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	<title>360blog &#187; Interview</title>
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	<link>http://www.360kid.com/blog</link>
	<description>Exploring the World of Digital Youth</description>
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		<title>Mind in the Making, an Interview Event with Author Ellen Galinsky</title>
		<link>http://www.360kid.com/blog/2010/07/mind-in-the-making/</link>
		<comments>http://www.360kid.com/blog/2010/07/mind-in-the-making/#comments</comments>
		<pubDate>Mon, 19 Jul 2010 22:49:24 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 00-02/Infant]]></category>
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		<guid isPermaLink="false">http://www.360kid.com/blog/?p=736</guid>
		<description><![CDATA[Have you ever noticed that spark in a young child’s eye when they’re learning something new? There’s an excitement to their discovery, a satisfaction in learning, something to take pleasure in, a palpable exhilaration. On the flipside, why is it that this spark, this love of learning we so easily recognize in young children, seems [...]]]></description>
			<content:encoded><![CDATA[<p>Have you ever noticed that spark in a young child’s eye when they’re learning something new? There’s an excitement to their discovery, a satisfaction in learning, something to take pleasure in, a palpable exhilaration. On the flipside, why is it that this spark, this love of learning we so easily recognize in young children, seems to diminish as they progress through school, grade after grade? What is it that we’re doing wrong, learning should be fun right? What should parents and teachers do differently? How can we fan the flame of learning in all children to create passionate, life long learners?</p>
<p><img src="http://www.360kid.com/blog/images/book_galinsky.jpg" alt="Ellen Galinsky's book Mind in the Making: The Seven Essential Life Skills Every Child Needs" align="right" hspace=15 /> These are just the few of the questions posed to readers in <a href="http://familiesandwork.org/site/about/staff.html#ellen">Ellen Galinsky</a>’s new book <a href="http://www.amazon.com/Mind-Making-Seven-Essential-Skills/dp/006173232X"><i>Mind in the Making: The Seven Essential Life Skills Every Child Needs</i></a>. Out in the world today there are a lot of behavioral and developmental research studies that clinically describe what’s happening during a child’s growing years. The problem however is that this information often feels inaccessible to everyday moms and dads. What&#8217;s great about Ellen’s book Mind in the Making is that it makes the inaccessible accessible. Each chapter is filled with carefully selected and easy to understand research that consistently shines a light on what’s going on with your growing child. Sprinkled throughout these findings are recommendations from the author on how to grow that spark and stories from everyday parents that share similar concerns and their successes related to helping their child thrive.</p>
<p>Last week I had the pleasure of meeting Ellen at a gathering to discuss her work in New York City’s Teachers College at Columbia University. During the event, Ellen was interviewed onstage by <a href="http://blog.lisaguernsey.com/">Lisa Guernsey</a>, another fantastic author who wrote the book <a href="http://www.amazon.com/Into-Minds-Babes-Affects-Children/dp/B001KOTUE2/ref=sr_1_1?ie=UTF8&#038;s=books&#038;qid=1279572104&#038;sr=8-1"><i>Into the Minds of Babes: How Screen Time Affects Children from Birth to Age Five</i></a> (<a href="http://www.360kid.com/blog/2008/02/interview-with-lisa-guernsey-author-of-into-the-minds-of-babes/">360KID interview</a> with Lisa about her book, <a href="http://www.youtube.com/watch?v=9_3Ral-KIdE">video</a>) The pairing of these two authors together for the event was excellent and a <a href="http://www.youtube.com/watch?v=1OEmrDrHhDQ">video</a> of the conversation can be enjoyed below. During the presentation, Ellen not only shared many of the insights she has written about in her book, she also presented another dimension of her journey through carefully captured video recordings of researchers describing their studies. There are many compelling observations described through these videos for parents to learn about and use in daily interactions with their child. One video in particular is a “must watch&#8221; if you are unfamiliar with “The Marshmallow Experiment,” a study that looks at the internal conflict four year old children struggle with when offered one marshmallow they can eat now or instead two marshmallows they can eat later. This experiment is technically referred to as a study in delayed gratification and you can enjoy the discovery of this experiment (as a newly refreshed life long learner through reading Ellen&#8217;s book) in the interview below. Enjoy!</p>
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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>
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		<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>
]]></content:encoded>
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		<title>James Paul Gee on Video Games and Learning</title>
		<link>http://www.360kid.com/blog/2009/12/gee-interview/</link>
		<comments>http://www.360kid.com/blog/2009/12/gee-interview/#comments</comments>
		<pubDate>Mon, 28 Dec 2009 14:01:08 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Books]]></category>
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		<category><![CDATA[Learning Games]]></category>
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		<guid isPermaLink="false">http://www.360kid.com/blog/?p=660</guid>
		<description><![CDATA[
 If you&#8217;re attending a conference on forward thinking ways to help kids learn, or maybe an event on learning through video games, chances are you will be listening to thoughts offered by James Paul Gee. Dr. Gee is a noted expert on the topic of video games and learning. He is the Mary Lou [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/as_gee.jpg" alt="James Paul Gee, noted expert on video games and learning" align="right" />
<p> If you&#8217;re attending a conference on forward thinking ways to help kids learn, or maybe an event on learning through video games, chances are you will be listening to thoughts offered by <a href="http://en.wikipedia.org/wiki/James_Paul_Gee">James Paul Gee</a>. Dr. Gee is a noted expert on the topic of video games and learning. He is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University and is a member of the National Academy of Education. His work has been published widely in journals in linguistics, psychology, the social sciences and education. Dr. Gee&#8217;s recent book,  <a href="http://www.amazon.com/Video-Games-Teach-Learning-Literacy/dp/1403961697">What Video Games Have to Teach Us About Learning and Literacy</a> argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. His new book, <a href="http://www.amazon.com/Women-Gaming-Sims-Century-Learning/dp/0230623417/ref=ntt_at_ep_dpt_8">Women and Gaming: The Sims and 21st Century Learning</a>, written with <a href="https://webapp4.asu.edu/directory/person/1054838">Elisabeth R Hayes</a>, will be available this coming May, 2010. 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 James. You can view a short video of my interview with Dr. Gee on the <a href="http://www.youtube.com/watch?v=9RmreVieKl0">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">What successes do you see in the learning games movement?</a></p>
<p><a href="#Q2">Why do you think games are not perceived as effective learning tools?</a></p>
<p><a href="#Q3">Would a funding approach that is similar to public television be a good model for the learning games industry?</a></p>
<p><a href="#Q4">What excites you when you see kids developing their own games?</a></p>
<p><a href="#Q5">How are learning games best used to accelerate learning?</a></p>
<h3><b><i>INTERVIEW:</i></b></h3>
<p><a name="Q1"></a>
<p><b>Scott Traylor:</b> Where do you think things stand today with the learning games movement? What successes do you see?</p>
<p><b>James Paul Gee:</b> Successes have been slow in coming, much more slowly than I would have thought, but they are coming. What I&#8217;m seeing is the beginning of noncommercial games for learning.</p>
<p>Looking back on the gaming industry, developers made products that were expectable, products that were designed by baby boomers and made by principles of instructional technology. These games didn&#8217;t break the mold, and didn&#8217;t break out of a pattern. They were not good games and did not include good learning. Today we&#8217;re beginning to see games being developed by young game designers who understand learning and understand game design. They&#8217;re making good games, and they are making things that work. Over the next few years we&#8217;re going to see a real explosion in better products. Some of this has to do with the appearance of the independent game studios. In the commercial world the independent games community has been very slow to develop. For a while there really was none, but now with downloading services across all major platforms, you&#8217;re seeing many independent games being developed. Games like <a href="http://thatgamecompany.com/games/flower/">Flower</a> and <a href="http://braid-game.com/">Braid</a>, made with relatively small budgets, but they are really top games. Independent games like these are doing as well as many of the commercial games out on the market, and they&#8217;re setting the standard for so called &#8220;<a href="http://www.seriousgames.org/about2.html">serious games</a>,&#8221; games that have the ability to teach. If we can make commercial games that are as good as Flower or Braid for a modest budget, we certainly can make games in the learning sphere that are equally as good. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q2"></a>
<p><b>Traylor:</b> Why do you think games are not perceived as effective learning tools?</p>
<p><b>Gee:</b> I think the major reasons are cultural, along with the slow development of an independent game industry, but also the power of baby boomers. People of my age, baby boomers, have theories and are in relatively solid positions in institutions. They get to call the shots, but this is a changed world. We&#8217;re talking about learning and using technologies that people under thirty know a lot more about. It&#8217;s not surprising when they apply our theories and do a better job than when we applied our theories. I think that&#8217;s all good, we need to release that creative energy.</p>
<p>The other thing you touch on, and it&#8217;s a very serious matter, is that we really don&#8217;t have many new business models. Think about it. We&#8217;re trying to make things that do social good, but if the social good is done for free, it dies when the grant ends. Right? We now realize we have to think about how to make products that can go on for a long period of time, and at some level earn enough money to sustain themselves while still doing social good. Lots of people are now thinking about how we can create new and innovative business models so that everybody wins. Models that allow people to make enough money and at the same time spur new businesses, new enterprises to open up, models which will help everybody benefit. Until we really get that down, what you&#8217;ll end up seeing are products that are made on government dollars that die the day the grant is over. The same is true with academic research, the day the grant money stops coming in the research stops. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q3"></a>
<p><b>Traylor:</b> Would you suggest a financial approach that is similar to public television? Would that be a good model for growing a learning games industry?</p>
<p><b>Gee:</b> There&#8217;s going be a whole new set of models. Open source, the public sharing of programming resources, is one very important area. A public television model around games that would include both design workshops as well as giving out products, and also encouraging consumers to make products, would certainly be one model. We just have to have new models for new businesses. There are going to be &#8220;double bottom line&#8221; businesses; businesses that are committed to social good by solving our educational problems but these same businesses would be committed to making money. Making money not just to enrich individuals, but to also keep the social good going. There are a number of models we can think of for that. As is true of many academics, we didn&#8217;t think that business models were important. Now people are starting to see that business models are needed to bring about long-term impact. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q4"></a>
<p><b>Traylor:</b> What excites you when you see kids developing their own games?</p>
<p><b>Gee:</b> I&#8217;m excited that so many young people today are taking gaming beyond gaming. They&#8217;re not just playing games. They&#8217;re making games. They&#8217;re designing things for games. They&#8217;re setting up discussions and guilds and websites around games. They&#8217;re learning new software, software that contributes to these sites and discussions and products. And very often, they organize themselves into learning communities to do all of this. Their passion for learning in these communities grows beyond their passion for the games themselves. In other words, it&#8217;s a trajectory towards learning communities, and towards thinking like a designer, and producing, and not just consuming, that some of our best games give rise to.</p>
