accounts and content. Benefits mentioned include engaging students, fostering skills like collaboration, and supporting different learning styles through a multisensory experience. Teachers provide positive feedback on how Glogster motivates students and facilitates exploration of topics.
Using computers-&-tablets-to-support-children's-learning-and-development.Roxie2013
The document discusses the benefits of using computers and tablets for early childhood learning rather than just as entertainment. It notes that technology can positively impact development, literacy, and numeracy skills when used intentionally to stimulate the senses and enhance learning. Specifically, writing programs, apps, and ebooks can improve literacy, while computer tools help children understand numeracy concepts like shapes, motions, and slideshows. The conclusion emphasizes that tablets and computers are most valuable when adults actively engage with children on the devices to support development rather than simply occupying them.
PlayScience: Media as a prompt for playPlayScience
Prepared for the First World Congress of Play, in San Francisco. September 2013.
In the never-ending battle over screen time, some say children's use of TV, computers, mobile media and game devices disrupts and discourages play. Increasingly, though, media are being used to prompt play away from the screen, often through the intersection of digital media and physical toys or products. Especially in the realm of unstructured or semi-structured play, media have powerful potential to inspire, inform and engage young people.
Presented by David Kleeman, SVP Insights Programs and PlayVangelist, PlayCollective (www.playcollective.com)
PlayScience: 10 things you need to know to PlayBig in the kids gaming space (...PlayScience
What are the keys to winning with kids today (and tomorrow)? We will reveal our "Top 10" list of things you need to know about what kids are doing, what is engaging them, and how we can use these insights to build the "next big things."
New England Library Association Conference 2012: Claire MooreCen Campbell
This document discusses technology programming and services for children at the Darien Library. It begins with an introduction to the library and outlines why technology is vital for meeting patron needs and developing 21st century skills. Several examples are provided of how the library incorporates technology into its children's services and programs, such as using iPads and apps to support early literacy and offering technology-focused programs for different age groups. Resources for implementing technology and evaluating apps are also shared.
This document discusses how Botany Downs Kindergarten in New Zealand has embraced technology integration in early childhood education. It began when teachers observed children texting and taking photos on obsolete cell phones, realizing they needed to incorporate the children's technology skills into learning. They have since integrated iPads, interactive whiteboards, movie-making, blogging and Skype to foster both individual and shared learning. Teachers act as role models by using technology for tasks like meetings and professional development. While starting with basic skills, the kindergarten aims to achieve "redefinition" by using technology for new activities not previously possible.
Digital Story Time - Preschool Programming with the iPadJennifer Gal
Workshop for Southern Ontario Library Service – February 2013
Harness the magic of the iPad to enhance your library’s preschool programming and outreach. Understand the difference between eBooks and book apps and learn why this new and rapidly developing format has profound implications for children's literature and exciting possibilities for library programming. Preview the best children's picture book apps and learn how to integrate the iPad into your story time repertoire. Gain practical tips for getting started and maximizing your app budget. Learn where to find a quality children’s book app and where to find reliable reviews and recommendations. Discover the impressive range of children’s apps available ‘beyond the book’ and explore other ways that the iPad can be used to create exciting and innovative children’s programs and services.
The document discusses game-based learning and how incorporating games and ICT resources can make learning fun. It outlines several benefits of game-based learning such as defined learning outcomes, real-world application of skills, feedback, and an immersive environment. It also discusses considerations for teachers in implementing game-based learning such as matching games to curriculum, time availability, and associated activities. The document provides examples of games that can be used and the roles of teachers and students. Challenges of game-based learning including curriculum integration and assessing learning are also presented.
The document summarizes Richmond Public Library's pilot program introducing iPads into their children's area. They purchased 8 iPads and loaded them with 79 educational apps, games, ebooks, and music apps that cost between $0-5 each. The program was well received by patrons and allowed the library to support children's use of new technologies. As a result, the library plans to purchase more iPads for other branches and expand the age groups served.
This document discusses using apps in the classroom and provides recommendations. It begins by outlining qualities to look for when selecting apps, such as ensuring content is developmentally appropriate. Strategies for evaluating apps are presented, such as whether an app adds meaningful learning. The document concludes by providing lists of recommended apps broken down by subject and grade level.
Sheryl Nussbaum-Beach explores the importance of blending learning with digital literacy skills to ensure success for our most at-risk students. Come hear about ways of broadening your technology program's reach and effectiveness for a full range of students, including those who have the most to gain from successful implementations.
The document discusses how digital game making in the classroom can promote higher-order learning. It notes that today's students are growing up in a world where computers will be vastly more powerful and that students need skills like problem solving, collaboration, and knowledge construction. The document argues that game making allows students to develop these skills by selecting and transforming information to construct new ideas and concepts. It also suggests that game making promotes cognitive, metacognitive, and affective development in students.
