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	<title>360blog &#187; Age 13-15/Grade 9-10/Young Teens</title>
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	<description>Exploring the World of Digital Youth</description>
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		<title>Game On with Katie Salen at Quest to Learn</title>
		<link>http://www.360kid.com/blog/2010/01/salen-interview/</link>
		<comments>http://www.360kid.com/blog/2010/01/salen-interview/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 14:29:56 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Age 16-18/Grade 11-12/Teens]]></category>
		<category><![CDATA[Classroom Tech]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Learning Games]]></category>
		<category><![CDATA[Video Links]]></category>
		<category><![CDATA[Breakthrough Learning]]></category>
		<category><![CDATA[Cooney Center]]></category>
		<category><![CDATA[Joan Ganz Cooney Center]]></category>
		<category><![CDATA[Katie Salen]]></category>
		<category><![CDATA[learning communities]]></category>
		<category><![CDATA[Q2L]]></category>
		<category><![CDATA[Quest to Learn]]></category>
		<category><![CDATA[Quest2Learn]]></category>
		<category><![CDATA[Sesame Workshop]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=651</guid>
		<description><![CDATA[
It seems wherever I travel, educational publishers, learning theorists, and teachers of all kinds bring up the concept of learning through interactive games. It&#8217;s an idea that&#8217;s been picking up steam over the last few years, and why not? Research from the PEW Internet and American Life Project last year found that 98% kids ages [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/q2l_salen.jpg" alt="Katie Salen, visionary behind a new school in New York City called Quest to Learn" align="right" />
<p>It seems wherever I travel, educational publishers, learning theorists, and teachers of all kinds bring up the concept of learning through interactive games. It&#8217;s an idea that&#8217;s been picking up steam over the last few years, and why not? Research from the <a href="http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx">PEW Internet and American Life Project</a> last year found that 98% kids ages 12 &#8211; 17 play video games. Organizations like the <a href="http://www.macfound.org/site/c.lkLXJ8MQKrH/b.4462309/apps/s/content.asp?ct=7682383">MacArthur Foundation</a> have been funding a small number of projects to test out new ideas for using interactive games with learning in mind. A few months ago I came across a great <a href="http://www.economist.com/sciencetechnology/PrinterFriendly.cfm?story_id=14350149">article</a> in the Economist about a new public school opening in New York City that uses gaming principles to teach its students. At the recent <a href="http://www.google.com/events/digitalage/">Breakthrough Learning in a Digital Age</a> conference held at the Google headquarters, I had the opportunity to speak with Katie Salen, the visionary behind this initiative. You can view a short video of my interview with Katie on the <a href="http://www.youtube.com/watch?v=rKDqVsRGbps">Cooney Center YouTube channel</a> or read the complete interview below. Portions of this interview were edited for clarity: </p>
<h3><b><i><a name="Top">QUICK QUESTION PICKER:</i></b></h3>
<p></a></p>
<p><a href="#Q1">Tell us about your new school, Quest to Learn.</a></p>
<p><a href="#Q2">How did you recruit teachers for your school?</a></p>
<p><a href="#Q3">Was it hard to get teachers around the concept of teaching from a game design perspective?</a></p>
<p><a href="#Q4">How are the students working with the teachers who apply this teaching model?</a></p>
<p><a href="#Q5">How do you divide up the class day?</a></p>
<p><a href="#Q6">Is it your intent to open up more Quest to Learn schools?</a></p>
<h3><b><i>INTERVIEW:</i></b></h3>
<p><a name="Q1"></a>
<p><b>Scott Traylor:</b> Tell us about the work you&#8217;re involved in with the start of your new school, Quest to Learn.</p>
<p><b>Katie Salen:</b>  I run a nonprofit called <a href="http://www.instituteofplay.com/">Institute of Play</a>. Two years ago we started work on a new school with an organization called <a href="http://www.newvisions.org">New Visions for Public Schools</a>. Our new school is called <a href="http://www.q2l.org/">Quest to Learn</a>. The <a href="http://www.macfound.org">MacArthur Foundation</a> gave us a two year planning grant around the school. The work that we&#8217;ve been doing at the Institute of Play centers around the idea of games and learning. We&#8217;re really interested in the idea of how we can develop a school that doesn&#8217;t necessarily use games in the classroom, but does use game design principles in learning spaces. Our idea was to design a school from the ground up built on those ideas.</p>
<p>We opened Quest to Learn this past September. It will eventually be a 6 to 12th grade school but we started with just the sixth grade this year. Next year we will roll in another grade, continuing to add an additional grade each year for the next six years.</p>
<p>Today we have six teachers and 79 students. We&#8217;re located in New York City, in Manhattan. It&#8217;s a district two school so we could recruit kids from a specific geographic area in Manhattan. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q2"></a>
<p><b>Traylor:</b>  How did you go about recruiting teachers for your school?</p>
<p><b>Salen:</b> We think the way we recruit teachers is actually very interesting. Our process is one in which anybody we bring into the school needs to be immersed in our model.  We held a series of four-hour workshops on Sundays for teachers that were interested in our school. They come in, we put them through a learning problem that kids would have and then they do some work with us around assessment. From the list of interested teachers we narrowed it down to a smaller group and then took them through a series of interviews.  We also do direct observation in our classrooms.</p>
<p>We had some really specific criteria for the teachers we were looking for.  First, teachers had to be content experts, they had to really know their content.  Next, the teachers we looked for have to be really good collaborators. Teachers didn&#8217;t necessarily have to be technology people, and a lot of them weren&#8217;t necessarily gaming people either, but they were able to work in teams or had come from schools where they worked in teams. They had to have a very good sense of how to enable kids to be innovators. This was very important to us. And finally, teachers had to have done project-based work before, our curriculum includes project-based work in it.  Those were the three criteria that we looked for. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q3"></a>
<p><b>Traylor:</b>  Was it hard to get teachers around the concept of teaching from a game design perspective?</p>
<p><b>Salen:</b>  You know, when you begin to explain to a teacher how a game designer thinks about the design of the game, and we&#8217;re able to show them a one-to-one parallel with how they think about teaching students, they say &#8220;Oh, it&#8217;s the same thing.&#8221;  Then they realize &#8220;Oh, maybe it&#8217;s the words that are different&#8221; and so it&#8217;s about helping them understand and translate between something like the term &#8220;core mechanic&#8221; in games, which talks about the primary activity of the player, and the learning design, because the curriculum is the basic activity of the lesson. It&#8217;s a learning curve for everybody. Game language, as with any other language, can feel very specialist, but the concepts aren&#8217;t so new. That&#8217;s our whole argument. Games actually model good learning and good teachers are immersed in good learning all the time. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q4"></a>
<p><b>Traylor:</b>  Quest to Learn has only been in operation for a short while now. Any observations this early about how the students are working with the teachers who apply this model?</p>
<p><b>Salen:</b>  Well the interesting thing is that the kids are so excited to come to school every day. We have parents saying this is the first time that their student has ever come home excited to tell them about what they&#8217;re doing in school. This is the first time that their child gets up out of bed and wants to go to school.  So that&#8217;s great just from an engagement perspective. It&#8217;s a place where kids feel safe. It&#8217;s a place where they feel excited about coming which is no small feat for a new school where kids are coming from many different neighborhoods. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q5"></a>
<p><b>Traylor:</b>  How do you divide up the class day?</p>
<p><b>Salen:</b>  When you design a school from the ground up, you attend to every detail. One of the things we spent a lot of time thinking about was the daily schedule. A lot of schools use the Carnegie Unit, classes that are 45 to 50 minutes long. We don&#8217;t believe good learning can happen in 45 minutes. From the beginning we wanted to use block scheduling which are extended periods of time. </p>
<p>The main classes we offer, domain classes, last 88 minutes. In a typical day a student will take two domain classes. Since we have an integrated curriculum students will take a class that&#8217;s an integrated math/science class and an integrated math/English language arts class. They may be dealing with three or four subjects in a day, but only in two full classes.</p>
<p>There are shorter classes called annex classes, which are extended enrichment and literacy periods. There&#8217;s also a gym period for 50 minutes.</p>
<p>For elementary school kids it&#8217;s a bit of a shift to be in a class for 88 minutes because they&#8217;re used to changing topics with every 45-minute class period.  Because our students are working in a problem-based way, the time goes by in a second. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q6"></a>
<p><b>Traylor:</b>  Looking to the future, is it your intent to open up more Quest to Learn schools?</p>
<p><b>Salen:</b>  Everyone always asks us about scale. To be honest, it&#8217;s not the first thing we&#8217;re thinking about. We&#8217;re still in a fact-finding stage to understand what&#8217;s working about our model. However, our curriculum is modular. We piloted it in schools before we opened Quest. Everything we produce is open source and online. Any teacher can take what we&#8217;ve created and use it right now. The professional development program we have is something that could be used by any school. Our vision is not to make a hundred or two hundred Quest to Learn schools.  Over time maybe other organizations will be inspired by the ideas we developed and seek to build schools that share a similar model. <i><a href="#Top">(Return to Question Picker)</a></i></p>
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		<title>Kids, Virtual Worlds, and TV Ads</title>
		<link>http://www.360kid.com/blog/2009/08/kids-virtual-worlds-and-tv-ads/</link>
		<comments>http://www.360kid.com/blog/2009/08/kids-virtual-worlds-and-tv-ads/#comments</comments>
		<pubDate>Wed, 26 Aug 2009 05:31:51 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Television]]></category>
		<category><![CDATA[Video Links]]></category>
		<category><![CDATA[Virtual Worlds]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=413</guid>
		<description><![CDATA[
For those that follow my blog, you may remember a post I wrote last winter where I explored the world of children&#8217;s television commercials, just before and after the last holiday season. At the time my focus was mostly on the world of technology toys, and how toy companies promote their wares to children through [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/cn_fusionfall.jpg" alt="Cartoon Network's virtual world Fusion Fall" align="right" /></p>
<p>For those that follow my blog, you may remember <a href="http://tr.im/360KID01">a post</a> I wrote last winter where I explored the world of children&#8217;s television commercials, just before and after the last holiday season. At the time my focus was mostly on the world of technology toys, and how toy companies promote their wares to children through television. Over eight consecutive weekends, I had watched about 100 hours of children&#8217;s television across seven stations, which loosely added up to over 3,000 commercials viewed. That many commercials edited end-to-end would fill an entire day of watching nothing but commercials. </p>
<p>A couple of months ago I was reviewing the data I had collected, deciding if I might undertake a similar effort again this year (I&#8217;m looking for sponsors), when I realized I was sitting on a ton of stats related to virtual worlds and kids. After pulling my head out of the world of toys, and instead focusing on social and virtual worlds for kids, I realized that many virtual worlds were advertised for the first time ever on television during the latter part of 2008.</p>