<p>The video game <a href="http://www.spore.com/">Spore</a> is a great example. Spore is designed so that you play, and then you design, and then you play, and you join a community, and you get the products you have designed to appear within the game, and then you design with others collaboratively. This game provides very good tools to do that. Anyone, from the very young to the very old, can play.</p>
<p>Another great example is the game <a href="http://www.littlebigplanet.com/">Little Big Planet</a>. There&#8217;s a whole bunch of products coming out that say why don&#8217;t you see playing and designing as things you can do together in a game. These things are integrated together, so the game becomes as much your product as it is ours, and becomes a community event and not just an individual event. The lessons here for education are massive, because it means we&#8217;re going have to start designing, not just pieces of software, but ways for people to set up learning communities that they&#8217;re productive within. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q5"></a>
<p><b>Traylor:</b> So the perception that learning games alone will result in really good learning outcomes, is not the full story. What you&#8217;re saying is that learning games, supported by learning communities, are really the combination that accelerates the learning opportunity?</p>
<p><b>Gee:</b> Those of us who study learning games make the distinction between a game, which is just the software, and the game with a capital &#8220;G&#8221;, which is the whole set of social learning interactions built around the game. We used to argue, if you&#8217;re going to use games for learning, you have to have a community of learning built around the game. Now the commercial industry realizes you won&#8217;t make money if you don&#8217;t build a learning community around the game. It&#8217;s an integral part to gaming, to participate in a collaborative community around the game.</p>
<p>My work has never been that of an advocate to put games into schools. That&#8217;s a fine thing to do, but that&#8217;s not what my work is about. It&#8217;s about putting the learning found in games into schools, learning that&#8217;s centered on problem solving and collaboration. </p>
<p>In school students get a bunch of facts and information. You can&#8217;t solve problems with it, so you get nothing. The interesting thing is if I make you solve a problem, and I really design the experience of that problem, guiding you and mentoring you, which is what good game design does, you get problem solving and you get facts and information, because you have to learn that in order to solve the problem. I will also get you to collaborate in a community where you might even innovate. You&#8217;re going to design new things and do new stuff. I want to see that model go into schools and that model doesn&#8217;t have to be a game. We can do that in the world in many different ways.</p>
<p>The other thing I really want to stress about games is that, in my opinion, it&#8217;s not a good idea to try to teach a whole curriculum through games. Industries are building up to try to do this. It&#8217;s too expensive. We want to learn in many different ways. Games are particularly good for preparation for future learning. If you want to motivate somebody in an area like chemistry or physics, a game is an ideal way to not only motivate that learning, to get learners to see why you do it, what is good about it, why it would be a turn on to do it, but it also prepares them to get ready for learning in the future. That future learning doesn&#8217;t have to occur in games. We tend to get obsessed with one platform, but just like in the world where kids don&#8217;t just game, they also go on the internet, and they write fiction, and they mod games. They do a whole bunch of stuff. We want our curriculum to be a whole bunch of stuff as well. <i><a href="#Top">(Return to Question Picker)</a></i></p>
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		<title>Sesame Street and the Future of Learning – Interview with Sesame CEO Gary Knell</title>
		<link>http://www.360kid.com/blog/2009/11/knell-interview/</link>
		<comments>http://www.360kid.com/blog/2009/11/knell-interview/#comments</comments>
		<pubDate>Mon, 09 Nov 2009 02:59:04 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Handhelds/Mobile Computing]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Learning Games]]></category>
		<category><![CDATA[Parents/Caregivers]]></category>
		<category><![CDATA[Television]]></category>
		<category><![CDATA[Video Links]]></category>
		<category><![CDATA[Breakthrough Learning]]></category>
		<category><![CDATA[Gary Knell]]></category>
		<category><![CDATA[Google]]></category>
		<category><![CDATA[Joan Ganz Cooney]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[Sesame Street]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=576</guid>
		<description><![CDATA[
In the last week of October, I was invited to participate in a conference that was held at the Google headquarters in Mountain View, CA called Breakthrough Learning in a Digital Age. While I was at the event I had the opportunity to interview a number of thought leaders involved in the world of technology [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/sw_knell.jpg" alt="Gary Knell, Sesame Workshop CEO &#038; President" align="right" />
<p>In the last week of October, I was invited to participate in a conference that was held at the Google headquarters in Mountain View, CA called <a href="http://www.google.com/events/digitalage/" target="_blank">Breakthrough Learning in a Digital Age</a>. While I was at the event I had the opportunity to interview a number of thought leaders involved in the world of technology and learning. To celebrate the 40th anniversary of Sesame Street, I thought it fitting to begin with an interview I had with Gary Knell, President and CEO of Sesame Workshop. The following is a transcription of our discussion. Portions of this interview were edited for clarity. Stay tuned for more interviews in the coming days and weeks.</p>
<h3><b><i><a name="Top">QUICK QUESTION PICKER:</i></b></h3>
<p></a></p>
<p><a href="#Q1">When looking at expanding into other mediums, how will you apply the Sesame philosophy?</a></p>
<p><a href="#Q2">In terms of metrics, do you see Sesame&#8217;s on air numbers going down and online numbers going up?</a></p>
<p><a href="#Q3">Is it more challenging today for creators of younger children’s content to be on air?</a></p>
<p><a href="#Q4">In regards to testifying on Capitol Hill about the Children’s Television Act, what outcome are you looking for?</a></p>
<p><a href="#Q5">Do we need the Children’s Television Act for other media formats?</a></p>
<p><a href="#Q6">What is the Cooney Prize?</a></p>
<h3><b><i>INTERVIEW:</i></b></h3>
<p><a name="Q1"></a>
<p><b>Scott Traylor:</b> Congratulations on the upcoming 40th anniversary of Sesame Street. It’s amazing to think how far the Sesame Street show has come, a show that is often called the “educational television standard.” When you look at expanding into other mediums, how do you think you will be applying that same Sesame philosophy?</p>
<p><b>Gary Knell:</b> Well the show was invented 40 years ago and has now won more Emmy Awards than any television show in history. Recently we were awarded the lifetime achievement award at the Emmy’s with a standing ovation from, I think, everyone who ever worked in daytime television. But we know today that children are using applications that weren’t invented back when we started the show, and media and technology is getting faster, smaller, and cheaper. So it’s a world of on demand media, portability, those are places that we have to be because those are the access points to where kids are going to find Sesame Street. This was the first year we have ever seen more people and more children access Sesame Street content off television than on television. That’s through video on demand, that’s through iTunes, that’s through YouTube, that’s through our website. It’s through all of the different ways in which we are spreading our content now because that’s where the audience is going. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q2"></a>
<p><b>Traylor:</b> So if you were just looking at the metrics of how viewers are watching Sesame Street, you see on air numbers going down and online numbers going up?</p>
<p><b>Knell:</b> Well I think you’re generally seeing that across television, and certainly network television and PBS is no exception to that because there are a couple of things happening. Sesame Street was one of two preschool shows in 1988. Today there are 54 preschool shows on television. If you just look at market share, you’re not going to have the same market share today that you did 20 years ago. But more importantly, kids and parents are just accessing media differently today. For example, I was just chatting with someone at the University of California here who told me about her daughter who does not watch television but when she sees mom on her laptop, sits down in her lap and says, “Can we watch Elmo for ten minutes?” And I think that’s what’s happening now. I think you’re finding parents who are trying to have more of a control over their child’s viewing habits and behaviors. The TV becomes less of an available babysitter. Interactive technologies give us all the ability to have a more vibrant, richer learning experience than one-way television. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q3"></a>
<p><b>Traylor:</b> Do you think it’s more challenging today for creators of younger children’s content to be on air? In part I look at the example of Viacom recently folding the popular preschool channel Noggin into Nick Jr. I see this move as something that’s a detriment to the entire preschool space. It’s too bad there aren’t more outlets like that.</p>
<p><b>Knell:</b> Yeah, I think there were a combination of factors to that decision which may have had to do mostly with branding, as well as the economics of children’s programming, because there are 54 shows, so I think Nickelodeon probably made the decision that, well, we need to be under this umbrella because it will attract more people to watch our programs. But I agree with you. I think we have to have some safe spaces for children, where moms and dads can leave their kids in a place where they’re not going to be marketed to, where they’re going to be safe from commercial messaging, and it’s a place where kids are going to have a learning experience. Because we do know, even with the youngest kids, that television teaches. As Joan Ganz Cooney always says, “It’s not whether television teaches, it’s what does it teach.” So we’ve got to be in those spaces today just as we were in 1969. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q4"></a>
<p><b>Traylor:</b> Related to those safe spaces for children, I know earlier this summer you were testifying on Capitol Hill in front of Congress about the Children’s Television Act, a bill that a major children’s media advocate, <a href=http://www.360kid.com/blog/2008/06/calling-peggy-charren-recent-conversations-with-a-childrens-media-visionary/” target="_blank">Peggy Charren</a>, was able to see turn into law many years ago. Could you talk a little bit about your latest efforts and what you hope will be achieved?</p>
<p><b>Knell:</b> Let’s think about how the world of media has changed in the last 20 years. The Internet did not exist 20 years ago, at least in its popular format. What we were trying to urge senators to do was to take a fresh look at this. Maybe the rules about having three hours of educational television on every broadcast station are sort of irrelevant today. I mean most kids don’t know what NBC is necessarily, or channel 9 versus channel 12. It’s really about shows that they’re watching or their platforms online. And I think you’ve got to redefine the space in terms of protecting children’s health and promoting education. So we were trying to promote the idea that there’s a real gap in educational programming today, especially for 6 to 9 year olds, in fact, a bigger gap than there is for preschoolers. The other thing is to make sure that children’s health and welfare are being taken into account. Things like childhood obesity, which have exploded in America over the last decade, in part, many people feel, because of the commercial messages targeting kids with foods that are less than healthy. These are things we were trying to urge Congress to take a fresh look back, 20 years after the initial act, which has become a little bit irrelevant if you go back and look at it. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q5"></a>
<p><b>Traylor:</b> One might argue that it’s a bit of a challenge to think about the mindset of Children’s Television Act and applying it online or in other kinds of digital media delivery systems, that in principal it’s a great place to go, but in order to get everyone on the same page to try to implement it across numerous online media outlets, there’s a real challenge there.</p>