Connected learning for today's students must...
Merge digital and physical world.
Provide full engagement for learning.
Give content integrated authentic meaningful experiences.
Result in...Powerful ideas, powerful exploration, powerful PBL, powerful perseverance, and powerful practice.
Where Does It Live: Building Systems and Structures Around What You BelieveChris Lehmann
The document discusses building school systems and structures around educational values and beliefs. It advocates for progressive education using 21st century tools, with a focus on citizenship over workforce preparation. Several models are presented that emphasize inquiry, collaboration, student-centered learning, and connecting learning to the real world. The challenges of creating change and overcoming obstacles to transform traditional classrooms are also addressed.
12 Traits of Tech Elevated Educators #ucet15Vicki Davis
There are 12 habits that can help you improve your classroom, your use of technology and life. Let's delve into those habits as we discussed at #ucet15 in Utah in April 2015.
The document discusses how libraries and schools are using electronic games and gaming to engage students and enhance learning. It provides examples of libraries hosting gaming clubs and schools integrating games into subjects like science, physical education, and literacy. The document advocates that games can help students learn by doing rather than just learning about topics, and can motivate students to engage with curricula when presented in a language they understand.
The document discusses how today's students learn differently than in the past due to technology. It notes students are used to engaging with digital media and may not engage as well with traditional classroom learning. It suggests supplementing the curriculum with digital tools like blogs, wikis, and multimedia projects that allow students to reflect their understanding in real and engaging ways. By incorporating the technologies students already use, teachers can better facilitate learning for digital learners.
10 steps to a Successful iPad Implementation in SchoolsSam Gliksman
Sam Gliksman provides 10 steps for a successful iPad implementation in schools: 1) clarify educational objectives, 2) build a solid foundation like wireless infrastructure, 3) communicate the vision to parents and teachers, 4) develop management strategies for devices, apps, and content, 5) recognize issues with shared devices, 6) create simple workflows for content, 7) use apps as tools rather than solutions, 8) foster a culture of growth through ongoing training, 9) connect with others implementing iPads, and 10) expect the unexpected innovative uses of iPads in the classroom. The document outlines best practices and challenges based on Gliksman's expertise in iPad integration in K-12 education.
Welcome to the Digital Neighborhood: A Fred Rogers Center and Little eLit Dig...claudiahaines
Tanya B. Smith and Claudia Haines presented these slides during the Fred Rogers Center and Little eLit Digital Literacy Symposium at the Harford County Public Library in Maryland on April 7, 2015. Additional slides for the portion of the program about early literacy and Every Child Ready to Read can be found at: http://www.slideshare.net/claudiahaines/hcpl-new-media-and-young-children-training-ecrr-portion
# RSCON How To Turn Your Learning Management System Into An Online Playground.Sylvia's English Online
This document discusses using creative learning management systems (LMS) to encourage collaboration and creativity in education. It provides examples of LMS like NINGS, Edmodo, and ClubEFL that allow networking, collaborating, blogging and use of multimedia. Specific features are highlighted like notification systems, collaborative tools and user-friendly interfaces. Activities discussed include artistic book clubs, journaling, poetry, music, citizen journalism and real-life projects. Tools mentioned include Prezi, Eduglogster, GoAnimate, and storytelling apps. The LMS aims to develop empathy, social intelligence and global collaboration through peace projects and lessons that make a difference beyond the classroom.
The document discusses Glogster, a web-based platform that allows users to create online interactive posters combining text, images, videos and other media. It can be used by teachers and students to collaborate on projects, with teachers having oversight over student accounts and content. Benefits mentioned include engaging students, fostering skills like collaboration, and supporting different learning styles through a multisensory experience. Teachers provide positive feedback on how Glogster motivates students and facilitates exploration of topics.
Using computers-&-tablets-to-support-children's-learning-and-development.Roxie2013
The document discusses the benefits of using computers and tablets for early childhood learning rather than just as entertainment. It notes that technology can positively impact development, literacy, and numeracy skills when used intentionally to stimulate the senses and enhance learning. Specifically, writing programs, apps, and ebooks can improve literacy, while computer tools help children understand numeracy concepts like shapes, motions, and slideshows. The conclusion emphasizes that tablets and computers are most valuable when adults actively engage with children on the devices to support development rather than simply occupying them.
PlayScience: Media as a prompt for playPlayScience
Prepared for the First World Congress of Play, in San Francisco. September 2013.
In the never-ending battle over screen time, some say children's use of TV, computers, mobile media and game devices disrupts and discourages play. Increasingly, though, media are being used to prompt play away from the screen, often through the intersection of digital media and physical toys or products. Especially in the realm of unstructured or semi-structured play, media have powerful potential to inspire, inform and engage young people.