<p>In the months leading up to last year&#8217;s Christmas holiday, at least nine virtual worlds were advertised in the US to older kids and younger tweens. These destinations included <a href="http://www.bellasara.com">Bella Sara</a> by Hidden City Games, <a href="http://www.buildabearville.com/">Build-A-Bearville</a> by Build-A-Bear Workshop, Mattel&#8217;s <a href="http://www.ubfunkeys.com">UB Funkeys</a>, Cartoon Network&#8217;s <a href="http://www.fusionfall.com">Fusion Fall</a>, Irwin Toy’s <a href="http://www.me2universe.com">Me2 Universe</a>, Disney&#8217;s <a href="http://pixiehollow.go.com/"> Pixie Hollow</a>, Hasbro&#8217;s <a href="http://www.MyEpets.com">MyEpets</a> and <a href="http://www.LittlestPetShop.com">LittlestPetShop</a>, and <a href="http://www.wizard101.com">Wizard 101</a> by KingsIsle Entertainment. Most companies offered commercial spots in 15 and 30 second lengths to promote their online virtual worlds. All commercials were placed on channels that aired children&#8217;s programming with the heaviest rotation appearing on weekends.</p>
<p>The company that had the most commercials in rotation was for Cartoon Network&#8217;s virtual world Fusion Fall. Cartoon Network ran an AMAZING number of spots in 10, 15, 30 and 45 second lengths to promote Fusion Fall, but all of Fusion Fall&#8217;s advertising was on a single channel, that being Cartoon Network. The shorter spots were placed strategically as bumpers around all show entry end exit points. I can&#8217;t cite the exact number, but the amount of Fusion Fall impressions per hour was impressive and more than any other competing site. </p>
<p>The Pixie Hollow and Wizard 101 virtual world commercials were the next heaviest in rotation after Fusion Fall, but for these worlds, they were advertised across multiple channels. Next in line was Build-A-Bearville, Bella Sara, and Funkeys. Each virtual world destination experienced an increase in unique visits to their virtual world but none more than Fusion Fall and Wizard 101 in the November to December 2008 time period. Both of these desitinations experienced an increase in web traffic 3 to 5 times more than before those on air campaigns began. All virtual worlds lost traffic to their sites after the holiday season as advertisement campaigns wound down, all except for Disney’s Pixie Hollow. However, gains remained for seven out of nine of the virtual worlds advertised when measured over a two month period, though only three out of the nine had experienced any significant gains. Out of the collection of these nine virtual worlds, seven companies offered a tangible product that was sold as part of their virtual world service. </p>
<p>Over the summer months, I&#8217;ve had the opportunity to check in on a few children&#8217;s channels to see what&#8217;s being advertised. A new crop of virtual world commercials are running on air this summer. One big surprise to me was <a href="http://maplestory.nexon.net">MapleStory</a> which is a virtual world that started outside the US. It makes sense to try to reach out to kids during these months to grow an audience base. I&#8217;ve been thinking that this might be a better and cheaper way to gain visibility as opposed to winning kids over during the winter holiday season.</p>
<p>Outside of children&#8217;s television, I&#8217;ve also been keeping a close watch on a number of virtual worlds for kids. Every now and then I&#8217;m surprised by how some site just explodes. <a href="http://www.moshimonsters.com/">Moshi Monsters</a> has had my interest most of this summer. This is a UK virtual world for kids that has yet to take off here in the states, but has been doing great at home. I&#8217;ve wondered why it has been so successful in the last two months. Only recently did I came across <a href="http://tr.im/moshiyt">an interview with Michael Smith, CEO for Moshi Monsters</a> on YouTube. (Thanks <a href="http://joipodgorny.com/">Joi Podgorny</a> for the tip!) In this interview Michael discusses the growth in visitors and subscribers to his site as a direct response to advertising on TV.</p>
<p>If you&#8217;re interested in learning more about the data I have, shoot me an email. One thing is certain though, we should all be prepared to see many more commercials of virtual world advertised to kids in the months, and years, ahead. What used to be a vital part of toy promotion is now expanding to the virtual world as well.</p>
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		<title>May the Force be with you&#8230; Star Wars Force Trainer by Uncle Milton</title>
		<link>http://www.360kid.com/blog/2009/02/toyfair-tech-find2/</link>
		<comments>http://www.360kid.com/blog/2009/02/toyfair-tech-find2/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 13:38:44 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Age 16-18/Grade 11-12/Teens]]></category>
		<category><![CDATA[Technology Toys]]></category>
		<category><![CDATA[Video Links]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=213</guid>
		<description><![CDATA[NY Toy Fair 2009 &#8211; Cool Tech Find Number 2

Have you ever had something fall behind the couch, just out of reach, and you think to yourself &#8220;If I just could use my mental abilities to reach that item, I would have it by now.&#8221; Well, we&#8217;re a whole lot closer to successfully making this [...]]]></description>
			<content:encoded><![CDATA[<p><strong>NY Toy Fair 2009 &#8211; Cool Tech Find Number 2</strong></p>
<p><img src="http://www.360kid.com/blog/images/um_force.jpg" alt="Photo of the Star Wars Force Trainer by the toy company Uncle Milton Industries" align="right" /></p>
<p>Have you ever had something fall behind the couch, just out of reach, and you think to yourself &#8220;If I just could use my mental abilities to reach that item, I would have it by now.&#8221; Well, we&#8217;re a whole lot closer to successfully making this happen than ever before. Soon you&#8217;ll be able to channel that mental energy and grab that item by using your powers of the Force. That&#8217;s right! The Force.</p>
<p>At this year&#8217;s <a href="http://www.toyassociation.org/AM/Template.cfm?Section=Toy_Fair&#038;Template=/TaggedPage/TaggedPageDisplay.cfm&#038;TPLID=193&#038;ContentID=7224">Toy Fair</a>, the toy company called <a href="http://www.unclemilton.com/">Uncle Milton</a> announced their latest creation, the Force Trainer. It&#8217;s part of a collection of science products recently unveiled at the show called Star Wars Science.</p>
<p>The Star Wars Force Trainer comes with a headset that reads certain kinds of brain activity, and a base station that receives those brain signals. Inside the base station (the Training Station) is a ball (the Training Sphere) enclosed within a clear tube. As the headset captures focused thoughts from the user, it converts those signals into instructions to power a fan within the base station, which in turn lifts up the ball within the clear tube. The more the user concentrates, the higher the ball floats. The less concentration, the lower the ball floats. The voice of Yoda helps you attempt to master 15 different Force Training activities included within this technology toy.</p>
<p>The ability to capture brain activity and channel it towards some device may be something we see more of in the future. A number of video game companies as well as other business enterprises are exploring this brain wave capturing technology for commercial use. One company in the San Jose, CA area called <a href="http://www.neurosky.com/">NeuroSky</a> appears to be the way out in front with developing the technology, and currently offers a licensing and training program to learn more about it.</p>
<p>The Star Wars Force Trainer will become available on July 23, 2009 and will sell for just under $120.</p>
<p>Now, if I could just use my newly acquired powers of the Force to find my car keys, I&#8217;d be on my way to saving the universe from powers of the dark side. Check out the video below to see how you too can master your feelings with the Force Trainer.</p>
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		<item>
		<title>Rubik&#8217;s TouchCube, A Digital Spin to a Classic Puzzle</title>
		<link>http://www.360kid.com/blog/2009/02/toyfair-tech-day1/</link>
		<comments>http://www.360kid.com/blog/2009/02/toyfair-tech-day1/#comments</comments>
		<pubDate>Mon, 16 Feb 2009 22:48:04 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Age 16-18/Grade 11-12/Teens]]></category>
		<category><![CDATA[Interface Design/Product Development]]></category>
		<category><![CDATA[Technology Toys]]></category>
		<category><![CDATA[Video Links]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=197</guid>
		<description><![CDATA[NY Toy Fair 2009 &#8211; Day 1 Cool Tech Find

On opening day of the 2009 Toy Fair event in New York City, I began my search for new toy products that include unique application of technology for the benefit of enhancing play. While I only covered a small fraction of the show&#8217;s floor (7 hours [...]]]></description>
			<content:encoded><![CDATA[<p><strong>NY Toy Fair 2009 &#8211; Day 1 Cool Tech Find</strong></p>
<p><img src="http://www.360kid.com/blog/images/TS_digital_rubiks_cube.jpg" alt="Photo of the Digital Rubik's Cube by Techno Source" align="right" /></p>
<p>On opening day of the 2009 Toy Fair event in New York City, I began my search for new toy products that include unique application of technology for the benefit of enhancing play. While I only covered a small fraction of the show&#8217;s floor (7 hours of isle wandering), I came across a few products that caught my eye. One being a digital facelift to the classic Rubik&#8217;s cube, promoted by a company called <a href="http://www.technosourcehk.com/">Techno Source</a>.</p>
<p>Let me start off by saying that I am not a Rubik&#8217;s cube fan. I never could figure out those darn things. But I thought a couple of tech features applied to this toy were really groundbreaking.</p>
<p>First, users interact with this non-twisting cube by touching the different surfaces with a finger. It immediately comes across as an iPhone touch interface. Slide a finger along a row of lighted tiles made the cube &#8220;rotate.&#8221;</p>
<p>Next, the cube has a built in accelerometer used to determine the active display face. Once the accelerometer has figured out which way is up, it only allows the upward face to be changed through touch. This way a users holding the cube with both hands from the side will not alter the puzzle&#8217;s surfaces in unexpected ways.</p>
<p>There&#8217;s a button to give you a hint if needed. Also included is multiple levels of undo so you can roll the surfaces back to a point where you think you may have made a mistake. When the TouchCube is rested in its docking bay to be recharged, the cube puts on a unique visual display. Think of this as your new digital lava lamp.</p>
<p>The Rubik&#8217;s TouchCube is available for purchase in the Fall and is being offered for a suggested retail price of $149.99. Check out video below to see the product in action.</p>
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		<title>Winning Online: Age Distinctions Smooth Success in Social Media</title>
		<link>http://www.360kid.com/blog/2008/10/blogp59/</link>
		<comments>http://www.360kid.com/blog/2008/10/blogp59/#comments</comments>
		<pubDate>Wed, 15 Oct 2008 17:00:00 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Age 16-18/Grade 11-12/Teens]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Technology Toys]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=65</guid>
		<description><![CDATA[[The following is an article I wrote for the October 2008 issue of Playthings Magazine. For those unfamiliar with Playthings, it is the oldest (over 105 years in circulation!) and most widely respected professional toy magazine in all of North America. Playthings reports on the business of play as well as trends that not only [...]]]></description>
			<content:encoded><![CDATA[<p>[The following is an article I wrote for the October 2008 issue of <em><a href="http://www.playthings.com/">Playthings Magazine</a></em>. For those unfamiliar with Playthings, it is the oldest (over 105 years in circulation!) and most widely respected professional toy magazine in all of North America. Playthings reports on the business of play as well as trends that not only impact the toy industry but also children across the globe.]</p>
<p>Social networking, social media, virtual worlds; the Web 2.0 world is on fire, and sites that touch on some part of social media are rapidly growing. Sites that allow individuals to come together, form online communities, and share thoughts and different media types in a virtual way are feeding this ever-changing way to engage with others online.</p>
<p>Plain and simple, people are social creatures. It&#8217;s wired into our being. The concept of social networking is not new. It&#8217;s been part of our DNA since the dawn of time. Some researchers think that our desire as humans to socialize is an instinct that plays a part in our survival. Only recently has the term “social” been applied to interacting online, allowing individuals to become virtually engaged with others who share common interests across the street or around the globe. And social network destinations are not just for adults and business people, they&#8217;re of great interest to kids. Many adults may first have become aware of social networking sites through high profile business acquisitions with noteworthy online companies like MySpace or Club Penguin. Kids, on the other hand, often learn about child-friendly equivalents by word of mouth, from friends at school or the playground.</p>