<p><b>Knell:</b> It’s true. Although, you know, children’s content platforms are still children’s content platforms. And so you have these iconic characters who have a huge influence over children. When a major character on some channel is promoting double cheeseburgers, it has a big influence on a child’s behavior. It doesn’t really matter what the distribution platform happens to be. You’re looking at the use of licensed characters  to promote unhealthy lifestyles. And those are the things that those of us who care about children’s health need to do something about, and that’s what we’re focusing on, along with a lot of other people. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q6"></a>
<p><b>Traylor:</b> During the Breakthrough Learning event held at Google recently, you announced the <a href="http://www.joanganzcooneycenter.org/initiatives/prizes-excellence-children-media-02.html" target="_blank">Cooney Prize</a>. Could you share a little bit about what you hope it will spark in the years ahead?</p>
<p><b>Gary Knell:</b> Well we feel that we’re just beginning to unleash the power of digital media in learning applications. There are a lot of people talking about it. This is a way to specifically bring attention to 6 to 9 year olds, which the Joan Ganz Cooney Center is focused on, and try to promote digital learning for literacy using online platforms and also, specifically, mobile learning platforms. The iPod Touch, for example, could be a very powerful learning platform, without the cell phone component. And being able to connect kids to content in unique ways who otherwise disengage from learning could be a way that reaches them more directly. What we’re trying to do is spur innovation by having a prize contest. We will be giving cash awards to the most innovative people who come forward with the most innovative ideas. We hope this contest will spur innovation. We hope that these ideas can be incubated to go to market, and frankly, we hope that other people will copy this. We want to start a movement in which we challenge the conventional wisdom in the gaming community, for instance, that education can’t sell. This is the same challenge that Joan Cooney had before the launch of Sesame Street when she was told that education can’t sell on television. Well we certainly know that is not the case. You now have 54 shows on air, you have six competing networks, and all of this started because of a dinner party in Manhattan decades ago, when two people got together and thought about the idea of using television to teach children something, something more than showing them sugared cereal commercials. And look what happened. Now fast forward to 2009, we think we can spark a similar outcome. What we want to do is jump start this idea a little bit through these awards. <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>Conversations with a Game Changer</title>
		<link>http://www.360kid.com/blog/2009/06/game-changer-report/</link>
		<comments>http://www.360kid.com/blog/2009/06/game-changer-report/#comments</comments>
		<pubDate>Wed, 24 Jun 2009 15:27:31 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Classroom Tech]]></category>
		<category><![CDATA[Interface Design/Product Development]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Kids' Related Research]]></category>
		<category><![CDATA[Learning Games]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=397</guid>
		<description><![CDATA[
Can you imagine using video games as an effective tool to improve a child&#8217;s mind and physical well being? Can you also imagine video games that do more than just passively entertain and become media tools to improve a child&#8217;s life? These ideas no longer live in the domain of fantasy, and the researchers at [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/annmythai.jpg" alt="Assistanct Director of the Joan Ganz Cooney Center, Ann My Thai" align="right" /></p>
<p>Can you imagine using video games as an effective tool to improve a child&#8217;s mind and physical well being? Can you also imagine video games that do more than just passively entertain and become media tools to improve a child&#8217;s life? These ideas no longer live in the domain of fantasy, and the researchers at the <a href="http://www.joanganzcooneycenter.org/">Joan Ganz Cooney Center</a>, a non-profit organization named after the Sesame Street show&#8217;s founder, are exploring how new kinds of video games can help promote learning and healthy lives for children across the globe.</p>
</p>
<p>Yesterday at the Woodrow Wilson Center in Washington DC, the Cooney Center released its latest policy brief entitled <a href="http://www.joanganzcooneycenter.org/publications/index.html"><b>Game Changer: Investing in Digital Play to Advance Children&#8217;s Learning and Health</b></a>. (Note: Video of this event will be available soon on the Joan Ganz Cooney Center&#8217;s <a href="http://www.youtube.com/user/CooneyCenter">YouTube channel</a>.) The paper was shared with a crowd of thought leaders specializing in the areas of education, public policy, research, television and video games. Game Changer defines a number of recommendations for a new framework related to learning games and games for health. After the event, which include a panel discussion from a number of pioneers in the learning games and games for health space, I had the opportunity to speak with Ann My Thai, one of the Cooney Center&#8217;s lead authors on this paper.</p>
<p><b>Scott Traylor: Your <a href="http://www.joanganzcooneycenter.org/publications/index.html">Game Changer</a> report covers two sizable topics; learning games and games for health. Why one report and not two?</b></p>
<p><b>Ann My Thai:</b> This was something we really struggled with because learning games and games for health are both large areas. Learning encompasses all types of content areas, be it literacy, math, programming, or 21st century learning skills. Health on the other hand has a certain kind of knowledge and a certain rigor in the medical field that doesn&#8217;t exactly map out in the same way to learning research, especially when you talking about educational intervention research, an area which created a really big challenge in writing this paper. In the end we decided we wanted to stay to the Sesame Workshop philosophy of the &#8220;whole child,&#8221; or in other words, the many areas of a child&#8217;s overall development, not just one area of development. We felt it was important not to ignore one or the other but to present both topics together. There&#8217;s strong research that shows learning and health are closely connected in young children. It&#8217;s important to address these challenges in both realms when talking about digital media. We suspect these are the areas within digital media that provide the greatest benefits. They can help bridge the gap between home and school as well as provide tailor-made learning for children, areas that are really important in health learning and learning in general.
<p><b>ST: In your report you cite that the health-based gaming industry is estimated to be a $6.6 billion market. How big is the learning games market?</b></p>
<p><b>AMT:</b> That&#8217;s a hard question to answer. Defining what is a learning game can be tough to begin with. On one hand you have organizations that are developing learning games in a research-based way, to make games intentionally educational. On the other you have companies who are making games that are fun first, but sometimes accidentally provide great learning opportunities to kids. Financial data exists for the gaming industry generally but I&#8217;ve yet to find anything specific that defines the market size of just learning games. </b></p>
<p><b>ST: In your report you touch on Henry Jenkins&#8217; <a href="http://newmedialiteracies.org/">Digital Media Literacies Project</a>, a body of work that could provide valuable insights for integrating digital media in the classroom. What do you think it will take for the points defined in the Digital Media Literacies Project to find its way into the classroom? </b></p>
<p><b>AMT:</b> I think it&#8217;s going to take a complete paradigm shift with everyone who is involved with educating children, from parents to teachers, to school administrators, to reasearchers like us. There are so many ways that learning can work better for students. We need to completely re-envision what it means to be a school. For example, the area of parental involvement with children&#8217;s learning alone is huge. There&#8217;s a big disconnect between what happens at school and what children do at home. Digital media can be a really powerful tool in this regard, but it won&#8217;t happen if there are calls for cell phone bans in schools because news reports claim students are cheating in school by texting with cell phones. I don&#8217;t believe this is the response that will keep kids engaged. <a href="http://website.education.wisc.edu/kdsquire/"> Kurt Squire</a>, a leading learning games researcher from the University of Wisconsin-Madison, recently said that kids pass notes in class to one another all the time, notes that have been created with pencils. We don&#8217;t ban pencils in the classroom. Pencils are a neutral medium, just like cell phones and other technologies. We need to spend more time exploring the benefits of these technologies, instead of banning them for what potential harm they may bring. </b></p>
<p><b>ST: Studies find that Nintendo Wii Sports players expended significantly less energy than children playing “real-life” sports. Would you say exergaming is more about behavior change than it is about physical exertion during game play? </b></p>
<p><b>AMT:</b> That&#8217;s a good question, and one that reminds me of a comment made by <a href="http://www.joanganzcooneycenter.org/about/our-people/galan.html">Alan Gershenfeld</a>, founder of E-Line Ventures, during today&#8217;s panel presentation. Alan wonders if the success of Guitar Hero has inspired children to want to learn how to play guitar. Wouldn&#8217;t it be great of we could track increases in guitar sales as as a result of Guitar Hero&#8217;s success!</p>
<p>I think behavioral change is one part of it. I also think about communities that may not be safe for children to go outside and play. As the exergaming pioneer<a href="http://www.xrtainmentzone.com/profile_medina.html"> Dr. Ernie Medina</a> mentioned in our interviews, exergaming may not necessarily be better than going outside. However, if children are inside and they are playing games, playing games that require children to be physical active are a much better alternative than playing sedentary games. It&#8217;s all about a balanced media diet.</p>
<p><b>ST: How best can we achieve a <i>coordinated</i> effort to improve research related to learning games and games for health? </b></p>
<p><b>AMT:</b> Certainly programs like the Robert Wood Johnson Foundation&#8217;s <a href="http://www.rwjf.org/pioneer/">Pioneer Portfolio</a> national Health Games Research program is a good start. A good first step would be to get people who are developing games to communicate with others across a variety of other important disciplines. Game Changer calls for the government to conduct an inventory to determine what games research is being funded and by which agencies.   This would organize the current research and help accelerate collaboration across silos, which is already starting to happen. The government also needs to create incentives for people to work and play in the same sandbox. The way that academic research is currently being conducted is very much driven by individual researchers. There are not many opportunities for researchers to cross pollinate. This is something that digital media, as well as any other media, requires. </p>
<p> Researchers also need to have more communication with practitioners and people who are using these digital medias as part of their research. There needs to be more incentives to drive and encourage these sorts of collaborations.</p>
<p><b>ST: Are you hearing any feedback from policy makers about your report? What are they saying? </b></p>
<p><b>AMT:</b> People are talking about these issues. This is a really pivotal moment in Washington in terms of setting an agenda for education and health. We hope that policy makers will read this report and see that if children are playing video games for hours a day, why not provide options that are not only entertaining and engaging, but also helpful with improved health and can teach children something as well. We have a briefing coming up with the <A href="http://www.ostp.gov/">Office of Science &#038; Technology Policy</a>. We know they have been looking at some of these barriers to multidisciplinary collaboration. We hope that our recommendations will give them some concrete ideas for how to lower those barriers.</p>
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		<title>The Future Is In Your Hand &#8211; An Interview with Cathleen Norris and Elliot Soloway</title>
		<link>http://www.360kid.com/blog/2009/01/soloway-norris-mobile-interview/</link>
		<comments>http://www.360kid.com/blog/2009/01/soloway-norris-mobile-interview/#comments</comments>
		<pubDate>Mon, 19 Jan 2009 12:00:39 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Audio Recordings]]></category>
		<category><![CDATA[Classroom Tech]]></category>
		<category><![CDATA[Handhelds/Mobile Computing]]></category>
		<category><![CDATA[Interview]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=158</guid>
		<description><![CDATA[[The following is an article I wrote on mobile computing with handheld experts Cathleen Norris and Elliot Soloway for the January 2009 issue of Tech &#038; Learning Magazine.] 
For an audio recording of this interview, click here.

Cathleen Norris and Elliot Soloway are both pioneering educators who are defining the future of technology and learning.