Presented by David Kleeman, SVP Insights Programs and PlayVangelist, PlayCollective (www.playcollective.com)
PlayScience: 10 things you need to know to PlayBig in the kids gaming space (...PlayScience
What are the keys to winning with kids today (and tomorrow)? We will reveal our "Top 10" list of things you need to know about what kids are doing, what is engaging them, and how we can use these insights to build the "next big things."
Digital Kids Summit 2013: Joby Otero, Former VP Art and Technology, Activisio...engagedigitalkids
The document discusses how to design products that people love by making them more human-centered. It argues that people are wired to respond to human qualities and interactions that trigger emotional responses in the brain. The document suggests focusing on a few key aspects to humanize products, like setting clear expectations and anthropomorphizing. It provides examples like the Roomba vacuum, Peggle video game, and Apple products to illustrate how focusing on humanity can make products people become attached to and enjoy using. The overall message is that products designed with humanity in mind are easier for people to love.
Digital Kids Edu 2013: Stuart Drexler, Chief Product Officer, Tykoonengagedigitalkids
Tykoon is a financial services platform that aims to empower kids to make smart money decisions through real-world experiences. It works by setting up family accounts where kids can earn money from chores, save towards goals, and be encouraged by parents. Key features include a mobile app, social sharing abilities, a kid-safe online store, and educational games/quizzes to teach financial literacy in a fun way. The company hopes to partner with banks and retailers to help kids learn skills like spending, saving, giving, and delayed gratification through a virtual currency system combined with parental praise and oversight.
Brett Somers, a former teacher, is now working in educational technology to develop tools to help current teachers. The document outlines teacher challenges in tracking student progress, adapting learning, and enabling student productivity. It also provides opportunities for developers to create tools that collect and report student data to teachers, use adaptive learning based on student performance, and foster collaborative learning through virtual environments. The goal is to disrupt education for the better by supporting teachers and students.
The document discusses an organization called The Whistle that aims to entertain, inspire, and equip kids with life skills through sports. It does this by reaching kids on screens where they spend 8 hours a day, leveraging sports as the top entertainment category and using pro athletes in a positive context. The Whistle challenges and rewards kids for healthy behaviors and involvement through TV shows, videos on demand, gaming consoles, mobile apps, and its website.
Digital Kids Edu 2013: Thijs Bosma, Founder, TribePlayengagedigitalkids
TribePlay is a developer of educational games for kids ages 3 to 6 based in Chengdu, China with offices in Shanghai and Chengdu. They have developed 11 Dr. Panda games focused on life skills available on Apple and Android devices, which have been downloaded over 10 million times total since 2012, with 7 million in the last 6 months and recent titles reaching the top 50 rankings in the US.
This document outlines a brand's mission to be the number one global kids brand for entertainment with substance by exciting and inspiring a new generation of explorers. It discusses using a "Weird But True" franchise across multiple platforms like apps and YouTube to engage kids throughout their learning life cycle in all things related to animals and the natural world. The goal is to reimagine traditional brands for today's digital natives.
This document discusses using imagination and conversation to create characters and story arcs that build relationships and connections through conversation, taking advantage of current technology like the iPad to create suspension of disbelief and testing through something called The Winston Show.
Digital Kids Summit 2013: Jason Morrell, Director of Sales, Games, Virtual Piggyengagedigitalkids
The document discusses how Virtual Piggy provides a solution for online shopping and payments for youth that is compliant with COPPA regulations. It allows parents to set up accounts and controls for their children, and enables children to safely shop at approved merchants using funds on their Virtual Piggy account. The document also outlines how Virtual Piggy partners with merchants to help drive user acquisition, transactions, and engagement with the under-18 demographic through integrated marketing campaigns.
PlayScience - Reframe the Game: The State and Future of Kids' Mobile PlayPlayScience
PlayScience unveiled cutting-edge consumer research (conducted in partnership with the Casual Games Association) that looked at what kids are playing in the app space on mobile devices and delves into the how, why, and so what of that play. Using our proprietary PlaySpectrum, we also viewed these apps through the lens of learning and positive impact, and showcase some best practices we see in mobile playful learning. Finally, we provide strategic insights for developing the most compelling products for kids and families, and then positioning your app and maximizing its value in this crowded marketplace.
Digital Kids Summit 2013: Dylan Collins, CEO, SuperAwesomeengagedigitalkids
SuperAwesome is a digital discovery platform for kids and teens that reaches over 8 million children per month across its network. It includes the largest online kids ad network and mobile ad network in the UK and Europe. SuperAwesome also operates subscription and loyalty programs that have hundreds of thousands of members. The company provides marketing solutions for brands spending over $1 billion annually to reach kids and teens safely and effectively online.
This presentation aims to help IP owners assess how children of today want to experience heritage brands in the digital space. Using models developed by Dubit we look at how children are consuming heritage IPs and how this can influence digital adaptations.