<p>But just what are the current growth trends? What is the makeup of existing social networking sites today and how—and better yet, why—are kids interested in them? Where are the new opportunities yet to be explored by future businesses? How can a traditional toy business better integrate these new virtual play patterns into existing physical products?</p>
<p><a name="Worlds worth watching"><strong>Worlds worth watching</strong></a></p>
<p>One way to begin chipping away at these questions is to take a look at the wealth of social network products available on the market today. There are literally dozens of sites that people young and old use.</p>
<p>In fact, once a list of social networking sites is identified, a clear demographic split can be seen, and two distinct user groups emerge. One group includes children ages 12 and under; the other includes teens between the ages of 13 and 18.</p>
<p>What is this age group distinction about? In part, the separation has to do with privacy laws that protect young children online. Another factor is that each group comes to these products with a different set of social interests. There are also differences in communication style across the age groups as well as access to and understanding of different technology types.</p>
<p>Before building our list of sites, it&#8217;s important to identify the critical social networking features these destinations have in common. The criteria used for this article includes features that allow its user base to communicate with one another in a real time or a delayed manner using open chat, filtered chat, or canned chat —the three main methods of communicating online through such sites. The ability to communicate with other members in these sites is usually, though not always, accomplished through interacting in a virtual world. First, let&#8217;s take a look at a list of destinations that appeal to children age 12 and under.</p>
<table border="0" cellspacing="1" cellpadding="3" bgcolor="#98afc7">
<tbody>
<tr>
<td class="head" colspan="6"><strong>Popular Social Networking Destinations Used by Children Age 12 and Under</strong></td>
</tr>
</tbody>
<tbody>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.barbiegirls.com">BarbieGirls</a></td>
<td class="table">2007</td>
<td class="table"><a href="http://www.minyanland.com/">MinyanLand</a></td>
<td class="table">2008</td>
<td class="table"><a href="http://www.superclubsplus.com">SuperClubsPlus</a></td>
<td class="table">2006</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://beanie-babies.ty.com/">Beanie Babies 2.0</a></td>
<td class="table">2008</td>
<td class="table"><a href="http://www.mokitown.com">Mokitown</a></td>
<td class="table">2001</td>
<td class="table"><a href="http://www.toontown.com">ToonTown</a></td>
<td class="table">2003</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.be-bratz.com">Be-Bratz</a></td>
<td class="table">2007</td>
<td class="table"><a href="http://www.moshimonsters.com/">Moshi Monsters</a></td>
<td class="table">2007</td>
<td class="table"><a href="http://ty-girlz.ty.com/">TyGirls</a></td>
<td class="table">2007</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.clubpenguin.com">Club Penguin</a></td>
<td class="table">2005</td>
<td class="table"><a href="http://www.myepets.com/">MyEPets</a></td>
<td class="table">2007</td>
<td class="table"><a href="http://www.webkinz.com">Webkinz</a></td>
<td class="table">2005</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.clubtuki.com">Club Tuki</a></td>
<td class="table">2007</td>
<td class="table"><a href="http://www.mynoggin.com">MyNoggin</a></td>
<td class="table">2007</td>
<td class="table"><a href="http://www.whyville.net">Whyville</a></td>
<td class="table">1999</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.dizzywood.com/">Dizzywood</a></td>
<td class="table">2007</td>
<td class="table"><a href="http://www.nicktropolis.com">Nicktropolis</a></td>
<td class="table">2007</td>
<td class="table"><a href="http://www.yokidsyo.com">YoKidsYo</a></td>
<td class="table">2006</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.goldstarcafe.net/">Gold Star Café</a></td>
<td class="table">2007</td>
<td class="table"><a href="http://www.panwapa.com">Panwapa</a></td>
<td class="table">2007</td>
<td class="table"><a href="http://www.yomod.com">Yomod</a></td>
<td class="table">2007</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.horseland.com/">Horseland Jr.</a></td>
<td class="table">2006</td>
<td class="table"><a href="http://www.postopia.com">Postopia</a></td>
<td class="table">2001</td>
<td class="table"><a href="http://www.zookazoo.com/">ZooKazoo</a></td>
<td class="table">2008</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.imbee.com">Imbee</a></td>
<td class="table">2006</td>
<td class="table"><a href="http://www.shiningstars.com/">Shining Stars</a></td>
<td class="table">2007</td>
<td class="table"></td>
<td class="table"></td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.kidscom.com/">Kidscom</a></td>
<td class="table">2001</td>
<td class="table"><a href="http://www.stardoll.com">Stardoll</a></td>
<td class="table">2004</td>
<td class="table"></td>
<td class="table"></td>
</tr>
</tbody>
<tbody>
<tr>
<td class="tfoot" colspan="6">NOTE: The year listed next to the social networking site indicates the time that the site launched or the time the site first began offering social networking tools.</td>
</tr>
</tbody>
</table>
<p>Next, a similar list can be created for popular social networking services that appeal to users between the ages of 13 and 18. The method of communication in these sites for older users tends to be more open-ended and less likely to be monitored or filtered when compared to sites for their younger counterparts.</p>
<table border="0" cellspacing="1" cellpadding="3" bgcolor="#98afc7">
<tbody>
<tr>
<td class="head" colspan="6"><strong>Popular Social Networking Destinations Used by Children Age 13 &#8211; 18</strong></td>
</tr>
</tbody>
<tbody>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.bebo.com/">Bebo</a></td>
<td class="table">2005</td>
<td class="table"><a href="http://www.horseland.com/">Horseland</a></td>
<td class="table">1998</td>
<td class="table"><a href="http://www.postopia.com/">Postopia</a></td>
<td class="table">2001</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.citypixel.com">CityPixel</a></td>
<td class="table">2006</td>
<td class="table"><a href="http://www.millsberry.com/">Millsberry</a></td>
<td class="table">2004</td>
<td class="table"><a href="http://www.puzzlepirates.com">PuzzlePirates</a></td>
<td class="table">2002</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.facebook.com/">Facebook</a></td>
<td class="table">2004</td>
<td class="table"><a href="http://www.myspace.com/">MySpace</a></td>
<td class="table">1999</td>
<td class="table"><a href="http://www.runescape.com">Runescape</a></td>
<td class="table">2001</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.friendster.com/">Friendster</a></td>
<td class="table">2002</td>
<td class="table"><a href="http://www.myyearbook.com/">MyYearbook</a></td>
<td class="table">2005</td>
<td class="table"><a href="http://teen.secondlife.com/">Teen Second Life</a></td>
<td class="table">2005</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.gaiaonline.com">Gaia Online</a></td>
<td class="table">2003</td>
<td class="table"><a href="http://www.neopets.com">Neopets</a></td>
<td class="table">1999</td>
<td class="table"><a href="http://www.weeworld.com/">WeeWorld</a></td>
<td class="table">2006</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://www.habbo.com">Habbo Hotel</a></td>
<td class="table">2000</td>
<td class="table"><a href="http://www.orkut.com/">Orkut</a></td>
<td class="table">2004</td>
<td class="table"><a href="http://www.xanga.com/">Xanga</a></td>
<td class="table">2000</td>
</tr>
<tr valign="middle" bgcolor="#ffff99">
<td class="table"><a href="http://hi5.com/">Hi5</a></td>
<td class="table">2004</td>
<td class="table"><a href="http://www.piczo.com/">Piczo</a></td>
<td class="table">2004</td>
<td class="table"><a href="http://www.zwinky.com">Zwinktopia</a></td>
<td class="table">2007</td>
</tr>
</tbody>
<tbody>
<tr>
<td class="tfoot" colspan="6">NOTE: The year listed next to the social networking site indicates the time that the site launched or the time the site first began offering social networking tools.</td>
</tr>
</tbody>
</table>
<p>When the above two sets of data are mapped out over time and placed on top of each other, adding up the number of new social network products launched within each year for both age groups, some interesting trends present themselves.</p>
<p><img src="http://www.360kid.com/blog/images/sn_websites_by_year.jpg" alt="Line chart showing new social networking website starts by year." /></p>
<p>[NOTE: This line chart above showing the two sets of historical data layered on top of one another did not make it into the magazine article. I am adding it here to the blog post only. -ST]</p>
<p>It&#8217;s impossible to ignore the recent growth in new social networking products launched each year that target children ages 12 and under. In 2007 alone there were at least 13 such products announced for this demographic. And 2008 is shaping up to be a banner year for new announcements. During this year&#8217;s Toy Fair, I counted 12 new social networking and virtual world announcements, products that have, for the most part, yet to go live. What&#8217;s surprising is that over the same time frame, social networking products that appeal to teens have remained somewhat steady in new business starts and consistent year over year. Yet, both demographics are experiencing significant activity in new membership growth and Web traffic month after month. So why is it that the younger demographic is experiencing a greater surge in business startups? Let&#8217;s explore a few theories that may answer this question.</p>
<p>Not all social networking products that are appealing to teens are developed specifically for teens. These destinations are often developed to appeal to audiences over the age of 18, but have found success with users between the ages of 13 and 18. Conversely, almost all sites for kids ages 12 and under are intentionally developed for these younger audiences.</p>
<p>It&#8217;s possible that older users of social networking products are more loyal to a specific social networking site, whereas the younger demographic is more transient in its social networking choices, preferring to use multiple sites over time instead of staying with just one.</p>
<p>The younger demographic may have greater turnover in users and shorter life cycles (churn) with social networking products that target them than their older counterparts. In the children&#8217;s magazine space, for example, it&#8217;s not uncommon to hear that an audience base and related subscriptions changes every 18 months. The same could be true for an online world created for younger audiences.</p>
<p>Many younger social networking services are tied to consumer products like plush toys or are affiliated with on-air television programming, whereas services targeted at older users are usually not. While an older demographic has more expendable income than the younger, it may also be a harder group to sell a specific consumer product to in a social networking manner based on ever changing consumer tastes.</p>
<p>Social network destinations that appeal to our older group may see significant growth in add-on services like widgets and other related micro businesses and technologies, whereas the younger social networking destinations do not have the ability to tie in other, similar business extensions.</p>
<p>While both age groups use avatars to represent themselves in an online world, the younger services rely more heavily on avatar use than services for older users. Representing oneself with an avatar online may have greater appeal with younger users.</p>
<p>Services targeting older users take advantage of additional forms of social engagement, like media exchange (photos, music and video). These are offered in addition to engagement through written communication. Few destinations for younger audiences offer the same opportunity to share different media types.</p>
<p>Social networking services for older users do not need to mask a user&#8217;s identity, though identities can be hidden, changed and altered at will. Younger services hide all possibility of making oneself identifiable online. The need to protect the identity of young users is a clear distinction that separates the two groups.</p>
<p>Revenue models differ as well. The services for older users rely heavily on ad-driven models. Some younger services also rely on “in world” advertisement but can also take advantage of tangible product sales and/or monthly subscription models.</p>