Dr. Cathleen [...]]]></description>
			<content:encoded><![CDATA[<p>[The following is an article I wrote on mobile computing with handheld experts Cathleen Norris and Elliot Soloway for the January 2009 issue of <i><a href="http://www.techlearning.com/">Tech &#038; Learning Magazine</a></i>.] </p>
<p><i>For an audio recording of this interview, <a href="http://www.360kid.com/blog/audio/audio_norris_soloway_interview.mp3" target="_blank">click here.</a></i></p>
<p><img src="http://www.360kid.com/blog/images/norris_soloway.jpg" alt="Photos of Cathleen Norris of the University of North Texas and Elliot Soloway of the University of Michigan" align="right" />
<p>Cathleen Norris and Elliot Soloway are both pioneering educators who are defining the future of technology and learning.</p>
<p>Dr. Cathleen Norris, a former high school teacher for over 14 years, is currently a professor in the Department of Technology and Cognition at the <a href="http://lt.unt.edu/" target="_blank">University of North Texas</a>. Cathleen is also the past president of <a href="http://www.iste.org/" target="_blank">ISTE</a> and the past president of NECA, the organizing body for the country&#8217;s leading technology and education conference, <a href="http://center.uoregon.edu/ISTE/NECC2009/" target="_blank">NECC</a>.</p>
<p><a href="http://www.si.umich.edu/people/faculty-detail.htm?sid=100" target="_blank">Dr. Elliot Soloway</a> is a faculty member at the University of Michigan. In addition to teaching at the university, Elliot is involved with a number of grant initiatives for the development of middle school science instruction through technology. His research also involves working with many different school districts to define technology-based curricula.</p>
<p> Together Cathleen and Elliot have authored and published over 100 different research papers on a variety of different learning technologies through the professional organization the Association of Computing Machinery (<a href="http://www.acm.org/" target="_blank">ACM</a>). They are also founders, partners and collaborators of the handheld software company, <a href="http://www.goknow.com/" target="_blank">GoKnow</a>. </p>
<p> Late in 2008, I had the opportunity to interview Cathleen and Elliot on their thoughts regarding mobile technologies and this platform&#8217;s ability to deliver educational content to students.</p>
<p><b> Scott Traylor:</strong> Cathleen, Elliot, could you share with us how your university work and the work you are involved with at your company, <a href="http://www.goknow.com/" target="_blank">GoKnow</a>, have influenced your thinking regarding technology use in the classroom? </b></p>
<p><b> Elliot Soloway:</b> Well, Cathie and I have worked together for about 15 years. A bunch of years ago we took on the task of trying to understand why is it that technology has not impacted K-12 education in the same way that it&#8217;s impacted basically every other aspect of human endeavor. We conducted a survey called the &#8220;<a href="http://eric.ed.gov:80/ERICWebPortal/custom/portlets/recordDetails/detailmini.jsp?_nfpb=true&amp;_&amp;ERICExtSearch_SearchValue_0=ED452837&amp;ERICExtSearch_SearchType_0=no&amp;accno=ED452837" target="_blank">Snapshot Survey</a>&#8221; and as we went into that survey we thought, &#8220;Oh it&#8217;s going to be something about the teachers. There&#8217;s something about the teachers that&#8217;s problematic. If we can just figure out what that problem is, then we could address the issue of why computers and technology have not yet had an impact in the classrooms.&#8221; What we found in the survey results was that the issue was about <em>access</em> and wasn&#8217;t about teachers at all. It was about the fact that there was such a limited amount of access. 65% of the classrooms had one computer or less in their classroom. We found 60% of the kids were spending less than 15 minutes a week on a computer because there weren&#8217;t enough computers or there weren&#8217;t any computers. So why hasn&#8217;t technology had an impact on K-12? It&#8217;s because there hasn&#8217;t been enough technology available, so the kids couldn&#8217;t use it. And if they couldn&#8217;t use it, they certainly weren&#8217;t able to learn from it. That was a startling realization. The fact that it is about access was sort of a necessary condition. </p>
<p><b> Cathleen Norris:</b> In the survey that Elliot was talking about, we surveyed more than 10,000 teachers across the country; from Santa Clara, California to Florida, to New York. We had a really good mixture of teachers. When we found out there was this access problem, we decided that if we were going stay on this path we&#8217;re on, which was to provide laptops to all students as the solution to the access problem, then the technology solutions we were looking to achieve were simply not going to happen. The amount of laptops needed, and we were talking about 55 million children in the United States public schools at the time, was a solution that just didn&#8217;t scale. Elliot and I didn&#8217;t really believe that this was the right answer to the technology access problem. </p>
<p> So five years or so ago Elliot was in a meeting with <a href="http://www.stanford.edu/~roypea/" target="_blank">Roy Pea</a>, a leading professor on education at Stanford University. Shortly after this meeting, Elliot called me and said &#8220;We&#8217;ve got to start developing for the Palm computer.&#8221; This was just after the Palm first came out. He said &#8220;Roy&#8217;s convinced me this is a real computer.&#8221; At that time we were working on an NSF grant. We decided to take what was left of that money and try to develop educational applications for the Palm. In other words, let&#8217;s take this low cost, easy to use businessman&#8217;s device and retrofit it so that it could be used in schools. </p>
<p> During that summer we had a group of very bright and enthusiastic undergraduate students working with us. We asked them to help define what Elliot called the &#8220;cool dozen apps.&#8221; We talked to teachers about what kinds of things they did in the classroom and what kinds of ideas the students had for what they would want if they were students in those grades. We didn&#8217;t quite come up with twelve apps but we did come up with and develop quite a few. Almost immediately we had more than a hundred thousand downloads of these apps once we offered them online for free. The only problem was that after Palm changed their operating system, our apps didn&#8217;t work on the new Palm operating system. People started calling us saying we have to redo these apps so that they work on the new operating system. We said &#8220;Excuse me but free is free and we are professors. This is not what we do,&#8221; but these calls continued to come in. We thought that maybe we could hire a programmer, one of the original people we worked with us on these apps, and maybe we can just fix this problem. Anyway, long story short, we ended up spinning a company out of the University of Michigan. We licensed the applications from the University and then started to maintain them. This was the very beginning for us in doing anything other than our professorial work. This was how we got into the software business. </p>
<p><b> ES:</b> Traditionally NSF gives out all this money to researchers. Researchers publish papers, and that&#8217;s really great, and they get their tenure and such, but really nothing happens. At the time, NSF was asking &#8220;How do we transition research into commercial ventures?&#8221; So basically what Cathie and I did was do what NSF wanted; to take the research and make it real. Now we were na&iuml;ve in the sense that we could easily start a business. No big deal, right? The University of Michigan was very supportive and helpful as we started it. I was the CEO thinking &#8220;No problem!&#8221; We had absolutely no marketing. We thought people would simply call us up, we&#8217;d answer the phone, and we would send off the software. We really had no idea how to do this as a real business. After a while, people started helping us because they realized what we had was valuable and the Palm at that point was really in it&#8217;s ascendancy. </p>
<p> We also realized that if people were going to use Palm computers with kids in schools, then they needed our software. For example <a href="http://www.goknow.com/Products/Sketchy/" target="_blank">Sketchy</a>, which is a drawing animation tool we developed that allows students to create animations, is not just a paint program, but a tool that can be used as a sequencer. Kids could illustrate how to do long division with Sketchy. They could use this software to demonstrate long division. They would show the math and write English to explain it. Teachers have shared with us that they can teach long division in half the time when we use Sketchy. So we hit something, we hit a nerve that really made a difference with early adopters. </p>
<p> At the same time Cathie and I we were doing research in Detroit along with some other folks to look at the impact of handhelds on learning. We had three teachers, each of which had four classes. Two of those classes used Palm computers, the other two classes didn&#8217;t use Palms. This was a controlled study, paid for again by NSF. At the end of the second year of the study, once the teachers finally understood how to take advantage of the technology, the children who were in the classes that had the handhelds showed a 13% advantage over the children who didn&#8217;t use the handheld, using the same test and the same curriculum. </p>
<p> What this study did was confer an advantage in using these devices. It was a difficult study to do and it cost almost $600,000 by the time we were finished with the research. But in the end, we had a control study to support the anecdotal story, which is pretty cool. Today, Cathie and I continue to do research at the universities, publishing papers, writing, because that&#8217;s what you do at a university, but also trying to figure out how to make this company into a viable force in K-12. </p>
<p><b> ST: What year was this when you started? </b></p>
<p><b> ES:</b> We developed the applications in 2000 and then by 2002 we were a small little tiny company. </p>
<p><b> ST: So GoKnow, as a business entity, offers instructional content via the Palm or other handhelds for K-12 use? </b></p>
<p><b> CN:</b> That was the way it started, but as of the last year handhelds have converged with telephony. While there are still some companies that make standalone handhelds, many of them are now <em>cell phone computers</em> as opposed to simply <em>handheld computers</em>. We are starting to see the implementation of cell phone computers into classrooms. </p>
<p><b> ES:</b> Let&#8217;s take one step back. What happened was Palm started to back away from the K-12 market and all of a sudden Dell came into the picture. They offered low cost pocket PCs. We ported our software over to the Windows mobile platform when there was an uptake on pocket PCs. But then, that too stopped because of this idea that no one would want to buy a non-telephone handheld device. Everything was going towards this converged device. </p>
<p> Parallel to this was the one-to-one laptop programs as Cathie mentioned earlier. The results from those programs were &#8220;They&#8217;re not really working.&#8221; Why weren&#8217;t they working? One reason was there wasn&#8217;t enough educational software available for these laptops. A second reason, teachers weren&#8217;t receiving any professional development on how to use those laptops in the classrooms. They could show technically how to use the computer, but the bigger issue was how do you <em>integrate</em> the laptop into the classroom. And third, the costs were such that it was not sustainable. You couldn&#8217;t keep buying and buying laptops, it just didn&#8217;t work. So that laptop thing, it&#8217;s still going, but the momentum has clearly died down. </p>
<p><b> ST: I know we had spoken about this before Elliot. That the business of how computers are sold on the consumer level, with upgrades and operating systems that are updated every 18 months or so, seems to work against trying to create really successful learning software because schools purchase equipment that outdates itself pretty quickly. Schools can&#8217;t necessarily repurchase again to keep up with whatever the state of the art is in computing. </b></p>
<p><b> CN:</b> That&#8217;s exactly right. We had a school district that we talked to just this week that said they were ordering a device, a laptop, and the hardware was changed three times before they received the device. </p>
<p><b> ST: Well this leads in nicely to my next question. I think it&#8217;s clear what the challenges are related to laptops and workstations in the classroom, that there are financial incentives to computer-based businesses that require OS and hardware upgrades. Computer obsolescence seems to occur faster than a school&#8217;s ability to pay for upgrades. Do you see similar challenges with handhelds in the classroom? </b></p>
<p><b> ES:</b> Well, again, let&#8217;s take one step back because there is this new opportunity with these low cost, mini laptops that was started by Nicholas Negroponte and the <a href="http://laptop.org/" target="_blank">One Laptop Per Child</a> initiative. While GoKnow was going out and selling its handheld software, people would say to us &#8220;Why should we buy a handheld? We can spend a $100 and get a whole laptop computer.&#8221; We used to say &#8220;Well if you can buy a laptop for a hundred bucks, go buy it.&#8221; As you know the OLPC device came out around $200. What also happened was that Intel, Asus, and now Dell, all came out with a $300 &#8211; $500 mini laptop, and we&#8217;re seeing schools moving pretty quickly to buy those laptops. They&#8217;re not buying the $1,000 &#8211; $1,500 laptops, but the lower cost laptops are an exciting opportunity. Now they still run XP and you still have problems with these devices turning on or off instantly. There are still all kinds of headaches and the operating systems are still complex, but the price point is really low and that&#8217;s very exciting. Handhelds are still in the $250 &#8211; $350 neighborhood. Double that and you can get a full laptop. </p>