The presentation was presented by Dubit in 2013 at the iKids conference in New York, Sheffield's Children's Media Conference and Digital Kids in San Francisco where we were joined by Brad Jashinsky, Director of Digital Media for Summertime Entertainment - the team behind the forthcoming film Legends of Oz: Dorothy's Return.
Digital Kids Summit 2013: Renee Weber, VP, Consumer Strategy and Research, Th...engagedigitalkids
This document summarizes a live kids panel discussion about digital technology at the Digital Kids Conference in San Francisco. The panel discusses popular apps like Subway Surfer, what makes compelling games, favorite websites and social media platforms. Kids share videos about their favorite digital activities. The panel aims to provide insight into how children engage with different digital devices, apps, websites and social media. Contact information is provided for those interested in learning more.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
The conference brought together people from varied backgrounds related to children onto a common platform. 80 papers were presented under broad categories related to children's development, environment, education, and special needs. The varied backgrounds of participants led to interesting, fun, serious, controversial, and highly technical ideas and concepts all related to children. People were united in their goal of making a difference for children.
This document discusses how technology is changing the way students learn and identifies gaps between formal education and students' online learning experiences. It notes that students are parallel processors accustomed to random access of information and prefer visuals, gaming, and teaching themselves. The document calls for education systems to shift focus from content delivery to context, participation, co-creation, and developing skills like collaboration, creativity, and problem-solving to prepare students for future careers. It advocates experimenting with new pedagogical approaches centered on themes like improvisation, imagination, and interaction to better engage today's students.
Why Schools Should Be Like a Family RestaurantAlec Couros
Schools should embrace social connectors and technology to become more like a family restaurant. This means understanding students' interests and tastes, being visible leaders, continuously assessing what is being "served", and allowing individuality and social learning. Privacy may no longer be possible, so schools need transparency and to allow for forgivability as students develop identities online. The focus should be on relationships, catering to unique needs, having fun, and crowdsourcing mentors rather than relying only on a prescribed curriculum. In the end, schools need to realize students have choices and work to maintain positive reputations.
This document introduces the Kalala Magic Pen and its accompanying early education platform called Kalala's Smart Park. Some key points:
- The Magic Pen works with the Smart Park app to teach kids writing and drawing in a fun way through changing colors and tools. Drawings come to life in the app.
- Smart Park is an iPad-based early education platform that includes areas for art, library, lessons, and parental controls. It stores kids' work and resources in the cloud.
- In addition to the pen and app, kids get access to educational eBooks, English lessons, and interactive stories through the platform to learn at their own pace.
This document discusses best teaching practices for engaging digital native students, as outlined in Donna Walker Tileston's "Ten Best Teaching Practices". It recommends creating a supportive learning environment, incorporating varied teaching strategies, helping students make connections, teaching for long-term memory, promoting higher-order thinking, collaborative learning, bridging gaps, authentic assessments, real-world applications, and seamlessly integrating technology. Classroom examples are provided for each practice area.
The document discusses how learning is changing from isolated and generic learning to connected, personalized, and lifelong learning. It notes that knowledge is moving from individuals to networks of individuals. It argues that schools need to change from their traditional models to adapt to this new landscape where learning is mobile, networked, global, and collaborative. It provides eight shifts that schools and learners need to make, such as learning to interact with strangers, developing an online presence or "G-portfolio", becoming skilled with digital tools, learning to manage and synthesize information, developing skills to evaluate sources of information, following personal passions, and learning how to be lifelong learners.
An overview of recent research into home-school relationships given at Futurelab's research insights day, April 29th 2010 in London.
Lyndsay Grant, Futurelab
The ELT environment has seen enormous changes over the past decades. Now as we enter the 21st century we find ourselves in a new era where digital technologies will be key to enhancing the learning experience. In this talk we will look at these new tools and how our concepts of education are evolving around them. We will also discuss what impact this has on the relationship between teachers and students.
C:\Fakepath\What Will My School Library Look Like Injorgy
The school library of the future will continue to provide resources and promote learning, but it will look very different than today. Most information will be accessed through computers and online rather than physical books due to the wealth of up-to-date information available on the internet. Teachers will focus on developing students' digital literacy skills and teaching them how to navigate the online world responsibly and critically evaluate information. The library will become a collaborative learning environment where students can interact, share ideas, and work together through technology like blogs, social media, and virtual classrooms. By speaking the digital language of students and creating an engaging atmosphere, future teacher-librarians can promote "cool" learning.
C:\Fakepath\What Will My School Library Look Like Injorgy
The future school library will continue to serve its fundamental purpose of providing resources and information to students, staff, and parents. While reference books and printed materials will decrease, access to online information through computer stations will be the dominant source of information. Both traditional printed books and ebooks will continue to be available resources for pleasure reading. As the primary source of information shifts online, teaching digital literacy and citizenship skills will become increasingly important roles for teacher-librarians to help students effectively navigate the digital world. The future library will also foster more interaction through online collaboration, social media, blogging, and virtual classrooms to engage students in dynamic, participatory learning.