<p>A number of toy companies have taken steps into the online social networking world for kids, resulting in varying degrees of success. Some companies simply offer an online destination alone while others offer a tangible product (like a plush toy) together with a virtual product, each touching on a different play pattern or desire. <a href="http://www.webkinz.com/">Webkinz World</a> and <a href="http://www.clubpenguin.com/">Club Penguin</a> are often cited as exemplary successes in the kids&#8217; space. Others, less so.</p>
<p><a name="Almost, but not quite right"><strong>Almost, but not quite right</strong></a></p>
<p>An offering like Mattel&#8217;s <a href="http://www.barbiegirls.com/">Barbie Girls</a> is a high profile example of a site that hit kids&#8217; engagement levels correctly but fell short with the related <a href="http://www.amazon.com/Barbie-Girls-MP3-Player-Pink/dp/B000PD73P2">MP3 product</a> that tied into it. It was a case of a strong online solution with a weak tangible product. Ty&#8217;s <a href="http://beanie-babies.ty.com/">Beanie Babies 2.0</a> has the opposite problem. <a href="http://www.ty.com/BeanieBabies_home">Ty&#8217;s plush toys</a> are loved by many a child but its online offering falls short in ongoing engagement after its initial use.</p>
<p>It&#8217;s easier to correct an online shortcoming by continuing to evaluate, test, build and expand such sites than it is to correct a problem with a tangible consumer product once it&#8217;s in the marketplace, but getting both virtual and physical products correct from the first day of launch is vitally important. In the early days of Club Penguin, before the official launch of the site in October 2005, an earlier iteration of Club Penguin called <a href="http://web.archive.org/web/20010706112237/http://www.penguinchat.com/">Penguin Chat</a> existed for a couple of years. It was extremely limited compared to other social networking products offered today. But the creators of Club Penguin continued to build and add to this first step with additional features and games. The same is very much true for Ganz&#8217;s Webkinz World. Both sites&#8217; initial offerings were smaller than they are today, built largely on a shoestring budget, sweat equity and love, but both offered an acceptable level of quality content, quality experience and user engagement with kids right from the start.</p>
<p>Looking towards 2009, we will continue to see even more ways to engage in virtual worlds, resulting in unique and specialized methods of socializing and participating in communities online. Some technology products for holiday 2008 will connect to the Web via USB ports. Additional connectivity through cell phones or other mobile technologies could provide ongoing social opportunities when access to a computer is not available. Stay tuned for more innovation and opportunity in this ever-changing, ever-expanding online world for children, teens and adults alike.</p>
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		<title>Sandbox Summit: The Importance of Play in Learning</title>
		<link>http://www.360kid.com/blog/2008/09/sandbox-summit-the-importance-of-play-in-learning/</link>
		<comments>http://www.360kid.com/blog/2008/09/sandbox-summit-the-importance-of-play-in-learning/#comments</comments>
		<pubDate>Mon, 29 Sep 2008 22:30:17 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 03/Toddler]]></category>
		<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Age 16-18/Grade 11-12/Teens]]></category>
		<category><![CDATA[Audio Recordings]]></category>
		<category><![CDATA[Kids' Related Research]]></category>
		<category><![CDATA[Learning Games]]></category>
		<category><![CDATA[Parents/Caregivers]]></category>
		<category><![CDATA[Presentations]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Technology Toys]]></category>
		<category><![CDATA[Video Links]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=57</guid>
		<description><![CDATA[Last week I attended a conference called the Sandbox Summit in New York City. The Summit was a day long event with many noteworthy speakers who are software and content creators, child development experts, and reviewers of technology toys for children. The event&#8217;s main theme? The power of play and its ability to help facilitate [...]]]></description>
			<content:encoded><![CDATA[<p>Last week I attended a conference called the <a href="http://www.sandboxsummit.org/">Sandbox Summit</a> in New York City. The Summit was a day long event with many noteworthy speakers who are software and content creators, child development experts, and reviewers of technology toys for children. The event&#8217;s main theme? The power of play and its ability to help facilitate learning.</p>
<p><b><i> Opening </b></i></p>
<p>During the opening keynote, speaker Andy Berndt, managing director of Google&#8217;s Creative Lab, described how almost everyone can remember a favorite toy when they were young (<a href="http://www.sandboxsummit.org/audio/1_welcome_and_keynote.mp3">link to audio of presentation</a>.) Andy shared his favorite play activity, that being a creative experience which involved the process of inventing new bicycles. When he was a child, what he did was take apart many different bicycles, and because bicycle parts for the most part are standardized in terms of their bolt sizes and screws used to make them, he was able to recombine different bicycle parts into unique, unusual, and exciting combinations. One could say that Andy&#8217;s open ended experimentation with bicycle parts was on par with play experiences found in Legos, K&#8217;Nex, Lincoln Logs, Erector Sets, and the like. What is it about Andy&#8217;s creative experience that can lead to insights on how best to help facilitate a love of learning? Read on.<BR><BR></p>
<p><b><i> The Importance of Play and its Relationship to Learning </b></i></p>
<p>The next speaker who I thought did a fantastic job of providing an overview on the importance of play and the learning opportunities that come from play was Nancy Schulman, the director of the 92nd Street Y Nursery School in New York City (<a href="http://www.sandboxsummit.org/audio/2_panel.mp3">link to audio of presentation</a>.) Nancy shared with the audience that one of the best things about her job for the last 18 years was the wonderful opportunity to watch young children play. With that experience she has learned a great deal about the benefits of play not just for preschoolers, but for all ages.</p>
<p>Nancy expressed that educators, psychologists, and even the <a href="http://www.aap.org/pressroom/play-public.htm">American Academy of Pediatrics</a> have great concerns today about the quality of children&#8217;s play, how children play, and the quantity of time children play. Parents on the other hand express a lot of concern around wanting their children prepared for success at a very early age. Through her work, Nancy speaks with many parents. One of the greatest anxieties she hears from parents is that they want to be sure their child has every advantage, making sure that before they&#8217;re five years old they&#8217;ve mastered a second language, mastered every sport they might possibly play, and excel at playing a musical instrument as well. While child professionals are encouraging more open ended play in a child&#8217;s life, sadly most parents aren&#8217;t paying much attention to these recommendations.</p>
<p>When Nancy was asked &#8220;What types of skills do kids learn through play? And why is that meaningful in terms of a child&#8217;s lifelong appreciation for learning or confidence in their ability to learn?&#8221; she responded first with a quote from child development expert <a href="http://ase.tufts.edu/faculty-guide/fac/delkind.childdev.htm">David Elkind</a> of Tufts University:</p>
<blockquote><p><i>&#8220;Play is not a luxury, but rather a crucial dynamic of healthy, physical, intellectual, social, and emotional development at all ages.&#8221;</i></p>
</blockquote>
<p>Nancy then discussed each of these developmental benefits and how child initiated play can lay the foundation for learning:</p>
<ul>
<li><b><i>Social</b></i> &#8211; &#8220;Through play, children learn to interact with others. Play prepares children for morale reasoning. They figure out how to resolve a problem with a friend independently.&#8221;<BR><BR>
<li><b><i> Intellectual </b></i> &#8211; &#8220;They learn to recognize and solve problems. Children get that feeling of mastery that only comes from when they&#8217;re challenged but not frustrated at the same time. In academic areas, play is linked to creativity, imagination, and problem solving skills and it lays the groundwork for successful learning experiences in reading, writing, math, and science. If you think about what children do when they play, it&#8217;s very language rich. They are interacting with words and language all the time and learning communication skills.&#8221;<BR><BR>
<li><b><i> Physical </b></i> &#8211; &#8220;In terms of physical development, they can develop through play fine motor skills, gross motor skills, overall strength and integration of their muscles, their brains, and their nerves. It sets apart a start in their lives for healthy living and fitness, which of course, can counter obesity as well.&#8221;<BR><BR>
<li><b><i> Emotional </b></i> &#8211; &#8220;Play is Joyful. It is probably one of the greatest underpinnings for later adult happiness. It can&#8217;t be underestimated how much happiness and joy have in terms of learning as well.&#8221;</ul>
<p><b><i>Survey of Kids Opinions about Play</b></i></p>
<p>The next speaker who offered some additional insight into what kids think about their favorite play objects was Peter Shafer, Vice President of Harris Interactive (<a href="http://www.sandboxsummit.org/audio/3_harris_interactive.mp3">link to audio of presentation</a>.) Peter shared with the audience a recent online survey conducted in collaboration with the Sandbox Summit of 1,353 US children ages 8 to 18.</p>
<p>There was a wealth of data to digest in this presentation that spoke to tween and teen toy preferences as well as video games and digital toy products. In general I found this data interesting in that it backs up many gut assumptions about what different age groups prefer in their toy playing experiences.</p>
<p>One observation, it appears the definition of a &#8220;toy&#8221; was intentionally left undefined in this survey. Did survey respondents think a toy was a traditional toy, a technology toy, or maybe even a video game? Parts of the survey appeared to suggest what the differentiation of a toy was while other questions were not as clear.</p>
<p>Here are a few pieces of data I found interesting to pull out of the <a href="http://www.harrisinteractive.com/news/allnewsbydate.asp?NewsID=1337"> Harris Interactive Sandbox Summit survey press release</a>:</p>
<p ALIGN="CENTER">&#8220;How much do you agree or disagree with the following?&#8221;<br />
<i>Summary of Strongly/Somewhat Agree</i></p>
<p><center></p>
<table BORDER="1" CELLSPACING="1" BORDERCOLOR="#000000" CELLPADDING="3">
<tr>
<td WIDTH="59%" VALIGN="MIDDLE" ROWSPAN="3"> </td>
<td WIDTH="21%" VALIGN="MIDDLE" COLSPAN="2">
<p ALIGN="CENTER">8-12 Year Olds</td>
<td WIDTH="21%" VALIGN="MIDDLE" COLSPAN="2">
<p ALIGN="CENTER">13-18 Year Olds</td>
</tr>
<tr>
<td WIDTH="9%" VALIGN="MIDDLE">
<p ALIGN="CENTER">Males</td>
<td WIDTH="11%" VALIGN="MIDDLE">
<p ALIGN="CENTER">Females</td>
<td WIDTH="9%" VALIGN="MIDDLE">
<p ALIGN="CENTER">Males</td>
<td WIDTH="11%" VALIGN="MIDDLE">
<p ALIGN="CENTER">Females</td>
</tr>
<tr>
<td WIDTH="9%" VALIGN="MIDDLE" HEIGHT="11">
<p ALIGN="CENTER">%</td>
<td WIDTH="11%" VALIGN="MIDDLE" HEIGHT="11">
<p ALIGN="CENTER">%</td>
<td WIDTH="9%" VALIGN="MIDDLE" HEIGHT="11">
<p ALIGN="CENTER">%</td>
<td WIDTH="11%" VALIGN="MIDDLE" HEIGHT="11">
<p ALIGN="CENTER">%</td>
</tr>
<tr>
<td WIDTH="59%" VALIGN="MIDDLE">
<p>The most important part of a toy is that it is entertaining.</td>
<td bgcolor="99CCFF" WIDTH="9%" VALIGN="MIDDLE">
<p ALIGN="CENTER">86</td>
<td bgcolor="99CCFF" WIDTH="11%" VALIGN="MIDDLE">
<p ALIGN="CENTER">83</td>
<td WIDTH="9%" VALIGN="MIDDLE">
<p ALIGN="CENTER">72</td>
<td WIDTH="11%" VALIGN="MIDDLE">
<p ALIGN="CENTER">69</td>
</tr>
<tr>
<td WIDTH="59%" VALIGN="MIDDLE">
<p>Toys that involve technology, like video and computer games and handheld games or toys, are more fun than other toys.</td>
<td WIDTH="9%" VALIGN="MIDDLE">
<p ALIGN="CENTER">84</td>
<td WIDTH="11%" VALIGN="MIDDLE">
<p ALIGN="CENTER">69</td>
<td WIDTH="9%" VALIGN="MIDDLE">
<p ALIGN="CENTER">71</td>
<td WIDTH="11%" VALIGN="MIDDLE">
<p ALIGN="CENTER">53</td>
</tr>
<tr>
<td WIDTH="59%" VALIGN="MIDDLE">
<p>I enjoy toys or games that make me think.</td>
<td WIDTH="9%" VALIGN="MIDDLE">
<p ALIGN="CENTER">82</td>
<td WIDTH="11%" VALIGN="MIDDLE">
<p ALIGN="CENTER">79</td>
<td bgcolor="99CCFF" WIDTH="9%" VALIGN="MIDDLE">
<p ALIGN="CENTER">73</td>
<td bgcolor="99CCFF" WIDTH="11%" VALIGN="MIDDLE">
<p ALIGN="CENTER">77</td>
</tr>
<tr>
<td WIDTH="59%" VALIGN="MIDDLE">