<p> On the market today you have this mini laptop movement and then you have these converged devices that have a lot of functionality. Everybody has an offering in that space and the prices for those devices are not unreasonable. So now the question is how could K-12 take advantage of this opportunity. Remember, our study stated that <em>access</em> was the problem. Now it seems that access is no longer the problem. It is within the grasp of schools to give every kid a computer. It could be a cell phone computer, it could be a mini laptop computer. The conditions necessary for computing to have an impact could actually be achieved, and it&#8217;s only been in the last 6 to 12 months that that vision has been recognized in the community. But now there&#8217;s another problem that has raised it&#8217;s head. </p>
<p><b> CN:</b> The biggest single problem now, if children do indeed have access to technology, is the problem of how teachers integrate this technology into the classroom. Up until now, technology is either the focus of the instruction in that it&#8217;s an instructional technology class (they&#8217;re teaching children about Word and Excel and that sort of thing) or it&#8217;s an add on to a lesson (here we&#8217;re going to be doing a lesson on the Civil War, let&#8217;s look at this website that deals with the Civil War,) but it&#8217;s not an integral part of the lesson. We determined that it couldn&#8217;t be an integral part of the lesson because there weren&#8217;t tools available that easily allowed teachers to create lessons around the technology. There are products like <a href="http://www.blackboard.com" target="_blank">Blackboard</a> or WebCT or <a href="http://moodle.org/" target="_blank">Moodle</a> and I can understand why teachers aren&#8217;t authoring their lessons everyday in these tools. It&#8217;s like asking them to program in HTML. How good are they at that? I would say many of them don&#8217;t even know what HTML is, especially when we see elementary education majors who are only required to take one three-hour course in technology. They don&#8217;t know the difference between &#8220;Save&#8221; and &#8220;Save as&#8221; and we&#8217;re going to ask them to create their lessons in something like Blackboard? Well we know that&#8217;s not going to happen and so what we did was create what we call the <em>Mobile Learning Environment</em>. The mobile learning environment is a tool that runs on top of Windows Mobile, Windows CE or Windows XP. It allows teachers to easily take whatever applications they normally use, be it Inspiration, or a paint program, or some type of drill and practice program, and it allows them to build a cohesive lesson in a very short amount of time with very little training. </p>
<p><b> ES:</b> What Cathie&#8217;s explaining is that schools have existing curriculum that they have to teach. They bring that pencil and paper curriculum to the table and set it down next to a computer and say &#8220;How do I take this pencil and paper stuff and integrate it with the technology?&#8221; School districts across the country have specific things they have to teach. Some companies try to replace the curriculum through a new computer-based environment. These companies are saying &#8220;You adopt this technology, and with it, you also adopt this curriculum.&#8221; We feel that this doesn&#8217;t work. School districts have existing curriculum they teach with, you can&#8217;t tell them to change the curriculum because of the technology. So then the question becomes how to integrate the technology with the school&#8217;s existing curriculum. </p>
<p><b> ST: Let&#8217;s say that technology and hardware, because it&#8217;s coming down in price, is not the issue. The problem then becomes software that attempts not to undo lessons and materials teachers have been preparing in an analogue way for years. Software that tries not to tell teachers to chuck all that they know aside and start anew with whatever this latest and greatest software product tells you to teach. The issue is about providing tools that work in addition to and complement side by side with the teacher&#8217;s instructional materials they&#8217;ve been using for years. </b></p>
<p><b> CN:</b> Yes, that&#8217;s very well put. </p>
<p><b> ES:</b> If you go to a situation where the computers are one-to-one, where every child has a computer, be it a cell phone computer or a mini laptop computer, then all the learning activities, all the learning resources are on that device. It becomes the conduit then for the curriculum and for the artifacts the student creates. In some sense it does replace or certainly augments the paper and pencil materials. As Cathie pointed out earlier, the problem was that the computer was used as an add on. The major part of the lesson was still done on paper and there might be one activity that you did on the computer but that activity wasn&#8217;t integrated with the rest of the pieces of paper. The computer wasn&#8217;t playing an integral role to the lesson. But with one to one, it becomes possible for the computer to play an integral role. </p>
<p><b> CN:</b> Which is the way it is in business. Most business people do the majority of their work on their computer. Pencil and paper tends to be an aside or an add on for notes. When we start talking about teaching children 21st Century Skills, teaching them how to use the computer for the bulk of what they do is certainly a 21st Century Skill. </p>
<p><b> ST: Certainly, so long as it&#8217;s not just teaching the technical means to do a PowerPoint presentation or write a paper. It&#8217;s about the critical thinking that goes on. </b></p>
<p><b> ES:</b> Right. </p>
<p><b> ST: I&#8217;ll come back to that point in just a moment. I&#8217;ve heard it expressed by business leaders involved in creating educational materials that handhelds present an opportunity to empower student learning in a way we&#8217;ve never before imagined possible, but it could come be at the expense of teacher control. Can student empowerment and teacher control coexist in the classroom? </b></p>
<p><b> ES:</b> Absolutely. </p>
<p><b> CN:</b> The teachers who are out of control when students have handhelds are the same teachers who are out of control when the students have pencils and paper. I was a classroom teacher for 15 years and back then the threat was that computers were going to come in and replace all teachers. All of the good teachers felt that any teacher who could be replaced by a computer should be. There is <em>always</em> room for and a place for good teachers. In this case the role of the teacher is different. It&#8217;s not necessarily a role of handing out the information. You don&#8217;t open up students&#8217; heads and dump in the information. Rather, teachers provide direction and contextualize things for students as they do their lessons. Students are not sitting there like little birds waiting to be fed. To create autonomous learners you must contextualize things for students as they find them or as they run into difficulties trying to fit pieces together because you&#8217;ve structured the lesson for them. </p>
<p><b> ST: You&#8217;re singing my song. One of the things we often say at our organization is that a child is not a vessel to be filled, but a flame to be kindled. What you&#8217;re speaking to is how do you create that spark and engage that 21st Century Learner. </b></p>
<p><b> CN:</b> Exactly. </p>
<p><b> ES:</b> We saw that spark and the leveling of the playing field when we were working in Bedford-Stuyvesant in New York City with handhelds four years ago. This was when pocket PCs were just beginning to be available to K-12. We would go into these classrooms where children are physically and sexually abused, they live in homeless shelters, it&#8217;s 100% free and reduced lunch. This is a very intense school. You bring in these pocket PCs and they could do anything, they could do everything. If you looked at the work and said &#8220;Who produced this?&#8221; you wouldn&#8217;t know that it was a child from Bedford-Stuyvesant. It could be a student from an upper class suburb. The work stood on it&#8217;s own merits. The children there were not successful with the paper and pencil. They didn&#8217;t like it. It didn&#8217;t meet their needs. It wasn&#8217;t part of who they were. But when you gave them this technology, it kindled that flame and they then had an opportunity to produce in the same way that the other kids had. It was astonishing to see. </p>
<p><b> ST: So it&#8217;s your belief that 21st Century Learning Skills can be addressed properly with handhelds? </b></p>
<p><b> CN:</b> Yes. The <em>way we learn</em> and <em>what we learn</em> is changing, and that is really the majority of the issue around 21st Century Skills. Children need to learn <em>how</em> instead of <em>what</em>. How do I find this information? How do I determine from this Internet what is valid information? How does this fit into everything else that I&#8217;m reading? How does this merge with my textbook? It&#8217;s the <em>how</em>. Again, it&#8217;s helping the child take the wealth of information that&#8217;s out there, assimilate it, and determine what&#8217;s a valid source, what&#8217;s real information. </p>
<p><img src="http://www.360kid.com/blog/images/norris_soloway_02.jpg" alt="Photo of 5th grade students  from Singapore using computers that are tethered to desks" align="right" /><i> Photo of 5th grade students  from Singapore using computers that are tethered to desks.</i></p>
<p><b> ES:</b> The 21st Century Skills are about teamwork and the &#8220;soft skills&#8221; kids gain when working and collaborating together. If you watch classrooms with big desktop computers, the kids are sort of sitting hunched over looking up at the machines. They&#8217;re not talking to each other. They&#8217;re not sharing. They&#8217;re just staring at the screens with headphones on. But when you put mobile computers, handheld computers, in a classroom the kids are looking at each other, talking to each other, putting the handhelds in front of each other&#8217;s faces. They&#8217;re working together. They&#8217;re actively engaged in teamwork. It&#8217;s a completely different flow in the classroom. </p>
<p><img src="http://www.360kid.com/blog/images/norris_soloway_01.jpg" alt="Photo of 3rd grade students  from Singapore using mobile computers in a conversational manner" align="right" /><i> Photo of 3rd grade students  from Singapore using mobile computers in a conversational manner.</i></p>
<p> The smallness, the immediacy, the ease of use of these handheld devices is exactly what is needed to support the 21st Century Skills, where your dynamic workgroups change over the course of a day. If different children work with different kids on different problems, no problem! That&#8217;s what happens with these handheld computers because you&#8217;re not tethered. </p>
<p><b> CN:</b> We have some excellent photos of that when we were in Singapore last month. We were working with researchers there at the university in Singapore. They&#8217;re implementing a project where they will follow third and fourth graders who are using cell phone computers, pocket PCs, for learning activities in the classroom. We observed great diversity in the entry points into lessons, even on the part of second graders. One such lesson was on prepositions. Teachers gave them pocket PCs and sent them out into the school yard, over to the Koi pond, into the central office in groups of three to take pictures that were illustrations of the preposition &#8220;in&#8221;. You know, the fish are <em>in</em> the pond, the basketball is <em>in</em> the basket, things like that. They gave them a series of prepositions they had to photograph and then they came back to the classroom and wrote sentences explaining their pictures. Then they shared their pictures and the sentences that went along with it. We saw eight different ways that students could complete a lesson. In the end, they all got the assignment done but they were all able to do it their own way, the way that suited them best. </p>
<p><b> ST: That really speaks to the empowerment for students. One of the things I wonder about for a greater acceptance of handhelds in the classroom; do you have any thoughts or insights into what professional development should be in place to help this succeed? </b></p>
<p><b> ES:</b> When companies that really understand the role of technology in the schools work with the teachers, they realize it&#8217;s not a one shot deal. You can&#8217;t just go in and only show the teachers how to use the computers. That was the failure of those laptops programs, the lack of ongoing professional development with the integration issue. We stress this when we work with a school district. There are districts that say &#8220;Well we don&#8217;t have the money and we really can&#8217;t do professional development&#8221; and Cathie and I just sort of grimace because we know there&#8217;s going to be trouble. The teachers and administrators are not going to understand how to use the technology. When the bumps happen, and there are always bumps, they&#8217;re not going to know how to deal with those bumps. Professional development is not just having experts help the teachers, it&#8217;s also having the teachers talk to each other and work together with children to get over those bumps. </p>
<p><b> ST: It&#8217;s great that schools can invest in the technology, but just buying the equipment and any additional software to benefit the instruction is only half the solution. </b></p>
<p><b> CN:</b> That&#8217;s exactly right. It would be like buying a new car. It really helps if someone walks you through all of the features of the new car. Otherwise you&#8217;re driving but you&#8217;re not really taking advantage of all of the bells and whistles that a new car has. A lot of districts think that if their teachers know how to use a computer that this skill translates into knowing how to integrate it. In fact that&#8217;s something that they don&#8217;t teach in school. Most of the colleges of education don&#8217;t have tools to be able to teach prospective teachers how to do that. Teachers who have been out there in the field certainly don&#8217;t have that information. </p>
<p><b> ES:</b> So if we could summarize. One of the first challenges we saw to getting technology to have an impact on the kids was the access problem. Today we feel that the access problem, while it&#8217;s hasn&#8217;t gone away, is certainly addressable in a scalable, sustainable way. The next problem is this issue of how do you integrate existing curriculum with the technology. That requires professional development, it requires software that helps the teachers in doing that integration so the technology scaffolds in some sense so teachers can create coherent, cohesive lessons. Professional development also scaffolds the teachers in creating coherent, cohesive lessons that integrate the technology. Now that we have access addressed, we have to deal with this integration problem, and it&#8217;s integration with existing curriculum. </p>