Marc Prensky (2014)_The World Needs a New Curriculum CARMEN VIEJO DÍAZ
Lectura del Foro _Asignatura : 50019 Procesos y Contextos Educativos , 1er semestre
Máster Universitario en Formación del Profesorado de Educación Secundaria Obligatoria, Bachillerato, Formación Profesional y Enseñanza de Idiomas
.
FUNCIONES :
1. Preparación o revisión guía de la asignatura y del calendario.
2. Recursos de la asignatura.
3. Diseño de actividades guiadas.
4. Presentación- motivación asignatura.
5.Tutorias.
6. Foro seguimiento actividades guiadas.
7. Corrección actividades guiadas.
8. Elaboración y corrección de exámenes de evaluación continua.
9. Cierre de la asignatura.
10. Evaluación de la asignatura (corrección de exámenes, puesta de actas y revisión hasta publicación final)..
The document discusses the need to teach students effective web literacy skills. It notes that students today are "digital natives" but lack skills in evaluating online sources and content. A survey found that most students don't know how to form effective search queries, check the author or date of sources, or define how search engines return results. The document argues that teachers must improve their own web literacy skills and serve as models for students on conducting effective online research. It stresses the importance of lifelong learning and developing professional learning networks to stay current with changing technologies.
This whitepaper discusses gaps in modern learning and proposes solutions through an online learning platform called LearnRoll. It finds that while students are tech-savvy, they lack critical thinking and problem solving skills. There are also not enough teachers being trained. LearnRoll aims to develop skills like critical thinking, problem solving, social-emotional skills and financial literacy through gamified competency-based learning using avatars across devices. It analyzes learning through projects and badges to improve outcomes.
This document discusses appropriate uses of technology in early childhood classrooms from birth to age 5. It provides examples of developmentally appropriate activities using technology for infants, toddlers, and preschoolers that promote learning through interaction. Technology should be used as a tool to enhance learning in ways that are interactive and encourage social engagement. Examples given include reading e-books to infants, apps that allow toddlers to follow directions, and letter-writing games on tablets for preschoolers. Guiding questions for appropriate technology use ask if it is developmentally matched, interactive, fosters social interaction, and prepares young children for further learning.
Introducing the New Student Vision for Enabled, Empowered and Engaged LearningJulie Evans
This new student vision focuses on social-based learning, un-tethered learning using personal mobile devices anywhere and anytime, and digitally rich learning using tools like virtual reality, digital textbooks, games, and tablets.
This document outlines strategies and actions that school librarians can take to advocate for and ensure the survival and success of school library programs. It discusses building relationships with key stakeholders like students, teachers, parents, administrators, and legislators. It also addresses ensuring the library program is student-centric and keeps up with emerging technologies, digital citizenship, and 21st century skills. Specific suggestions include showcasing student work, offering technology training, facilitating connectivity through tools like Skype, creating blogs and wikis, and keeping stakeholders informed of trends and opportunities through reports and resources. The overall message is that librarians must look to the future, cultivate relationships, and promote their value in order to survive and thrive.
The document discusses how the world of learning is changing as the internet allows for easy, anytime, anywhere access to information and connections between individuals. It argues that schools need to shift to being more mobile, networked, personalized, and learner-driven to meet the needs of 21st century students. The author provides eight shifts that educators and schools should make, such as being open to learning from strangers online, helping students curate an online portfolio, and empowering students to follow their passions.
The document discusses stimulating creative thinking through educational games and storytelling across transmedia platforms. It explores how creativity is important for innovation and career success. Transmedia uses multiple media like films, games and apps to tell interconnected stories. Storytelling engages students and helps them learn and remember concepts. The document proposes researching how to develop an educational transmedia game for ages 7-12 that encourages creative thinking through meaningful stories. It outlines methods like interviews and testing with students and experts.
Similar to PlayScience: 10 Things You Need to Know About Kids as Digital Learners (20)
Presentation by Dr. J. Alison Bryant, CEO & Chief Play Officer, at Fordham University about how Millenial parents are using tech to make their lives better and easier, and engage with their families.
Playing Big Across Generations: 5 Top TipsPlayScience
Insights for companies seeking to design media, games, toys, technologies or experiences that will bring generations together. Hint: the screen is just one entry point.
Gen Z and Cause-Related / Pro-Social Branding: 8 Rules for Playing BigPlayScience
Virtually every report on Generation Z focuses on how much they want to do good in the world. Supporting them in that desire and effort gives you the chance to do well by doing good, but it has to be done right.