<p>I would rather have a toy or game that is fun to play even if it does not help me learn.</td>
<td WIDTH="9%" VALIGN="MIDDLE">
<p ALIGN="CENTER">75</td>
<td WIDTH="11%" VALIGN="MIDDLE">
<p ALIGN="CENTER">67</td>
<td WIDTH="9%" VALIGN="MIDDLE">
<p ALIGN="CENTER">61</td>
<td WIDTH="11%" VALIGN="MIDDLE">
<p ALIGN="CENTER">48</td>
</tr>
<tr>
<td WIDTH="59%" VALIGN="MIDDLE">
<p>Toys are important in our lives to help us learn.</td>
<td WIDTH="9%" VALIGN="MIDDLE">
<p ALIGN="CENTER">67</td>
<td WIDTH="11%" VALIGN="MIDDLE">
<p ALIGN="CENTER">63</td>
<td WIDTH="9%" VALIGN="MIDDLE">
<p ALIGN="CENTER">60</td>
<td WIDTH="11%" VALIGN="MIDDLE">
<p ALIGN="CENTER">53</td>
</tr>
</table>
<p></center></p>
<p>I call your attention to a couple of specific items from the survey (colored in light blue.) For the 8 to 12 age group the most popular response for a toy product was that it should be &#8220;entertaining&#8221; whereas with the 13 to 18 year old group there is a great appeal in products that &#8220;make me think&#8221;.<BR><BR></p>
<p><b><i> Best Practices for Developing Playful Products </b></i></p>
<p>After the Harris Interactive presentation, <a href="http://www.joanganzcooneycenter.org/about/our-people/scarly.html">Carly Shuler</a>, a Cooney Fellow from Sesame Workshop&#8217;s <a href="http://www.joanganzcooneycenter.org/">Joan Ganz Cooney Center</a> and educational technologist Carla Engelbrecht Fisher delivered a presentation called &#8220;Fun Follows Function: Ten Tips for Developing Quality Toys&#8221;. Below I briefly outline each tip, but you can <a href="http://www.sandboxsummit.org/audio/5_ten_tips.mp3">download an audio recording</a> or <a href="http://www.360kid.com/blog/docs/200809_JGCC_Sandbox_Summit.pdf">download a PDF copy of the PowerPoint presentation</a> here.<BR></p>
<ol>
<li><b><i>Bridge the gap between industry and academia</b></i> &#8211; This first tip strongly suggests the benefit of bringing together multidisciplinary teams (child development experts, content experts, pedagogy experts, etc.) This first tip is one my company follows frequently. There&#8217;s a great paper by Brian Winn and Carrie Heeter, both from Michigan State University, about the important balance needed (and often the necessary heated debate) that comes from working collaboratively with multidisciplinary teams. A copy of this paper can be <a href="http://www.bsu.edu/eidm/fox/article3.pdf">downloaded here</a>.)<BR><BR>
<li><b><i>Incorporate research and testing in your product development and discovery process</b></i> &#8211; Any amount of testing, large or small, will have a beneficial impact on your product&#8217;s development. From informal focus and user testing groups to serious product research efforts there&#8217;s a research approach that can fit your budget.<BR><BR>
<li><b><i>Track what users do in your product</b></i> &#8211; There&#8217;s lots to be learned from watching how your target audience interacts with your product either informally or through data collection. Spend time analyzing what you find.<BR><BR>
<li><b><i>Read some research</b></i> &#8211; Become familiar with the basics of developmental psychology for the specific age group your developing for. Doing this will help avoid reinventing the wheel. A handout was shared at the conference with many great places to jump start your research reading list. A copy of this reading list can be <a href="http://www.360kid.com/blog/docs/200809_JGCC_reading_handout.pdf">downloaded here</a>.<BR><BR>
<li><b><i>Become an observer</b></i> &#8211; Watch kids at play in the real world or even on YouTube (a cool suggestion offered by Carla). Watch how kids interact with products, visit playgrounds, schools, toy stores. Note what&#8217;s on the shelf and where it&#8217;s located. Also be aware of what&#8217;s on sale, it may provide a tip for what&#8217;s not selling.<BR><BR>
<li><b><i>Break the traditional model of one child per screen</b></i> &#8211; Think outside tradition single player models. Think multiple players, or better yet, how can you actively encourage inter-generational participation! Think outside the keyboard box, consider alternative input devices (dance pads, guitars, balance boards.) Consider how you could combine virtual and physical worlds in new ways (like the success Webkins achieved with dual play patterns online and offline.)<BR><BR>
<li><b><i>Leverage consumer market trends for learning</b></i> &#8211;  Consider user generated content, online video, or casual game approaches. Be aware of these every changing trends and you just might find one that will greatly elevate the success of your product.<BR><BR>
<li><b><i>Go beyond the &#8220;3 R&#8217;s&#8221;</b></i> &#8211; Think 21st Century Skills: Creativity, critical thinking, collaboration, communication. For more on 21st Century Learning Skills, <a href="http://www.360kid.com/blog/files/Trilling_7cs_21st_Century_Skills.pdf">download this presentation</a> from the May, 2008 Joan Ganz Cooney Center&#8217;s first annual symposium.<BR><BR>
<li><b><i>Become familiar with various game mechanics</b></i> &#8211; There are many different game mechanics that could increase interest and engagement in your product. Some old mechanics can be made new again with the newest technologies.<BR><BR>
<li><b><i>Tap into your own childhood</b></i> &#8211; Everyone has childhood experiences that can help shape your product for the better. Tap into your own experiences as well as those around you.</ol>
<p><BR></p>
<p><b><i> Note about Virtual Worlds </b></i></p>
<p>Kids and virtual worlds was touched on a few times throughout the day but I thought the following statement was worth calling out in its own section. Peter Shafer of Harris Interactive indicated that we will see explosive growth in the area of virtual worlds specifically for kids. The numbers cited were that there are about 80 virtual world destinations for kids today and by the end of 2010 there will be more than 150 virtual worlds to choose from. For a current list of virtual worlds available, I have the following <a href="http://vworld.fas.org/wiki/Category:Virtual_Worlds">link to share</a>.<BR><BR></p>
<p><b><i> Takeaway </b></i></p>
<p>So what&#8217;s the key take away for developers, innovators and creators of playful learning products for kids, whether traditional or technological? Here&#8217;s the secret sauce that was repeated over an over again through words and through examples:</p>
<ul>
<li>Make the play experience as open ended as possible. Think about opportunities for vast exploration, not a limited path of play. Include opportunities to fail as well as ones to succeed. Let each child develop their own unique path to play, one that is customizable enough that it appeals to a single user and flexible enough that multiple users can find their own unique approach.
<li>Bring together a variety of child experts.
<li>Become familiar with research.
<li>Watch your audience, get familiar with your audience, test with your audience.
<li>Try something new! Break the habit of relying on the same old technology and user input solutions.
<li>Think 21st Century Skills</ul>
<p>Nancy Schulman also offered this sage advice: </p>
<blockquote><p><i>&#8220;If your child can&#8217;t play with a toy in at least three different ways, leave it behind.&#8221;</i></p>
</blockquote>
<p>And one last thought for making the next greatest learning toy, digital or otherwise&#8230; Think bicycle parts.<BR><BR></p>
<p><b><i> Referenced Products and Videos </b></i></p>
<p>Here&#8217;s a list of digital products and online YouTube videos that were referenced throughout the Summit.<BR><BR></p>
<table BORDER="1" CELLSPACING="1" BORDERCOLOR="#000000" CELLPADDING="5">
<tr>
<td><a href="http://www.youtube.com/watch?v=nOKE0SiDcjI">Apple Ad</a></td>
<td>Andy Berndt from Google reference this old Apple ad called &#8220;Industrial Revelation&#8221; that looked at computers and their power to significantly enhance learning empowerment</p>
<tr>
<td><a href="http://www.dizzywood.com/">Dizzywood </a></td>
<td>Scott Arpajian&#8217;s latest virtual world environment. In Scott&#8217;s presentation, he touches on how schools are using Dizzywood to promote student diversity</td>
</tr>
<tr>
<td>
<a href="http://www.huruhumi.com/">Huru Humi</a> </td>
<td>Mike Nakamura of Senario, demonstrates his company&#8217;s latest digital avatar toy that is designed to encourage self-discovery and social skills by using technology to spur real-life interaction among tweens and teens.</td>
</tr>
<tr>
<td><a href="http://www.kerpoof.com/">Kerpoof </a>  </td>
<td>Kerpoof is an empowering online creative tool for kids.</td>
</tr>
<tr>
<td><a href="http://www.kidthing.com/">Kidthing </a></td>
<td>Kidthing CEO Larry Hitchcock presents his safe digital online environment which can be used for distributing entertainment and learning material</td>
</tr>
<tr>
<td><a href="">LeapFrog&#8217;s Learning Path </a></td>
<td>Jim Gray, Director of Learning for LeapFrog, discusses LeapFrog&#8217;s <a href="http://www.leapfrog.com/en/play.html">Learning Path</a>, and online component to LeapFrog&#8217;s consumer products that lets parents see and shape a child&#8217;s learning.</td>
</tr>
<tr>
<td><a href="http://www.youtube.com/watch?v=ZjNuAYxo6QI&#038;feature=PlayList&#038;p=5B265891D5C020DC&#038;index=25">Backyard FX &#8211; How to make Movie Rain </a></td>
<td>Erik Beck, who is a producer for <a href="http://www.nextnewnetworks.com/">NextNewNetworks </a> develops an online low budget video show called Backyard FX. Erik&#8217;s work is wonderfully creative and the audience cheered his YouTube presentation on how to make &#8220;movie rain&#8221;. It was an excellent example of how best to combine a technology and creative vision. The example video is a must see! </td>
</tr>
<tr>
<td><a href="http://www.sabigames.com/">Sabi Games</a> </td>
<td>Margaret Johnson, CEO and Cofounder of Sabi Games, discussed her upcoming learning games release that is worth keeping an eye on. Stay tuned for more from Sabi in October.</td>
</tr>
<tr>
<td><a href="http://scratch.mit.edu">Scratch </a>  </td>
<td>Mitchel Resnick&#8217;s online creativity and collaborative learning project called Scratch. For an interview with Mitchel about Scratch and his learning approach embedded throughout the product, <a href="http://www.360kid.com/blog/?p=56">click here</a>.</td>
</tr>
<tr>
<td><a href="http://www.sesamestreet.org">Sesame Street </a> </td>
<td>Makeda Mays Green discusses the newly relaunched preschool learning website at SesameStreet.org</td>
</tr>
</table>
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		<title>Tween Social Networking and Other Media Trends</title>
		<link>http://www.360kid.com/blog/2008/09/tweens-social-networking-and-other-media-trends/</link>
		<comments>http://www.360kid.com/blog/2008/09/tweens-social-networking-and-other-media-trends/#comments</comments>
		<pubDate>Sun, 07 Sep 2008 15:35:44 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Kids' Related Research]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Television]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=55</guid>
		<description><![CDATA[The New York Times recently ran a short article called Preferring the Web Over Watching TV which cited a few stats regarding TV and web habits of 10 to 14 year olds. The article was based on a study conducted by DoubleClick Performics. In the article it stated:

 83% of children ages 10 to 14 [...]]]></description>
			<content:encoded><![CDATA[<p>The New York Times recently ran a short article called <i><a href="http://www.nytimes.com/2008/08/25/technology/25drill.html?_r=1&#038;ref=media&#038;oref=slogin ">Preferring the Web Over Watching TV</a></i> which cited a few stats regarding TV and web habits of 10 to 14 year olds. The article was based on a study conducted by <a href="http://www.performics.com/">DoubleClick Performics</a>. In the article it stated:</p>
<ul>
<li> 83% of children ages 10 to 14 spent an hour or more a day using the Internet
<li> 68% of children ages 10 to 14 spent an hour or more a day watching television
<li> 72% of the children online have at least one social networking profile on a site like MySpace
<li> 60% of this online group said they never or rarely read blogs (Don&#8217;t latch onto this stat. Read more below.) </ul>
<p>I thought these stats were great to find, but I wanted more. Much more. So I started searching online for any additional information about this DoubleClick Performics report. While I didn&#8217;t find the full report, I did find this gem of a release many weeks earlier called <i><a href="http://chiefmarketer.com/Channels/online/tween_shopping_habits_0729/">New Data Shows the Tween Scene is Online</a></i> written by Stuart Larkins, VP of Search Operations at DoubleClick Performics. The article was posted on a site called <a href="http://chiefmarketer.com/">Chief Marketer</a>. This report appears to have been written from data gathered in an online survey of more than 1,000 tweens in the 10 to 14 age group. In this post the following additional stats could be found:</p>
<ul>
<li> Almost 50% of this group go online more than three times a day with each visit lasting at least a half an hour.
