SlideShare a Scribd company logo
Taking a
Byte of the
Teacher’s
Apple
There are digital ways to 

Learn, Practice, and Play"
Videos	
  
Music	
  
Interac0ve	
  
Games	
   Print	
  
Ac0vi0es	
  
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"
Case Study in Transmedia Learning"
Lesson 2:

The medium
does not define
the (learning)
message"
1-5 scale
5= Strongly Agree
An ebook can be more than a book…"
…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	
  
Offline is a medium too"
Kids as makers"
MaKey MaKey
Lesson 3:

We don’t need no
stinkin’ badges"
Gamification is not a panacea"
Gamification can help with short-term
engagement, but is not a long-term solution"
Intrinsic
Motivation
Extrinsic
Motivation
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"
Lesson 4:

Kids do love to
learn, but it needs
to be byte-sized"
Kids are natural learners and explorers"
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?
The Closed-Creativity Continuum"
Closed" Creative"
We don’t just want
interactive flash cards…."
…but how do we assess
fully open creative?"
Kids make their own play 

(no matter what you do)"
So empower them to PLAY"
“Make it theirs,
not yours”
– Lane Merrifield
Lesson 6:

We’ve still got a long
way to go with social-
emotional learning"
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"
Lesson 7: 

Parents are still figuring it all out "
•  900,000 iOS apps / 150,000 in Education"
•  48,000 kid app developers"
The Challenges of Scale"
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	
  
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	
  
Parents still place value on non-digital"
Paren0ng	
  in	
  the	
  Age	
  of	
  Digital	
  Technology	
  
Northwestern	
  University	
  Center	
  on	
  Media	
  and	
  Human	
  Development,	
  2013	
  
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
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"
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…"
Lesson 8:

We have to focus
on the ecosystem
of learning"
We know that co-play enhances
and reinforces learning"
Siblings &
Cousins"
Parents &
Kids"
Grandparents
& Kids"
Provide simple-to-use, multidimensional resources"
We have to keep teachers in the loop"
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	
  
Lesson 9:

Contextualized
learning builds
engagement"
Case Study on Context:"
Lesson 10:

We have a long way to go in
understanding how to teach
across platforms"
We’ve got smaller
tech “generations”"
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
Enter the (Research) Matrix"
Media/Mechanics"
Ages"
Let’s Play!"
Sign up for LabNotes @
playsciencelab.com/
labnotes/

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PlayScience: 10 Things You Need to Know About Kids as Digital Learners

  • 1. Taking a Byte of the Teacher’s Apple
  • 2.
  • 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"
  • 5. Case Study in Transmedia Learning"
  • 6. Lesson 2:
 The medium does not define the (learning) message"
  • 7. 1-5 scale 5= Strongly Agree An ebook can be more than a book…"
  • 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  
  • 9. Offline is a medium too"
  • 11. Lesson 3:
 We don’t need no stinkin’ badges"
  • 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"
  • 14. Lesson 4:
 Kids do love to learn, but it needs to be byte-sized"
  • 15. Kids are natural learners and explorers"
  • 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?
  • 17.
  • 18. The Closed-Creativity Continuum" Closed" Creative" We don’t just want interactive flash cards…." …but how do we assess fully open creative?"
  • 19. Kids make their own play 
 (no matter what you do)" So empower them to PLAY" “Make it theirs, not yours” – Lane Merrifield
  • 20. Lesson 6:
 We’ve still got a long way to go with social- emotional learning"
  • 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"
  • 22. Lesson 7: 
 Parents are still figuring it all out "
  • 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…"
  • 30. Lesson 8:
 We have to focus on the ecosystem of learning"
  • 31. We know that co-play enhances and reinforces learning" Siblings & Cousins" Parents & Kids" Grandparents & Kids"
  • 32. Provide simple-to-use, multidimensional resources" We have to keep teachers in the loop"
  • 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  
  • 35. Case Study on Context:"
  • 36. Lesson 10:
 We have a long way to go in understanding how to teach across platforms"
  • 37. We’ve got smaller tech “generations”"
  • 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
  • 39. Enter the (Research) Matrix" Media/Mechanics" Ages"
  • 40. Let’s Play!" Sign up for LabNotes @ playsciencelab.com/ labnotes/

Editor's Notes

  1. 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.
  2. 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….
  3. 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)
  4. 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.
  5. 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….
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. 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
  12. 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.
  13. Let’s break this lesson into two parts – and start with ”kids love to learn”
  14. 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
  15. 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
  16. Explain “closed-creativity continuum”
  17. 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? 
  18. 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…
  19. 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
  20. 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
  21. 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.
  22. 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.
  23. 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!
  24. They’ll also look first to books and toys, before screens, when they want to engage their children in learning activities.
  25. Parents’ responses to what makes an app “educational” strongly feature 21st Century necessary skills like encouraging creativity and problem solving.
  26. 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.
  27. 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…")
  28. The full ecosystem – not just home and school, but neighborhood and other places they go commonly, and all the people who are there
  29. Even down to how they use the devices – kids with older siblings have a more “adult” mousing style than oldest/single kids
  30. 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.
  31. 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.
  32. 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.
  33. 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.)