<p> People say, and I&#8217;ll be honest I&#8217;m guilty of it too, that we need to have a new curriculum. Technology enables us to do new things. That&#8217;s easy to say but it doesn&#8217;t address what schools have problems with today. The curriculum will change but everything is not going to change on day one. You have to start where the teachers are, with their existing curriculum, and help them understand how to integrate it using tools like what Cathie suggested along with professional development. </p>
<p><b> ST: If I could branch off of your comment there. Classrooms have the potential to see beneficial change as a result of technology. Today there are so many different ways of interfacing with these new technologies, be it classroom technologies like Tablet PCs or Smart Boards or consumer technologies like the Nintendo Wii or Apple iPhones. Are you seeing any technology trends that are important to watch in terms of learning? </b></p>
<p><b> ES:</b> I think the smallness issue is really important. The cell phone computer is not simply just a smaller laptop computer. We&#8217;ve spent years learning how to design interfaces for laptop computers. You can&#8217;t just use all those same techniques, scale it back a little bit, and apply then to cell phone computers. Designing for mobile machines with a small screen is different than designing for 15 &#8211; 17 inch screens. We have to think about what is the essence and what&#8217;s really important. It will require a change in how we think about designing our software, how we design our web pages. Companies that simply take their 17 inch or 15 inch technology and just try and repackage it for the small screen will lose out. People will not buy that solution because it is not effective on a small screen. </p>
<p><b> ST: That seems to be a common occurrence with publishers, that is if they have a successful program in one media format they simply port it over to another. And that is not the best solution for addressing mobile computing or any other kind of platform for that matter. </b></p>
<p><b> CN:</b> Exactly. </p>
<p><b> ES:</b> It might make instant business success but they won&#8217;t have business success with that simplistic model. We&#8217;ll see. The proof&#8217;s in the pudding. It&#8217;s too early to say. That&#8217;s our opinion, we&#8217;ll see. </p>
<p><b> ST: Well that&#8217;s true. One of the things that I worry about with Smart Boards is people are just porting all of their book based content into static PDFs to be displayed on Smart Boards. There&#8217;s nothing engaging there about that solution. </b></p>
<p><b> CN:</b> Right. Children are simply watching something bigger. We were in Mexico and we saw that Mexico had adopted the Smart Boards in all the classrooms. At one meeting we attended, they demonstrated how they were going to be using the Smart Boards in the classroom. A teacher had a book opened, displayed on the Smart Board, going through the lessons with the book on the Smart Board. It was just a bigger book, the children are still being passive learners. They simply watched her as opposed to engaging with a technology that fits them, moving up and around, it&#8217;s a completely different learning environment. </p>
<p><b> ES:</b> This was a very powerful learning experience for both of us. Here is a country trying to move into the 21st century. They were going to equip their classrooms with all these expensive, electronic whiteboards. All they were doing was the same thing that they had done with books in the past and that wasn&#8217;t particularly interesting to the kids. Displaying the book a little bigger is not going have any impact whatsoever. </p>
<p><b> CN:</b> We were laughing. We thought &#8220;Is this just telling you the same thing, but only louder?&#8221; </p>
<p><b> ST: Andy Warhol had a saying, &#8220;If you can&#8217;t make it big, make it red.&#8221; So maybe that&#8217;s the next step. </b></p>
<p><b> CN:</b> That&#8217;s right. </p>
<p><b> ES:</b> That&#8217;s good. </p>
<p><b> CN:</b> That&#8217;s not to say that some people aren&#8217;t doing innovative, imaginative things with Smart Boards, because they are. </p>
<p><b> ST: Very true. I don&#8217;t mean to be down on Smart Boards. I&#8217;m excited by them but I get disheartened when I see its use in such a way that it&#8217;s really not forward thinking to benefit the instruction with the great medium that&#8217;s available to them. </b></p>
<p><b> ES:</b> Historically, new technology mimics old technology until you figure out how to take advantage of the new. A classic example is when the movie camera came out people simply photographed the theater because that was the thinking of how you viewed theater. Then Hollywood came along and defined this experience as a new genre, a new medium, one that can tell a new kind of story. It wasn&#8217;t immediate. It took a while to figure it out. </p>
<p> We work folks at <a href="http://www.sri.com/" target="_blank">SRI</a> and they are doing some wonderful things with whiteboards, with the clickers, they&#8217;re really trying to go beyond the obvious things that you could do with those devices and be much more engaged, much more imaginative. </p>
<p><b> ST: Let me ask both of you; whose work are you watching these days? Who do you think is doing neat work with technology and learning that would really benefit students everywhere? </b></p>
<p><b> ES:</b> Outside the education world, I think the folks who are trying to develop apps for mobile computers, people who are grappling with how to use multi touch, how to display information, those are the folks that we&#8217;re looking at. The range of location-based apps that people are coming out with now, with GPS built in, those are very, very provocative. </p>
<p> We&#8217;re going to see new interface conventions generated. Phone companies have opened up access to lots and lots of applications, not just the three or four products that come with the phone when you buy it. You can download and install whatever applications you want. Cell phones are full blown computers. Cathie is intentional when she uses the term <em>cell phone computers</em>. Just like you have desktop computers and laptop computers, you have cell phone computers. The emphasis is on the computing part, that it can enable all kinds of applications. What do you build, how they work, ease of use; these devices have to be ready to go and intuitive from the moment someone picks them up. That&#8217;s a real challenge. </p>
<p><b> ST: I sometimes wonder if the difficulty with technology in the classroom is in how it is defined, semantically. A cell phone in the entertainment industry is portable entertainment or portable gaming device. That terminology doesn&#8217;t work in the classroom. I like how you&#8217;re framing the conversation, that these are cell phone computers, they&#8217;re not cell phones, they&#8217;re not entertainment devices, they&#8217;re devices made for learning. </b></p>
<p><b> CN:</b> Yes. We had a discussion about this just yesterday, about what a cell phone computer should be or not be. In Singapore they&#8217;re not enabling voice. They&#8217;re only paying for data plans for the third and fourth graders. They will have 24/7 access to the Internet which really levels the playing field because it doesn&#8217;t make any difference if you have an Internet capability at home or not. You can still have access to all of the information, no matter where you are because of your cellular capability. But someone in a parents group yesterday said &#8220;Do you really think it would make a difference, and what difference would it make, if you did indeed give them voice in addition to it?&#8221; We have moved away from the term <em>acceptable use policy</em> of devices to what we call <em>responsible use</em>. As educators, we believe that we need to make all of these users responsible for what they do with their technology. It&#8217;s not that we&#8217;re dictating what is acceptable and what isn&#8217;t. It&#8217;s about being responsible and maybe that means we do give them voice. We also encourage schools to let children put a few tunes on the mp3 player, or to let them download a game or two because we want the device to seem personal to the children as opposed to it just being another school device. If it&#8217;s personal to the child, then they&#8217;re going to take better care of it, they will make sure that it&#8217;s charged, because is theirs. It&#8217;s their personal device. What&#8217;s important to you are those things that are personal to you. </p>
<p><b> ES:</b> We see a trajectory with this issue of one-to-one computing. The entire notion of one-to-one is going to change. The term is inappropriate. It&#8217;s a dominant term now because it comes out of the laptop world. It still focuses on the technology as opposed to what the kids are going to do with the technology. I think over the next few years, the notion of one-to-one as a term will disappear. What&#8217;s going to happen is that it will be a given that all the children will have a computing device. It probably is going to happen faster than most people think. Right now, a large percentage of schools in the United States, ban cell phones. But once this dam breaks, when schools see that kids are already bringing computers to school and schools don&#8217;t have to pay for those computers, the light bulb within administrators will light up. Administrators will begin to notice that one child brings a Motorola, another brings a Nokia, and yet another brings an iPhone. The solution? You just put a layer of software on top of the phone that makes all those non-homogeneous devices homogeneous with respect to the teacher and the learning activities. Just like a Dell and a Sony and a Gateway. They&#8217;re different computers. You put a layer of software on top of them and now they&#8217;re all the same. That&#8217;s the same idea that will happen in the cell phone computer world. And when this happens, we think it&#8217;s going to happen very quickly. Not in five years, more like two to three years.</p>
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		<title>Scratch That: An Interview with Mitchel Resnick</title>
		<link>http://www.360kid.com/blog/2008/09/scratch-that-an-interview-with-mitchel-resnick/</link>
		<comments>http://www.360kid.com/blog/2008/09/scratch-that-an-interview-with-mitchel-resnick/#comments</comments>
		<pubDate>Thu, 11 Sep 2008 13:54:28 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Audio Recordings]]></category>
		<category><![CDATA[Classroom Tech]]></category>
		<category><![CDATA[Gender Inclusive/Specific]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Learning Games]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=56</guid>
		<description><![CDATA[[The following is an article I wrote for the August 2008 issue of Tech &#038; Learning Magazine. For those unfamiliar with this monthly magazine, it's a great resource for education technology leaders. It provides helpful information on how to implement technology into schools, and is tailor-made to meet the special needs of a professional educator.] [...]]]></description>
			<content:encoded><![CDATA[<p>[The following is an article I wrote for the August 2008 issue of <i><a href="http://www.techlearning.com/">Tech &#038; Learning Magazine</a></i>. For those unfamiliar with this monthly magazine, it's a great resource for education technology leaders. It provides helpful information on how to implement technology into schools, and is tailor-made to meet the special needs of a professional educator.] </p>
<p><i>For an audio recording of this interview, <a href="http://www.360kid.com/blog/audio/audio_resnick_interview.mp3" target="_blank">click here.</a></i></p>
<p><img src="http://www.360kid.com/blog/images/mit_resnick.jpg" alt="Photo of Mitchel Resnick, researcher, inventor and professor at MIT's Media Laboratory" align="right" />
<p><a href="http://web.media.mit.edu/~mres/">Mitchel Resnick</a> is a researcher, inventor and professor at <a href="http://www.media.mit.edu/">MIT&#8217;s Media Laboratory</a> in Cambrige Massachusetts and the founder of the <a href="http://llk.media.mit.edu/">Lifelong Kindergarten Group</a> at MIT. He is the lead innovator behind many cutting-edge learning technologies and projects for children including the <a href="http://www.computerclubhouse.org/"Computer Clubhouse</a>, <a href="http://picocricket.com/">PicoCrickets</a>, and the wildly successful consumer product, <a href="http://mindstorms.lego.com/">Lego Mindstorms</a>. </p>
<p>In this interview Mitchel shares his experiences about his latest online learning product for kids called <a href="http://scratch.mit.edu">Scratch</a>. Scratch is a unique digital creativity tool for kids which helps facilitate expression, communication, concepts in interactivity and programming, presentation development, and community-based learning. It consists of an offline application used to create projects, and an online gallery for sharing those projects with other community members and the world. This interview was conducted in the Spring of 2008 and has been edited for clarity purposes.</p>
<p><b>ST:	Can you tell me about the meaning behind your group name, the Lifelong Kindergarten Group?</b></p>
<p><b>MR:</b>	In our group we&#8217;re especially interested in how to help people develop as creative thinkers. It&#8217;s our belief that one of the keys to success in the future is going to be one&#8217;s ability to think and act creatively. We&#8217;re living in a world where things are changing quickly and because of that people need to be able to come up with innovative solutions to unexpected problems. </p>