<li> 29% of children ages 10 to 14 spent an hour or more a day listening to radio
<li> 10% of children ages 10 to 14 spent an hour or more a day reading newspapers
<li> 5% of children ages 10 to 14 spent an hour or more a day reading magazines </ul>
<p>As it relates to social networking for this demographic, the article states:</p>
<ul>
<li> 54% have a profile on MySpace
<li> 35% have a profile on Facebook
<li> 45% have a profile on some other social networking site
<li> 64% visit social networking sites at least once per day
<li> 34% spend four or more hours a week on social networking sites </ul>
<p>In terms of this demographic reading blogs:</p>
<ul>
<li> 8% frequently read blogs
<li> 31% occasionally read blogs
<li> 40% rarely read blogs
<li> 20% never read blogs </ul>
<p>What I find interesting about these stats in terms of this demographic having a MySpace or Facebook account is that both online services state in their Terms of Use (<a href="http://www.myspace.com/index.cfm?fuseaction=misc.terms">Myspace</a>, <a href="http://www.facebook.com/terms.php">Facebook</a>) that users must be at least 13 years of age or older to use the site. Since the publicly available information from this report is not broken out by individual age, you have to wonder:<br />
<BR>a.) What percentage of kids ages 10 to 12 report using MySpace and Facebook?<br />
<BR>b.) Should we assume that the majority of these social networking statistics only apply to 13 and 14 year olds?<br />
<BR>c.) Could it be possible that kids in the 10 to 14 demographic are over reporting their actual use of these sites because it&#8217;s a &#8220;cool&#8221; thing to say you have a profile on MySpace and Facebook?</p>
<p>Jennifer Kotler, AVP of Domestic Research at Sesame Workshop, <a href="http://www.360kid.com/blog/?p=47">presented a similar report</a> a couple of months ago at the <a href="http://www.joanganzcooneycenter.org/">Joan Ganz Cooney</a> Symposium and the <a href="http://www.site-members.com/kidp/index.html">Kid Power Xchange</a> conference, but with a focus on 6 to 9 year olds. I&#8217;ll share more on her findings in a future post.</p>
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		<item>
		<title>Calling Peggy Charren &#8211; Recent Conversations with a Children&#8217;s Media Visionary</title>
		<link>http://www.360kid.com/blog/2008/06/calling-peggy-charren-recent-conversations-with-a-childrens-media-visionary/</link>
		<comments>http://www.360kid.com/blog/2008/06/calling-peggy-charren-recent-conversations-with-a-childrens-media-visionary/#comments</comments>
		<pubDate>Thu, 19 Jun 2008 02:23:13 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 00-02/Infant]]></category>
		<category><![CDATA[Age 03/Toddler]]></category>
		<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Age 16-18/Grade 11-12/Teens]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Parents/Caregivers]]></category>
		<category><![CDATA[Television]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=52</guid>
		<description><![CDATA[ When I first became aware of Peggy Charren, I had been creating children&#8217;s media for only a short time. What I learned in those days was that Peggy founded a child advocacy group in 1968 called Action for Children&#8217;s Television (ACT). ACT challenged broadcasters to offer endless choices of quality television content for children. [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/act_charren.jpg" alt="Photo of Peggy Charren, founder of Action for Children's Television" align="right" /> When I first became aware of Peggy Charren, I had been creating children&#8217;s media for only a short time. What I learned in those days was that Peggy founded a child advocacy group in 1968 called <a href="http://www.museum.tv/archives/etv/A/htmlA/actionforch/actionforch.htm">Action for Children&#8217;s Television</a> (ACT). ACT challenged broadcasters to offer endless choices of quality television content for children. Her organization fought for content that was diverse, for all ages, and void of any censorship or hidden agenda. It advocated content rich with benefits for children and as free from the influences of advertising as possible. Ultimately Peggy and her organization pushed legislators to pass the <a href="http://www.fcc.gov/Bureaus/Mass_Media/Factsheets/kidstv.txt">Children&#8217;s Television Act</a> in 1990, a law still in effect today that requires television stations to include at least 3 hours of &#8220;core&#8221; children&#8217;s educational content per week and, at the same time, limit the amount of advertising found in children&#8217;s programming. Peggy&#8217;s vision was bold, her voice strong, and her determination unstoppable. </p>
<p>I remember the moment I first spoke with Peggy many years ago. I searched online for a day or two to find her phone number, took a guess out of a handful of possibilities, and called her out of the blue. I introduced myself, told her I ran a company that creates learning products for children, and listed a handful of client names to demonstrate the quality of our work. Peggy immediately responded, &#8220;Are you one of those religious producers?&#8221; I was caught off guard. I didn&#8217;t expect her response. <i>One</i> of the clients I mentioned had often been misinterpreted as having religious leanings. &#8220;No, that&#8217;s not really what our organization is about&#8221; I replied. Peggy was sharp, quick, and to the point. I quickly learned that Peggy would tell it like it is, and she would be direct, and sometimes blunt, with me in our discussions. I realized these just might be the qualities needed to change the landscape of children&#8217;s media for the better.</p>
<p>Over the years I learned that Peggy loves the theater, that she developed arts programs for school children before ACT, that a member of her family was blacklisted during the McCarthy Era, that her organization had fought off attacks from religious organizations, and that Peggy was awarded the <a href="http://www.medaloffreedom.com/PeggyCharren.htm">Presidential Medal of Freedom</a> under the Clinton Administration, the highest government honor that can be awarded to a civilian. </p>
<p>After the passing of the Children&#8217;s Television Act, Peggy closed down ACT, saying the organization had fulfilled its mission. In the thirteen years since it closed, a lot has changed within the media landscape for children. Today there are 24-hour channels dedicated to children&#8217;s content, online videos, screened technology toys, iPods and family cars with individual screens. Having recently read Dade Hayes&#8217; new book, <i><a href="http://www.amazon.com/Anytime-Playdate-Preschool-Entertainment-Television/dp/1416546839/ref=pd_bbs_sr_1?ie=UTF8&#038;s=books&#038;qid=1213841140&#038;sr=8-1">Anytime Playdate</a></i>, a book that examines the development, research and production of children&#8217;s preschool content, it prompted me to check in with Peggy about her views on today&#8217;s media landscape. Unlike my first call with her, this time I scheduled an appointment for our conversation.</p>
<p><b>Scott Traylor:</b> Looking back on the passing of the Children&#8217;s Television Act of 1990, do you think it was a success?</p>
<p><b>Peggy Charren:</b> Fifty-fifty, because that kind of change in how things work is never completely successful.</p>
<p><B>ST:</B> Do you say fifty-fifty because of the negotiating necessary to pass the Children&#8217;s Television Act,  that it resulted in making the law weaker than you had hoped?</p>
<p><B>PC:</B> No, I never expect things to be perfect.</p>
<p><B>ST:</B> Have the Children&#8217;s Television Act and subsequent amendments and rulings been effective?</p>
<p><B>PC:</B> I think the answer is pretty much &#8216;no&#8217;. In a funny way they&#8217;ve been more effective than most people would give them credit for. There are some who think it had no effect at all. A lot of people feel it was better than nothing.  When push comes to shove, I don&#8217;t think it was really very effective. In a lot of ways it had zero effect.</p>
<p><B>ST:</B> Do you have any thoughts on how it could become more effective?</p>
<p><B>PC:</B> Yes, I suppose that the major way to change it is to focus on what we haven&#8217;t thought about before. Some people in industry are thinking about how it could be more effective. I think technology may be part of the answer. We haven&#8217;t spent enough time thinking about how we could use technology in this regard. When we do the world is going to be more interesting.</p>
<p><B>ST:</B> ACT was always an advocate for more media choices for kids. </p>
<p><B>PC:</B> Yes, that&#8217;s absolutely true.</p>
<p><B>ST:</B> Today there are multiple round-the-clock channels dedicated to children as well as video on demand, online offerings, and technology-based games and toys that have screens. What are your thoughts on the degree of choice and the quality of choices today?</p>
<p><B>PC:</B> I think there&#8217;s never enough choice. I think the sense of choice is just very important and we&#8217;re not doing enough for kids with that priority. We&#8217;ll get along fine anyway but I think the world of children&#8217;s media would be more beneficial if we devoted more time to the kind of issues that ACT worried about in the old days. We don&#8217;t do that anymore. </p>
<p><B>ST:</B> What changes have you seen in media advertising to children?</p>
<p><B>PC:</B> Well, I think it would be nice if there weren&#8217;t any media advertising to children. I&#8217;ve always thought that and it&#8217;s a little hard to just accept the fact that advertising to kids is a reasonable thing to do. I never thought it was reasonable. I&#8217;m not a big one on advertising to children. I think that the goal of advertising to kids is wrong and I don&#8217;t like it, I never did like it, and I don&#8217;t like it now. It&#8217;s not that I worry about it being the end of the world,  its just that I think it&#8217;s an inappropriate goal.</p>
<p><B>ST:</B> Can you speak to the pros and cons of advertising regulation for broadcasters?</p>
<p><B>PC:</B> I&#8217;m a big one for advertising regulations. I&#8217;ve always been focused that way when it comes to advertising. I think advertising doesn&#8217;t hurt kids as much as it sounds like it does but I think it&#8217;s manipulative and we keep doing it. It&#8217;s amazing how little it has changed actually.</p>
<p><B>ST:</B> How little has changed over the years with regulation?</p>
<p><B>PC:</B> No, with children&#8217;s advertising. In terms of regulation there&#8217;s a limit to how much regulation we&#8217;re going to see. I think advertising by itself is nauseating&#8230; she says mildly.</p>
<p><B>ST:</B> Let&#8217;s continue with this question. It&#8217;s said that young children under the age of seven are not capable of understanding the difference between ads and programs, or the persuasive intent of ads.  </p>
<p><B>PC:</B> That&#8217;s right, they can&#8217;t tell the difference. This must have been the first thing I ever said in my life.</p>
<p><B>ST:</B> So should the FCC forbid advertising to children? </p>
<p><B>PC:</B> I think it wouldn&#8217;t be a bad idea. Just get rid of it entirely. We almost did it you know. We almost had it. It&#8217;s a real shame that it just sort of vanished into the quiet part of everyone&#8217;s life. I mean advertising to children is so dumb. It&#8217;s just a dumb thing to do.</p>
<p><B>ST:</B> How do you think changes in ad requirements would impact the range of media available to young children?</p>
<p><B>PC:</B> Oh I think it could have a big effect actually. I think there&#8217;s an opportunity for an enormous effect relating to not selling to children and I don&#8217;t know why it&#8217;s taken so long. It&#8217;s probably my fault.  </p>
<p><B>ST:</B> What do you think of the baby video phenomenon and the <a href="http://www.kff.org/entmedia/entmedia052406nr.cfm">Kaiser Family Foundation report</a> that one quarter of children under the age of two have a TV in their bedroom?</p>
<p><B>PC:</B> Oh I&#8217;ve always thought that was idiotic. To set up a baby&#8217;s room with a television set in it says more about the parents than it does about anything else. Some day we may find that children will really suffer because of this.</p>