PlayCollective is a consumer research, strategy and product group that helps organizations better UNDERSTAND and ENGAGE with kids and families, with a special focus around learning and play. We’ve worked with brands big and tiny, for profit and non-profit, in the formal and informal education worlds, and the pure entertainment space.
PlayScience: 10 Predictions for the Next 10 Years of Kids' MediaPlayScience
This document outlines 10 predictions for the next 10 years in children's media. It discusses how television, mobile devices, games, toys, transmedia, play, gatekeepers, eLearning, family media ecology, and computer-mediated communication will change and evolve over the coming decade. Key trends include the growth of ubiquitous mobile devices, younger children having their own screens, families bonding over shared video and game content on various platforms, and an emphasis on using media and technology to support children's learning. However, it also notes new challenges as busy families balance time together with individual media use.
PlayScience - Families and eBooks - Digitial Book World WebcastPlayScience
Nearly 1/3 of kids in the US have access to a tablet, and usage is increasing rapidly. Kids are using tablets frequently, with 60% using them 4 or more times per week. The most common activities are games, reading or listening to stories, looking at pictures, and watching videos. Parents view educational apps as those that promote problem solving, creativity, and 21st century skills over traditional educational factors. They want apps to assess reading progress and provide reading level information. Effective e-book design incorporates interactivity, customization, and navigation features optimized for kids.
PlayScience - Families and Gaming - Casual Connect Seattle 2012PlayScience
The document discusses research and trends related to families and gaming, including that over 70% of parents think playing mobile games helps their child's development, families tend to adopt new technologies early and spend over $2 trillion annually on technology and entertainment, and grandparents are playing an increasingly important role in families including child entertainment choices. It provides an overview of gaming and technology trends relevant to creating products for kids and families.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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Slideshare: http://www.slideshare.net/PECBCERTIFICATION
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
3. There are digital ways to
Learn, Practice, and Play"
Videos
Music
Interac0ve
Games
Print
Ac0vi0es
4. Transmediated Learning "
Curriculum goals across a property ≠
teaching the same thing on all platforms"
"
Ideally, transmedia “pushes” kids to the"
"
✓ right content, on the "
✓ right platform, at the"
✓ right time"
"
and allows them"
“pull” content "
from the platform"
they want"
8. …but still needs core literacy features"
Back
To
School
In
An
E-‐reading
World,
Volume
2
Of
The
Abcs
Of
Kids
And
Ebooks,
PlayCollec0ve
and
Digital
Book
World,
2013
12. Gamification is not a panacea"
Gamification can help with short-term
engagement, but is not a long-term solution"
Intrinsic
Motivation
Extrinsic
Motivation
13. Instead, focus on the
learning design behind games"
• Producing and collaborating, not just consuming"
• Opportunities for informal assessment without “testing”"
• “Leveling up” and “Failing Up”"
• Personalization"
• “Learning Positioning Systems” (LPS) – orientation via a visual
display of progress, with instant feedback"
16. We have to keep time spent playing
in mind as we develop"
About 1/2 of
preschoolers spend
11-20 minutes playing
per session; 2/5 only
spend 5-10 minutes"
Source: Cooney Center. (2010). Learning: Is there an app for that?
21. Communication is a key skill"
Being able to chat doesn’t
mean that kids are learning
communication"
And as we move to
virtual learning, we need
to spend time teaching
virtual social skills"
We still tend to develop
intra-culturally, not with
the global world kids
live in digitally in mind"
23. • 900,000 iOS apps / 150,000 in Education"
• 48,000 kid app developers"
The Challenges of Scale"
24. Parents are prepared
to believe in Ed Tech…mostly"
Paren0ng
in
the
Age
of
Digital
Technology
Northwestern
University
Center
on
Media
and
Human
Development,
2013
25. Parents still place value on non-digital"
But, they will pay"
33% less for ebooks than
for print books."
Parents will pay more for
educational ebooks than
for those intended to
“entertain.”"
But that is still "
40% more than"
what they are"
willing to pay for an app!
Back
To
School
In
An
E-‐reading
World,
Volume
2
Of
The
Abcs
Of
Kids
And
Ebooks,
PlayCollec0ve
and
Digital
Book
World,
2013
26. Parents still place value on non-digital"
Paren0ng
in
the
Age
of
Digital
Technology
Northwestern
University
Center
on
Media
and
Human
Development,
2013
27. But their definition of
“educational” value is changing"
22%
4%
25%
66%
18%
73%
74%
29%
81%
18%
So, what makes an app
educational for parents?
1. Promotes problem solving skills
2. Encourages creativity
3. Teaches topics in a subject area
4. Focus on specific skills
Core 21st Century SkillsSubject area focus
Source: PlayScience, Ruckus Reader Study
28. Back
To
School
In
An
E-‐reading
World,
Volume
2
Of
The
Abcs
Of
Kids
And
Ebooks,
PlayCollec0ve
and
Digital
Book
World,
2013
But their definition of
“educational” value is changing"
29. Parents want data
…but not too much data!"