<p>If our goal is to help people develop as creative thinkers, we then ask ourselves &#8220;Well, where can we draw inspiration from? What are good models of how to help people develop as creative thinkers?&#8221; As we looked around, we found lots of inspiration from the ways children learn in Kindergarten, especially with traditional Kindergarten. Kindergartens are in the process of changing, but at least in the traditional Kindergarten from its early roots almost 200 years ago, Kindergarten has been a time where kids are constantly engaged in creating things in collaboration with one another in a playful way. Whether they&#8217;re building towers out of wooden blocks to make a city, or making pictures with crayons and finger paints, kids in Kindergartens are constantly coming up with ideas, creating things playfully with one another. We&#8217;ve seen that that approach is a good way for learning some important concepts in Kindergarten, like learning about number and shape and size and color, but it&#8217;s also a very good method to help kids develop as creative thinkers. </p>
<p>	By looking at the way children learn in Kindergarten we developed what I call the &#8220;creative learning spiral.&#8221; In many of the best creative thinking experiences you start with imagination, you come up with an idea, you create something based on your idea, you play and experiment with that idea, you share it with others, you talk about it with them, they try it out, and they give you feedback. Based on that experience, you reflect upon your idea, you think about what happened, and that gives you new ideas. Then you&#8217;re right back again at the beginning with imagining &#8211; at which point, you keep on spiraling out with new ideas based on this concept of &#8220;imagine, create, play, share, reflect, and imagine.&#8221; We can see this spiraling concept working really well in most Kindergartens. So we ask ourselves &#8220;Why cant we take this same approach to learning and bring it to learners of all ages?&#8221; Hence the name of our group, <em>Lifelong Kindergarten</em>.</p>
<p>	Kindergarten has been around for a long time. Why hasn&#8217;t the Kindergarten approach to learning been adopted for learners of all ages? My thinking is that it&#8217;s been difficult to spread that Kindergarten approach through older grades in school and through the continual learning experiences as we get older because we haven&#8217;t had the right media, the right technologies, and the right tools.</p>
<p>	Crayons, fingerpaints and wooden blocks are great for learning Kindergarten concepts like number, shape, size, and color. As you get older and you want to learn more advanced ideas, then crayons, fingerpaints and wooden blocks are not enough.  People then shift to a more &#8220;transmission&#8221; approach to learning, where we try to deliver information to students in a classroom as a way of helping students learn new things. </p>
<p>	This is where I think new technologies can make a big difference. My feeling is if we use new technologies the right way, we can extend the Kindergarten approach to learning to learners of all ages. What we want to do in our Lifelong Kindergarten group is develop new technologies that are in the spirit of crayons, fingerpaints and wooden blocks used in Kindergarten. By using these new technologies, want to allow learners of all ages to work on personally meaningful projects and to continue to learn in that Kindergarten style but to learn more advanced ideas and to work on more advanced projects.</p>
<p><b>ST:	This is a recurring theme with the other projects you have been involved with. Not just Scratch, but also PicoCrickets and the Computer Clubhouse as well.</b></p>
<p><b>MR:</b>	Yes. The Lifelong Kindergarten Group has been the name of my research group for maybe ten or fifteen years now. We&#8217;ve worked on many different projects under that banner. The theme of Lifelong Kindergarten is our broad vision. Within that broad vision we&#8217;re always working on different projects. Sometimes its developing new technologies that will help people continue to experiment, explore and express themselves in a Kindergarten style. Sometimes its creating new sites or contexts where we can experiment with how people learn, like the after school Computer Clubhouse settings we started. We&#8217;re creating technologies, activities, and environments, both physical and online, that help support this Kindergarten style of learning. Our feeling is that you need lots of different things to support the Kindergarten style of learning. Any one technology is not going to do it.</p>
<p><b>ST:	Kind of a diverse curriculum for older ages?</b></p>
<p><b>MR:</b>	Yes, and for us to support that approach, we need people with lots of different backgrounds. They can&#8217;t just be a bunch of technologists building the technology. It requires not just computer scientists, but also psychologists, educators, designers, and people with expertise in content areas like math and sciences. It also requires people who are not just thinking about developing technologies but who are developing activities and developing different types of real world settings to support all of this.</p>
<p><b>ST:	And you would need theorists as well.</b></p>
<p><b>MR:</b>	Yes.</p>
<p><b>ST:	I know the work of <a href="http://en.wikipedia.org/wiki/Seymour_Papert">Seymour Papert</a> has had a strong impact on your thinking and the development of the Computer Clubhouse, Crickets, and Scratch. What areas of Seymour&#8217;s work have had the biggest influence on you?</b></p>
<p><b>MR:</b>	Well, a few different things. It&#8217;s from Seymour that I received a real appreciation about the importance of the design experience being interwoven with the learning experience. Many of our best learning experiences come about when we&#8217;re actively engaged in designing and creating things. With almost all of our projects, we&#8217;re always thinking &#8220;How can we engage people in creating and designing?&#8221; because we feel many of the best learning experiences come about when you&#8217;re creating and designing. That&#8217;s one important thing that I&#8217;ve learned from Seymour.</p>
<p>	A second thing that was a very big influence for me is the importance of supporting a very wide range of different learners. I find that too many toys and educational activities are designed for a very particular type of learner. They might do a good job of supporting that particular type of learner but unfortunately it means that only certain types of people are able to get engaged with important ideas. I was very influenced by Seymour&#8217;s efforts to try to broaden the range of people who would get engaged in activities. To make sure you take into account that different people have different styles of learning and that they also have lots of different interests. We really try to think about those issues as we design.</p>
<p>	Seymour would talk about developing new technologies in terms them having a &#8220;low floor&#8221; and a &#8220;high ceiling.&#8221; A low floor means making it easy for people to get started, and a high ceiling can keep them doing more and more advanced and complex things with it. I then extend this metaphor to say it&#8217;s also important to have &#8220;wide walls.&#8221; This means that you can have many different ways of getting engaged in these activities, not just one narrow way of doing it. </p>
<p>	Also, the idea of connecting with people&#8217;s passions is also something I took away from Seymour. In his book <em><a href="http://www.amazon.com/Mindstorms-Children-Computers-Powerful-Ideas/dp/0465046746">Mindstorms</a></em>, he starts with a wonderful essay about his own experiences as a child playing with gears. Playing with gears gave him a way of thinking about different mathematical ideas. An important part of this essay was Seymour saying he &#8220;<em>fell in love</em> with gears.&#8221; That&#8217;s the phrasing he uses and I think it&#8217;s an important one. It&#8217;s not just that he learned about gears, but he fell in love with gears. It&#8217;s all about the importance of engaging someone&#8217;s passion in what they&#8217;re learning. The lesson is not that we should be giving gears to everybody, it&#8217;s that we should find out what each person is passionate about.</p>
<p><b>ST:	What insights can you share in how best to make technology more personable, more meaningful and more accessible to kids?</b></p>
<p><b>MR:</b>	The first thing is to make sure we think of technology in terms of <em>a material that kids can do things with</em>. Too often today, a lot of technology <em>delivers something to the kid</em>. I think too many technologies are trying to <em>create an experience for kids or deliver information to kids</em>. I&#8217;d rather think of technology as a material that kids can mold out of their imaginations into things. The more that you give kids control over the technology and allow kids to shape the direction of the technology then it becomes much easier to connect with their personal interests and passions. Giving kids the ability to shape, mold and direct technology allows everyone to shape the technology based on their own interests and passions. I&#8217;m always thinking about how we can make the technology in a way that kids are the ones who are deciding which ways to push it. Kids should be pushing the technology, the technology should not be pushing the kid.</p>
<p><b>ST:	Do you find yourself in conversations with educators about the differences between <a href="http://en.wikipedia.org/wiki/Constructionist_learning">Constructionism</a> and <a href="http://en.wikipedia.org/wiki/Constructivism_(learning_theory)">Constructivism</a> or <a href="http://en.wikipedia.org/wiki/Behaviourism">Behaviorism</a> or the learning approach teachers tend to use in class today?</b></p>
<p><b>MR:</b>	Yes, I certainly find myself in all those discussions. </p>
<p>	First of all, the way I think about <a href="http://en.wikipedia.org/wiki/Jean_Piaget">Piaget</a>&#8217;s term <em>Constructivism</em>, the core idea to recognize is that <em>learners build knowledge structures</em>. Learning is an active process where learners are actively constructing knowledge based on their interactions with the world. In our minds we have lots of pieces of knowledge. Through our interaction with the world we&#8217;re actively making new connections and building our understanding. Building understanding is an active process where learners, through their interactions, are constantly constructing an understanding of the world. In a class of 30 students they are all going to be doing somewhat different constructions. It&#8217;s an ongoing active process.</p>
<p>	Now Seymour Papert, who studied with and worked closely with Piaget, added to this concept with his term <em>Constructionism</em>. This idea says that one of the best ways <em>to help people actively build their knowledge structures is to engage them in constructing things in the world</em>. This can be thought of broadly. It might be constructing a tower out of wooden blocks, constructing a poem with words, or constructing a picture on the computer screen. Those are all ways of constructing in the world. When you talk about Constructionism, Seymour&#8217;s main point is that one of the best ways of building knowledge structures is by constructing things in the world. Whenever I construct things in the world, there is this constant feedback, back and forth, that helps me building new ideas. By building new ideas it gives me new ways of thinking about how to make things in the world. It&#8217;s this constant cycle of making things in the world, which enables me to make new ideas, which let&#8217;s me make new things in the world, which let&#8217;s me make new ideas. This is what I see Seymour saying with Constructionism.</p>
<p>	I interpret Piaget&#8217;s <em>Contructivism</em> as more a theory of <em>how people learn</em>, where Seymour&#8217;s <em>Constructionism</em> is more of an <em>approach to learning</em>, it&#8217;s a strategy for education. I see them as somewhat different. It&#8217;s not that one replaces the other.  Constructivism is more about the way people learn and Constructionism is more a suggested strategy, an educational approach, to help people learn.</p>
<p>	As I look at the educational community, especially in the educational research community, over the last decade or so, everybody says they&#8217;re a Constructivists. Increasingly with teachers, they also say they&#8217;re Constructivists and that they&#8217;re drawing upon these ideas from Piaget. One thing that I sometimes find frustrating is that people often say they are Constructivists, but if you look at their practices, whether it&#8217;s the practice of a teacher in a classroom or the practice of a toy designer, or a media designer, their practices are totally at odds with what I think Constructivism is really about. I worry that it&#8217;s a buzz word being tossed around these days. I don&#8217;t think people really take it to heart in a serious way.</p>
<p>	I should add that, although I feel I&#8217;m very influenced by and a strong believer of this Constructivist approach to learning and Seymour&#8217;s Constructionist strategies for education, it&#8217;s important to be up front about the fact that it&#8217;s not easy to carry out a Constructionists approach to learning or to set up an educational approach taking seriously Constructivist ideas. I think that&#8217;s one reason why they don&#8217;t get followed through as well as I would wish. It&#8217;s not that it&#8217;s easy to follow through on these approaches. To really respect individual learners and their learning styles and the ways that they go about constructing knowledge is a challenge. Although I think these ideas are very important, and I&#8217;m a deep believer in them, I&#8217;m also very aware that it&#8217;s a challenge to realize them.</p>
<p><b>ST:	Where teachers and students are regularly tested for what they&#8217;ve learned within a week, within a month, I wonder if a Constructionists approach to learning can co-exist with all the testing that occurs in these assessment heavy days?</b></p>
<p><b>MR:</b>	I think it&#8217;s challenging. I think the role assessment plays in today&#8217;s classroom does make it more difficult to bring about the approach to education I would be most supportive of. I think assessment influences both <em>what</em> we&#8217;re helping students learn and <em>how</em> we&#8217;re helping students learn.  First of all, some of the things I think are most important for students to learn aren&#8217;t easy to assess.  If we need to have a very clear, often quantitative assessment of what students are learning, some things that I think are very important for students to be learning just don&#8217;t enter the classroom because we don&#8217;t have good ways of assessing them. But I don&#8217;t think that means we should give up on those things because they&#8217;re not easy to assess.</p>