<p><B>ST:</B> What advice would you offer parents today for making positive media choices for their children?</p>
<p><B>PC:</B> Let&#8217;s see. Let me turn this back to you. What do you think is the most difficult question parents have to answer regarding media and their child? </p>
<p><B>ST:</B> Lately I&#8217;ve been thinking a parent might ask, &#8220;Is viewing media hurting my child?&#8221;</p>
<p><B>PC:</B> I think parents have to pay close attention to what&#8217;s helping and hurting their child. If parents care enough about their child in terms of their media viewing choices, I think it&#8217;s probably not a terribly serious issue.</p>
<p>Peggy and I talked about a number of related topics in the children&#8217;s media world. During our conversation we discussed noteworthy figures in the industry. Vicki Rideout, VP of the <a href="http://www.kff.org/">Kaiser Family Foundation</a> was a strong favorite. Alice Cahn, VP of Social Responsibility for Cartoon Network received high praise for her smarts as well as humor. We also discussed the work of Henry Jenkins, Director of the Comparative Media Studies program at MIT for his thoughts on society and media. Peggy didn&#8217;t share her thoughts about who are the leading child advocate voices of today, but it was clear she was on top of the conversations and the people involved in shaping the discussion. Thinking about the challenges of quality media for children today I asked:</p>
<p><B>ST:</B> Maybe we&#8217;re just missing those strong voices today that can fight for children?</p>
<p><B>PC:</B> I don&#8217;t think so. I think that there are other kinds of voices we just let happen. It may never get fixed. People just aren&#8217;t upset enough.</p>
<p><i>Special thanks to Joe Blatt, Alice Cahn, Sue Edelman, David Kleeman, and Ellen Wartella for their help in preparing questions for Peggy. The ACT archives can be viewed at Harvard University&#8217;s School of Education in Cambridge, Massachusetts.</i></p>
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		<title>Thoughts for Designers: Announcing the Web 2.0.1 Patch</title>
		<link>http://www.360kid.com/blog/2008/06/thoughts-for-designers-announcing-the-web-201-patch/</link>
		<comments>http://www.360kid.com/blog/2008/06/thoughts-for-designers-announcing-the-web-201-patch/#comments</comments>
		<pubDate>Fri, 06 Jun 2008 10:44:40 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Interface Design/Product Development]]></category>
		<category><![CDATA[Social Networking]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=49</guid>
		<description><![CDATA[[The following is an article I wrote for the May 2008 issue of Children's Technology Review. For those unfamiliar with this monthly magazine, it's a great information resource to all the latest software, gaming, and technology products being released for children.] 
Last month, I was presenting at a conference for education publishers when someone raised [...]]]></description>
			<content:encoded><![CDATA[<p>[The following is an article I wrote for the May 2008 issue of <i><a href="http://www.childrenssoftware.com/">Children's Technology Review</a></i>. For those unfamiliar with this monthly magazine, it's a great information resource to all the latest software, gaming, and technology products being released for children.] </p>
<p>Last month, I was presenting at a conference for education publishers when someone raised his hand and asked &#8220;What&#8217;s a Webkinz?&#8221; Hmmmm, I thought. Doesn&#8217;t everyone know about <a href="http://www.webkinz.com">Webkinz World</a>? Shouldn&#8217;t everyone know about this site and others like it without the excuse &#8220;I don&#8217;t have kids.&#8221; The next day, somebody asked me, &#8220;What&#8217;s an avatar?&#8221; I was starting to understand that there were still plenty of publishers firmly stuck in yesterday&#8217;s Web 1.0 world. But don&#8217;t worry. We&#8217;ll fix the problem the way we developers always do &#8211; with a Patch.</p>
<p>The Web 2.0.1 Patch is designed to help you become more thoughtful when creating interactive experiences for children (and it works well for school or library websites, as well). Installing this Patch in your brain is a quick and painless process as long as you have a USB 2.01 port just behind your left ear. Or, you can follow these three steps.</p>
<p><b>STEP 1 &#8211; Create an account for yourself in a virtual world like <a href="http://www.clubpenguin.com">Club Penguin</a>, <a href="http://www.piratesonline.com/">Pirate&#8217;s Online</a>, <a href="http://www.nicktropolis.com/">Nicktropolis</a>, <a href="http://www.secondlife.com/">Second Life</a> or any of the many virtual worlds that are popping up all over. </b><br />
Once you have an account, test it out and play with it. Keep in mind &#8211; like many other Web 2.0 products available you may not see the benefits immediately, but you will see incremental improvements every time you come back to visit one of these virtual worlds.</p>
<p><b>STEP 2 &#8211; Upload digital photos to <a href="http://www.flickr.com/">Flickr</a> or a video to <a href="http://www.youtube.com">YouTube</a>. </b><br />
Don&#8217;t forget to include some tags that describe what you&#8217;re uploading so for others can easily find it. Once you have posted something, control your excitement, pat yourself on the back, and email friends and family with a link to your newly posted UGC (User Generated Content)! </p>
<p><b>STEP 3 &#8211; Create a personal profile on <a href="http://www.facebook.com">Facebook</a>, <a href="http://www.linkedin.com">LinkedIn</a>, or any another similar social networking site. </b><br />
If you don&#8217;t know one that&#8217;s right for you, ask a smart computer friend what she uses (chances are she will have already installed the 2.0.1 Patch and will be familiar with the requirements). If your techy friend is not available, casually ask someone under the age of 20 what sites they use. Don&#8217;t tell them that you are setting up a new account. If you do, he or she might give you that &#8220;Web 1.0 look&#8221; and then slowly back away.<BR><BR></p>
<p>Here are just a few of the benefits you&#8217;ll be able to enjoy from downloading and installing this Patch:</p>
<ul>
<li><b><i>You will start from, and work from, a central plan. </i></b><br />
If you&#8217;re designing a site or service with social features, there will be no more &#8220;winging it&#8221; or making it up as you go along. Thinking through the design of your new web idea, writing it down, and sharing it with all of your team members are more important now than ever before. <BR></p>
<li><b><i> You&#8217;ll test your work with your target audience. </i></b><br />
The Patch works best when testing is considered at the very beginning of your product&#8217;s definition on paper and throughout the development process. Some of you might explain &#8220;We never had to test our products during the Web 1.0 days!&#8221; Yes, in many ways the Web 1.0 days were a simpler time, and a time we will all look back on with nostalgia. However, the hustle and bustle of today&#8217;s fast-paced Web 2.0 world demands ongoing testing. <BR></p>
<li><b><i> After you install the 2.0.1 Patch, you&#8217;ll have zero tolerance for UI (user interface) mistakes. </i></b><br />
If buttons or other interactive controls don&#8217;t function as they are supposed to, your product will be in violation of the User&#8217;s Agreement. It is important to think through the entire user experience fully before launching an interactive product. This requirement can&#8217;t be overstated. You can&#8217;t blame it on Flash, Microsoft or some browser error. That&#8217;s the 1.0 baby talk of the past.<BR></p>
<li><b><i> If you are a Web 2.0 savvy developer, keep in mind that it is possible your audience is not acknowledging that he or she is a Web 1.0 user. </i></b><br />
Education outreach and friendly intervention is an important component of the Web 2.0 vision. Take the time to gently explain how their actions are hurting others around them. Also explain the benefits of the Web 2.0 universe. (Note: This should be apparent in the development documentation you will have recently created for your plan). To keep your Web 2.0 chops fresh, try out the latest ground breaking technologies, like the iPod Touch interface, for example. You may not know how to find it at first, but be diligent. </ul>
<p>These steps can avoid wasting countless hours and dollars, and they can prevent you from having to install the 2.1.1 Patch and a 2.1 Update. In the end, keeping your Patches up-to-date can result in better products and happier users.</p>
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		<title>Kids, Technology and Learning: The First Annual Joan Ganz Cooney Symposium</title>
		<link>http://www.360kid.com/blog/2008/05/kids-technology-and-learning-the-first-annual-joan-ganz-cooney-symposium/</link>
		<comments>http://www.360kid.com/blog/2008/05/kids-technology-and-learning-the-first-annual-joan-ganz-cooney-symposium/#comments</comments>
		<pubDate>Wed, 14 May 2008 19:11:26 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 03/Toddler]]></category>
		<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Age 16-18/Grade 11-12/Teens]]></category>
		<category><![CDATA[Audio Recordings]]></category>
		<category><![CDATA[Classroom Tech]]></category>
		<category><![CDATA[Kids' Related Research]]></category>
		<category><![CDATA[Learning Games]]></category>
		<category><![CDATA[Parents/Caregivers]]></category>
		<category><![CDATA[Presentations]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Technology Toys]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=47</guid>
		<description><![CDATA[On May 9th, the first ever Joan Ganz Cooney Center Symposium was kicked off at the McGraw-Hill offices located in New York City. The Joan Ganz Cooney Center is the newest addition to the Sesame Workshop enterprise. Its mission is to offer guidance, research and insight into how children can learn through emerging media. The [...]]]></description>
			<content:encoded><![CDATA[<p>On May 9th, the first ever Joan Ganz Cooney Center Symposium was kicked off at the McGraw-Hill offices located in New York City. The <a href="http://www.joanganzcooneycenter.org/">Joan Ganz Cooney Center</a> is the newest addition to the Sesame Workshop enterprise. Its mission is to offer guidance, research and insight into how children can learn through emerging media. The symposium itself was an amazing event. A stellar list of speakers and influential attendees from diverse areas of education, broadcast, gaming and the toy world came together to discuss the future of learning and technology for children in the 21st century. This jam-packed event included presentations from over 34 different industry insiders. Over 150 invited guests filled the room. Included on the guest list was <a href="http://edlabor.house.gov/">Congressman George Miller (D-CA)</a> who is the chairman of the House Education and Labor Committee.</p>
<p>All of the presentations offered many important perspectives and voices that are shaping the learning and technology conversation today. A number of speakers served up new research and valuable insights to chew on long after the event concluded. While there was significant take-away from all of the speakers,  I would like to call out two specific presentations. These include the presentations of Connie Yowell of the MacArthur Foundation and Jennifer Kotler of Sesame Workshop.</p>
<p>First and foremost, <a href="http://www.macfound.org/site/c.lkLXJ8MQKrH/b.928213/k.ABB7/Constance_M_Yowell.htm">Connie Yowell</a>&#8217;s presentation on new learning paradigms was simply amazing, passionately delivered, and has given many folks the most food for thought about the future of new media and learning.  Connie expressed the importance of seeking out the right questions to ask at the beginning of our journey, stating that in order for us to realize the opportunity in front of us, we must be ready for a significant paradigm shift in the existing learning conversation. I heard many attendees echo the importance of Connie&#8217;s words at the conclusion of the event. In the matrix below, I have included an audio recording of Connie&#8217;s presentation.  A transcription of her comments can also be found in my <a href="http://www.360kid.com/blog/?p=48">next blog article</a>.</p>