..but when they get too
much data they get
overwhelmed and “turn
off” (or feel guilty)."
When parents have
data, they become
more engaged in the
learning process…"
33. Reading on Old Tablets?"
Back
To
School
In
An
E-‐reading
World,
Volume
2
Of
The
Abcs
Of
Kids
And
Ebooks,
PlayCollec0ve
and
Digital
Book
World,
2013
38. Platforms for play
change by age"
Younger
kids
lean
toward
tablet
use,
whereas
older
kids
are
more
computer
and
gaming
system
oriented.
Source: PlayScience, Global Gaming Generations study – includes U.S., Mexico, Germany, China
Top 10 things we need to know more about, when it comes to digital learning, in both formal and informal contexts.These refer mostly to informal learning, but as we all know the two worlds are coming closer and closer,especially as parents seek enrichment, schools seek engagement and contextualized teaching and learning, and smart devices travel between home and school.
Educational content developers are moving away from the "TV first" strategy, in which curriculum and goals are set based on the TV narrative and the other platforms are created simply to be reminiscent of the TV approachInstead, we’re learning that we have to look at multiple elements of the curriculum and pedagogy, the audience and match it to the available platforms – complexity of the material, repetition….
We are also learning that we haven’t mastered the best potential for these platforms to teach, or how they best work together to create a coherent multi-platform package. We need to be thinking about what you can/should teach on each platform, as well as the “best possible mix” for learning.You might think about it as “Onion” effect – we may be teaching one thing but need to engage the literacies of another (can’t teach science if the kids can’t read the content)
The reality of transmedia learning is that kids learn differently from TV than from interactive games than from music than from ebooks and so on. The key things to keep in mind for building transmedia content are:Match the medium to the message (and the learning objective and pedagogy);Push or guide kids among platforms, at the right moments for them to learn the particular material;Make sure the resources are in place for them to “pull” what they need, if they want to review or rehearse.
Ready to Learn program (US DoE funded). Built to be digital first, though there are plans to bring it to TV later. The curriculum is built on common core math concepts but reframed thoughtfully, so that the individual elements of the standards are aligned with the appropriate platformUMIGO is using a Learn-Practice-Play constructivist approach to learning.We built a unique “Maker Math” curriculum framework where engaging with the Common Core math standards brought chidlren into the context of makingBut then we have been working with the producers to define how to bring learning to life across platforms.For example: LEARNING math literacy is a great fit for music videos, but LEARNING complex math concepts is not. And PRACTICING is a great fit for more close-ended interactive games, while PLAYing is great for more open-ended interactive games and in-person outreach programs.And we are setting up the program for our outreach partners so that every unit has kids on multiple platforms L-P-Ping about a concept – cycles where the narrative cycle exists across platforms, where some are learn, some are practice, some are play – comes back together at the end of an arc for a “big make”WHICH IS A GOOD SEGUE TO….
As technology developers, content creators and – most importantly educators and parents - gain more experience with technology in education, we are gaining new insights not only into what devices do best and not so well, but – most interestingly, I think - also into how they are perceived in their usage.
For example, parents see the value of an ebook in teaching science, social studies, and math; but those haven’t yet necessarily been the subjects that have been a focus for ebooks.
Parents are much less interested in whether there are embedded games in an ebook than in whether it support acquisition and mastery of reading skills – word sounds, visual recognition…Again, it’s like the onion – parents first and foremost want educational ebooks to support literacy, but for them it’s not just as a technology, but as a content delivery system.
We often forget that kids bring mediated learning into real life, even when we don’t plan for it. And we’re getting awesome new IRL tools, like 3D printers to play with!As kids’ digital and physical lives get more and more intertwined, we need to make sure we’ve created opportunities for kid who are truly engaged by the content to take what they’ve learned and play or build with it. “Blue’s Clues” was a good example of conscientious development of CP – started with the show’s tools for problem solving.
Increase in toys and games and products that empower kids to make things – take the play pattern and encourage them to make their own; serious tools for creation so that kids’ results can live up to their vision of it – BamzookiThis has resulted in a lesson for educational content creators that is sometimes difficult for them - we have to let go of our IP and invite kids in as collaborators
A game can be no better than a flashcard, for learningGames often rely on extrinsic motivation – the badge, the level up – but ultimately for life-long learning, people need intrinsic motivation to learn
Give thought to the unique attributes and advantages of game-based learning – including the idea that failure is not a bad thing, as long as you “fail up”Show them along the way how they’re doing – don’t just let them play and then deliver a result.James Paul Gee: Students should be producing in school, not just consuming. They should be working collaboratively to solve real and hard problems. They should be "modding" the curriculum, redesigning it for themselves and others. Good game designers produce a well-mentored, well-designed problem space (the software) and help produce and enable interest-driven groups on the Internet that discuss, research, reflect on, mod, and theorycraft the game.
Let’s break this lesson into two parts – and start with ”kids love to learn”
There is a reason that Google (and YouTube as a search engine) are the top sites for kids and tweens. – SCHOOL AGE, TOO – don’t assume they hate to learn
And the second part of the lesson – make it “byte size” refers to understanding children’s attention span, typical engagement and available time – and not overwhelming them
Explain “closed-creativity continuum”
to what extent do we want to foster divergent thinking [creativity] vs. convergent thinking [working toward a common “right” answer]?How do we assess open-ended?
That said, kids will bring their creativity to whatever we make – closed or open – you can view their experimentation as an attribute or a bugThese images from Habbo Hotel – Habbo’s decorating options didn’t include a swimming pool, but kids took other things they could build and made them into swimming pools Mark Schlichting, creator of the Living Books and – more recently – Noodlewords, discovered that kids were taptaptapping his app; made it a feature rather than disabling it…
This is an area that often gets left out of digital learning, though it’s the basis of the “Educational curriculum” in a lot of kids TV
If you are going to build in a communication curriculum, it needs to go beyond chat. Chat is communication, not social-emotional learning, unless you scaffold it for learning emotional and social literacyLike the “onion” I referred to before, effective content learning is a challenge without a foundation in digital media literacy – etiquette, privacy, credibility, sharing; so this becomes a curriculum area of its ownAlso, remember that kids are naturally global, by virtue of the internet, but the content online, in apps, and on TV is global by business choiceNot just international - I had an introduction to the LIFE 1881 program in Wales, that is using technology to encourage communication among schools in very different kinds of neighborhoods
Northwestern University study found parents were not as anxious as we all seem to believe about their children’s time spent with screens, or their media choices.That said, with statistics like those above, on the they do need more resources to help them identify what’s good, and what’s right for their child’s learning needs at that moment.We can start by talking more about what goes into our works, and not trying to predict learning outcomes that we can’t support with research. A bit of self-promotion – this article was my response to the Campaign for a Commercial Free Childhood’s complaints of “deceptive marketing” against two companies. They were wrong - to claim that an app "teaches" is not a promised outcome; it's a stated purpose. It refers to curriculum and intent, and doesn’t claim that every child will achieve the same result.
As I noted, Northwestern’s research found that parents aren’t as anxious as we are led to believe. They even have optimism about the teaching potential of computers and mobile media, though they are concerned about things like attention span.Though schools are ramping up their purchases of new digital media, as of the beginning of this summer, just over half of all e-reading devices in classrooms were being provided by the parent, not the school. Similarly, there was a pretty even split between ebooks being provided by the school andthose provided by the parent.
As powerful as learning media have become, parents still like physical products for their children’s education. They’ll pay more for print books than for ebooks, but more for educational ebooks than for pure entertainment…and more for ebooks than for apps!
They’ll also look first to books and toys, before screens, when they want to engage their children in learning activities.
Parents’ responses to what makes an app “educational” strongly feature 21st Century necessary skills like encouraging creativity and problem solving.
And the same is true in the very recent PlayScience study of eBooks – reading and literacy are at the top, but problem solving and creativity are just behind.
Not only the quantity of data can make kids feel guilty; sometimes the type of data does – we need to avoid increasing parents’ anxiety with data designed to turn up the pressure to learn on the kid (Buckleitner: "you can't bake a cake faster by turning the oven to 500…")
The full ecosystem – not just home and school, but neighborhood and other places they go commonly, and all the people who are there
Even down to how they use the devices – kids with older siblings have a more “adult” mousing style than oldest/single kids
The future of elearning is in systems, not apps.Put information into a format that teachers can use, let them know it’s there, and engage them in continuing to shape itThis is especially true as tablets become more prevalent, and as the technologies get taken back and forth between home and school.
This may change with the big deals to bring new tablets into entire school systems, but as of the PlayScience summer 2013 study of ebooks, school devices are outdated and don't match current e-reading preferences.Of those kids who e-read in school, the top 3 devices used are laptops/computers (22%), withthe iPad (13%) and Kindle Fire (8%) trailing behind.
Voxy is a language learning platform asks you what kinds of material you normally read, integrates that type of material into your language learning knowing you’ll be more engaged if you’re learning – say – business Spanish rather than tourist Spanish, for businessmen.
Rubric’s Cube…It used to be that we could evaluate quality of children’s educational media on one dimension (content quality), later on two (age appropriateness and content quality), then on three (age, content quality, platform)…increasingly many dimensions as everything fragments (home/school, content/curriculum, platform/multi, etc.)