<p>During this part of the symposium, both <a href="http://www.psych.ucr.edu/faculty/wartella/index.html">Ellen Wartella</a> (of UC Riverside) and Connie Yowell&#8217;s words were offered in succession and both speakers expressed a great need for more research and a significant rethinking of our current approach to education and learning. Their comments were vital ones to be heard by policy makers, and while Representative George Miller attended the event for most of the day, sadly he left just before Ellen and Connie took the stage.</p>
<p>The next presentation I&#8217;d like to call attention to was that delivered by <a href="http://www.joanganzcooneycenter.org/about/our-people/kjennifer.html">Jennifer Kotler</a>. Jennifer presented two reports, but one in particular has an important story to be told. This report gathered information from interviews conducted with children ages 6 to 9. It asked them about their favorite games and websites. Included within this report was a very clever validity check that, when its findings were presented, calls into question any other self-reported findings from other organizations asking similar questions about kids and online preferences.</p>
<p>In the study, kids were asked about their technology preferences. Included within the interview question sets were six non-existent website and game names. That&#8217;s right, online products that were completely fictitious and do not exist. What this report revealed was that 56% of those surveyed claimed to have played these non-existent games and websites. How could this be?</p>
<p>What the research suggests is that kids may be more likely to exaggerate their actual use of technology because of the apparent &#8220;cool factor&#8221; and/or the aspirational aspect of these technologies. How does this cool/aspirational factor play out within the data? Here are just a couple of examples: When kids were asked if they have ever visited a MySpace page, the &#8220;clean&#8221; data suggests that only 19% of those surveyed have visited the popular online destination whereas the non-valid data states the number is 54%. When asked about posting video on YouTube, the numbers are 7% (valid data) vs 42% (non-valid data).</p>
<p>These findings suggest that similar studies conducted by other organizations would benefit greatly by the inclusion of a validity test in their research. If not, the numbers reported could be significantly skewed from what they should be. Now that we&#8217;re all armed with this information, go back and look at all the claims regarding other popular children&#8217;s destinations, like Club Penguin, Webkinz, and the like. Hmmmmm.</p>
<p>I would also like to call out presentations made by <a href="http://www.21stcenturyskills.org/index.php?option=com_content&#038;task=view&#038;id=156&#038;Itemid=70">Bernie Trilling</a> of <a href="http://www.oraclefoundation.org/">Oracle Education Foundation</a> about 21st Century Learning Skills, <a href="http://www.umiacs.umd.edu/~allisond/">Allison Druin</a> for her work with the <a href="http://www.icdlbooks.org/"> International Children&#8217;s Digital Library</a> project, Krista Marks of <a href="http://www.kerpoof.com">Kerpoof</a>, <a href="http://gameslearningsociety.org/people_geej.php">James Paul Gee</a> and his report on <a href="http://www.joanganzcooneycenter.org/pdf/Cooney_policy_0506.pdf">Getting Over the Slump</a>, and Jim Styer of <a href="http://www.commonsensemedia.org/">Common Sense Media</a> for his <a href="http://www.commonsensemedia.org/news/pdfs/Growing-Up-Digital-Presentation.pdf">report</a> on how parents and educators view the educational potential of new media.</p>
<p>The matrix below offers audio recordings, papers, and related websites collected from the event. Friends and colleagues who know me well will tell you that I&#8217;m rarely without a camera or recording device at such events. I believe it&#8217;s important to capture and share such information with everyone so that industries can move forward together. The list below includes audio recordings from most of the speakers. However, my apologies go out to the last 8 or so speakers, mostly from Warren Buckleitner&#8217;s Dust or Magic panel, for by the end of the day my recording device lost power.</p>
<p>All of the audio clips can be downloaded as a single zipped file <a href="http://www.360kid.com/blog/files/20080509_1st_Joan_Ganz_Cooney_Symposium.zip">here</a>.</p>
<table border="1" cellpadding="2">
<tr bgcolor="#00CED1">
<th ALIGN=center width=35><font size ="1">Audio</font></th>
<th ALIGN=center width=35><font size ="1">PDF</font></th>
<th ALIGN=center width=35><font size ="1">Site</font></th>
<th width=315><font size ="1">Speaker or Description</font></th>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_1A_Opening_Video.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Opening video (audio recording only)</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_1B_Oldsey.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">William Oldsey &#8211; EVP, McGraw-Hill Education</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_1C_Knell.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Gary E. Knell &#8211; President and CEO, Sesame Workshop</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_1D_Ganz_Cooney.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Joan Ganz Cooney &#8211; Co-Founder, Sesame Workshop</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_2A_Levine.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1"><a href="http://www.joanganzcooneycenter.org/pdf/Cooney_Challenge_advance.pdf">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Michael Levine &#8211; Executive Director, Joan Ganz Cooney Center</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_2B_Steyer.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1"><a href="http://www.commonsensemedia.org/news/pdfs/Growing-Up-Digital-Presentation.pdf">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Jim Steyer &#8211; Founder &#038; CEO, Common Sense Media</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_2C_Gee.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1"><a href="http://www.joanganzcooneycenter.org/pdf/Cooney_policy_0506.pdf">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">James Paul Gee &#8211; Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_2D_Q_and_A.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Questions and Answers</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_3A_Wallis.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Claudia Wallis &#8211; <i>TIME</i> Magazine</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_3B_Tran.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Buwon Tran &#8211; Director of Consumer Research, Casual Entertainment, Electronic Arts</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_3C_Kotler.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Jennifer Kotler &#8211; Assistant VP of Domestic Research, Education, Research and Outreach Department, Sesame Workshop</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_3D_Neuman_(cut_at_end).html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Susan Neuman &#8211; Professor of Educational Studies, University of Michigan</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_3E_Alexander_(cut_at_start).html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Francie Alexander &#8211; SVP of Scholastic Education and Chief Academic Officer, Scholastic</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_3F_Q_and_A.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Questions and Answers</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_4A_Guernsey.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Lisa Guernsey &#8211; journalist, author of <i>Into the Minds of Babes</i></font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_4B_Jager_Adams.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Marilyn Jager Adams &#8211; Research Professor of Cognitive and Linguistic Sciences, Brown University</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_4C_Trilling.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/files/Trilling_7cs_21st_Century_Skills.pdf" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Bernie Trilling &#8211; Global Director, Oracle Education Foundation</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_4D_Pinkard.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Nichole Pinkard &#8211; Senior Research Associate &#038; Assistant Professor, University of Chicago</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_4E_Honey.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Margaret Honey &#8211; SVP, Strategic Initiatives &#038; Research, Wireless Generation</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_4F_Rotenberg.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Lesli Rotenberg &#8211; SVP, PBS KIDS Next Generation Media Initiative</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_4G_James.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Jayne James &#8211; Executive Director, Ready to Learn, Corporation for Public Broadcasting</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_4H_Q_and_A.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Questions and Answers</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_5_Miller.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">U.S. Rep. George Miller (D-CA) &#8211; Chairman of the House Education and Labor Committee</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_6_Zalzman.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Gabriel Zalzman &#8211; SVP and General Manager, Fisher-Price</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_7_Gordon.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Bing Gordon &#8211; Chief Creative Officer, Electronic Arts</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_8A_Roberts.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Linda Roberts &#8211; Former Director, Office of Educational Technology, US Department of Education</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_8B_Lippincott.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Rob Lippincott &#8211; SVP, Education, PBS</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_8C_Wartella.html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Ellen Wartella &#8211; Executive Vice Chancellor &#038; Provost, UC Riverside</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/audio/audio_8D_Yowell_(cut_at_end).html" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Connie Yowell &#8211; Director of Education, MacArthur Foundation</font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Delia Pompa &#8211; VP for Education, National Council of La Raza </font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1"><a href="http://www.360kid.com/blog/files/H_Tech_Demos_List.pdf" target="_blank">Yes</a></font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Warren Buckleitner &#8211; Editor, Children&#8217;s Technology Review</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1"><a href="http://www.childrenslibrary.org" target="_blank">Yes</a></font></td>
<td><font size ="1">Allison Druin &#8211; Director, Human-Computer Interaction Lab, University of Maryland </font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Michael T. Jones &#8211; Chief Technology Advocate, Google, Inc.</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1"><a href="http://www.kerpoof.com" target="_blank">Yes</a></font></td>
<td><font size ="1">Krista Marks &#8211; CEO &#038; Co-Founder, Kerpoof</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1"><a href="http://udleditions.cast.org/" target="_blank">Yes</a></font></td>
<td><font size ="1">David Rose &#8211; Chief Scientist, CAST</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Kathy Shirley &#8211; Technology and Media Services Director, Escondido Union School District </font></td>
</tr>
<tr bgcolor="#B0E0E6">
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td ALIGN=center><font size ="1">-</font></td>
<td><font size ="1">Michael Levine &#8211; Executive Director, Joan Ganz Cooney Center</font></td>
</tr>
<p></font><br />
</table>
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