<p>	It&#8217;s a challenge. It is important to be accountable and to make sure what you&#8217;re doing is valued and is bringing about important change. I think it&#8217;s a dilemma.</p>
<p>	Also, what is easiest to assess is knowledge of specific facts and specific skills. If those are the easiest things to assess then often times the curriculum drifts in that direction.  If what you&#8217;re going to assess people on is specific facts and specific skills then drilling, practicing and memorizing can be a very effective way of achieving those results. Again, I don&#8217;t think that&#8217;s what the goal should be, but if that is what the goal is, then those approaches to education and learning could be effective.  However, I do think this steers a lot of education away from what&#8217;s most important.</p>
<p><b>ST:	Where did the inspiration for Scratch come from?</b></p>
<p><b>MR:</b>	A few different places. Partly it grew out of our long experience with our Computer Clubhouses. We started these after school centers for young people from low-income communities and specifically set them up for young people to learn to express themselves with new technologies. </p>
<p>	One thing we found was that kids were very engaged with activities like designing with graphics and images. Photoshop became very popular and kids would grab images with a camera or they would scan an image and then they would put together someone&#8217;s head with someone else&#8217;s body and make all sorts of great images.  But one thing we found was that it was much more difficult for Clubhouse members to create dynamic interactive projects, or to create interactive animations, or to create their own games.  We thought that it was unfortunate that they couldn&#8217;t do this because a lot of them wanted to create interactive animations, interactive stories, and interactive games. They see a lot of this kind of creative work on the Internet and they want to create it as well, but they didn&#8217;t have good tools for doing it on their own. A lot of times they would see things online made with Flash, but Flash really wasn&#8217;t made for this audience. A lot of the young people would come into the Clubhouse thinking they could get started with Flash and then learn it was really hard for them to do the kinds things they wanted to do. The right tools didn&#8217;t exist out there for them to create what they wanted to create.</p>
<p>	We also saw this as a missed learning opportunity. In the process of designing and creating interactive projects there are lots of opportunities for important learning experiences.  We saw that there were two problems; kids couldn&#8217;t design what they wanted to design and there was this missed learning opportunity.  The tools that are out there, like Flash, didn&#8217;t really seem to be serving the audience that we were most interested in.</p>
<p>	Around this time another source of inspiration came to us through my interactions with <a href="http://en.wikipedia.org/wiki/Alan_Kay">Alan Kay</a>. Alan is considered one of the grandfathers of the personal computer and the graphical user interface. He&#8217;s also been very interested in children&#8217;s learning.  Alan had been working on a project called <a href="http://en.wikipedia.org/wiki/Etoys_(programming_language)">Etoys</a>, which was built on top of a programming language his group had developed called <a href="http://www.squeak.org/">Squeak</a>. When I saw Etoys I was very inspired. It was a media manipulating authoring environment that allowed kids to manipulate media in creative ways. </p>
<p>	As I looked at Etoys, I found it to be very exciting but didn&#8217;t really think it was going to work with the audience I had in mind. Using the experiences we had gathered over the years from the Computer Clubhouse, and drawing off of my work with Seymour Papert and his work with Logo, we imagined we could take some of the ideas from Alan Kay&#8217;s Etoys work and make it more accessible. We wanted to figure out how we could lower the floor and make it easier for kids to get started. </p>
<p>	Also, from the beginning, we wanted to think about the community aspect of how people could share their projects with one another and how they could collaborate with one another. We thought this was going to be an important part of the learning process. </p>
<p>	Using our experiences from the work of Seymour Papert and the work we had done with the Lego Company on the Lego Mindstorms product, we knew a lot about how to make a graphic programming language for kids.  Rather than using this graphic programming language to control things in the physical world, as with Lego Mindstorms, the question became &#8220;How do we help kids control things on a screen and also let them share there creations?&#8221;  That&#8217;s how we got started and those were our goals. </p>
<p>	We were very lucky to receive a grant from the National Science Foundation to work on this project. We worked on what would become Scratch for about four years, trying out different things, constantly working with kids along the way to see what kids were interested in, what type of tools were intuitive for them, and what would they do with the tools we created. There are a variety of different aspects to the project. We built prototype after prototype to try out with kids and finally we publicly launched Scratch exactly one year ago. It&#8217;s been very exciting to have it out in the world and attracting a growing community. </p>
<p><b>ST:	Can you tell me about Scratch&#8217;s journey since the moment you made the product available online?</b></p>
<p><b>MR:</b>	It had a rocky start at the very beginning because there was so much demand. On the first day our server crashed.  We had a lot of learning to do in order to deal with the demand. But the problem was stabilized quickly and we&#8217;ve been able to support the community well since then.  </p>
<p>	The things I&#8217;m happiest with and most surprised about, I&#8217;ve been amazed by the sophistication of the projects that the people have done in Scratch.  People created things that are beyond what I imagined could be created with the language we developed.  It&#8217;s always exciting when you develop a piece of software and then people do things with it that you never imagined could be done with it.  For example, people have made these incredibly accurate versions of old video games that are sophisticated in ways that I didn&#8217;t realize our software would be able to support. This level of sophistication is very impressive. </p>
<p>	Even more so I&#8217;ve been impressed with and pleased by the diversity of projects kids have been created. From the beginning we knew we wanted to help kids make interactive games, interactive stories, interactive animations. Kids have found so many more creative ways of using the software and the related website. </p>
<p>	Here&#8217;s one example that comes to mind. There&#8217;s a girl in England that instead of making a game, she just started to make some animated characters. She put these characters online with a message that said &#8220;I like making animated characters. Please feel free to use them in your stories or games. If you want a special character, just leave a message below and I&#8217;ll make it for you.&#8221;  What she was doing was offering her consulting services on our website to make characters for others.  So kids started asking her to make characters for their games and then they put their games online. Another kid offered their skills in making new features that could be added to a game.  In several cases, kids would start their own online companies, the first one being a company called &#8220;Crank Inc.&#8221; which was a group of kids; one in England, one in Ireland, one in Russia and one in the United States.  They started this company making games together where each member made different parts of the game.</p>
<p>	Another great thing we saw was a project called the <em>Scratch News Network</em>, which was modeled after the Cable News Network.  This project had a newscaster giving news about what was new on the Scratch website.  As part of our own efforts running the Scratch website, we would feature certain projects on the Scratch home page.  However, here was somebody who was giving a newscast of what in their opinion were the most important projects to be aware of on the website. The first time I saw this, my reaction was &#8220;Oh, that&#8217;s cute. Here&#8217;s a simulation of a newscast.&#8221; Then I stopped and realized that this was not a simulation of a newscast, this was a <em>real</em> newscast. It was just as much a newscast as is the evening news on CBS.  It was created by someone to serve an audience by providing information about what was new in their community.  This person wasn&#8217;t a fake newscaster or a simulated newscaster, this person was a real newscaster. </p>
<p>	I mentioned that we feature certain projects on the Scratch home page. We also found a project that offered advice to the community on how to get your project featured on the home page.  People are just using this tool in all sorts of different ways.</p>
<p>	The level of collaboration with the Scratch community has also been exciting to see. Right now we&#8217;re up to about 130,000 projects on the Scratch website. [Author's note: In May 2008 there were 130,000 posted projects. In September 2008 there were over 200,000 posted projects.] Out of those 130,000 projects, more than 20,000 projects are what we call &#8220;remixes&#8221;, meaning that someone took someone else&#8217;s projects, added things to it and then uploaded it to the site as their own version.</p>
<p>	In the early days of the website, this led to a lot of discussion. People would complain that someone else stole their project. We participated in these discussions and offered advice saying the Scratch community is a <em>sharing</em> community. That it was our intent that users be able to put things up on the website and encourage others to make use of it and extend it. We want kids to build upon each other&#8217;s work. That&#8217;s the way innovation comes, through people sharing their work.  This discussion led to the design of new features on the Scratch site. Soon after we automated this remixing process to include information about who&#8217;s project it was based on and include a link back to the original project.  Then people could trace back through a remixed project&#8217;s history to find out what projects it was based on. Our hope is to support this as the culture of the community such that people will feel pride in remixing, that you can see how many of your projects were remixed by others in the community.</p>
<p><b>ST:	I remember reading in <a href="http://www.lessig.org/">Laurence Lessig</a>&#8217;s book <em><a href="http://www.free-culture.cc/">Free Culture</a></em> a quote he wrote that says &#8220;no future creation can exist without prior creation.&#8221;  It seems that this concept easily transports to kids who are enamored by certain creative projects posted to the Scratch website and who have the ability to remix those projects.</b></p>
<p>	I know from my own experiences when learning new software applications, people usually learn best by starting out with something that somebody else has already built and deconstruct that work. Instantly you jump in and learn something. You&#8217;re not thumbing through the manuals. It&#8217;s like you get a leg up by jumping into the world faster.  </p>
<p><b>MR:</b>	Yes, it&#8217;s both that you can learn from the techniques other people use and be inspired by the possibilities. Both of those things happen when you look at these projects online.</p>
<p>	I sometimes quote a line from <a href="http://en.wikipedia.org/wiki/Marvin_Minsky">Marvin Minsky</a>, a professor here at MIT, and one of the fathers of artificial intelligence. When he was asked about the programming language Logo that made its way into schools in the 80&#8217;s, Marvin responded by saying that &#8220;It was a nice grammar, but there&#8217;s no literature.&#8221; By this he meant that it&#8217;s a nice programming language but there wasn&#8217;t any compelling literature to inspire you. When we learn to read, part of the reason that we learn to read and write is because we&#8217;ve read other literature and we&#8217;re inspired by what we&#8217;ve read.  Children grow up reading children&#8217;s books and they see great literature and it inspires them to want to read and write.  In Marvin&#8217;s words, with Logo you never saw that. What we&#8217;re hoping to do with Scratch is provide tools for great literature to be created, which in turn will help others be inspired by those works.  </p>
<p><b>ST:	Are there challenges you see in getting teachers to use Scratch?</b></p>
<p><b>MR:</b>	I see that there are challenges along several dimensions.</p>
<p>	One is that Scratch doesn&#8217;t fit so naturally into the existing curriculum.  It&#8217;s not the type of activity where you can say this is going to help students learn concept X that is part of standard Y. It doesn&#8217;t fit that neatly into existing curriculum. </p>
<p>	The second thing that makes it difficult is that in order to get the most out of Scratch it requires someone spending time getting to know the product, in a supportive environment.  It&#8217;s not as simple as just booting it up and you&#8217;ll know everything about it.  Some of the most important aspects of Scratch take some time and effort to learn. Providing teachers with the appropriate support to help them learn to make the most out of Scratch, not just the technical details, is certainly a big challenge. </p>
<p>How teachers can fit Scratch into their existing classroom activities is another challenge. </p>
<p>	There are a few ways that I do see Scratch getting into schools.  The easiest fit for Scratch is related to programming-related studies, which can be an important part of any middle school technology or high school computer-science curriculum.</p>
<p>	Another way that Scratch is being used is in a similar manner to Powerpoint.   Powerpoint is used as a general presentation tool. Whether students are doing a report on the rainforest of Costa Rica or doing a report on the presidents of the United States they might make a presentation using Powerpoint.  Scratch can also be used as a presentation tool, and I think its abilities go beyond Powerpoint.  First of all, you can make richer dynamic projects. It can be expanded beyond the standard image displays and bullet points of text often found in a typical Powerpoint presentation.  I also think Scratch allows users to be more expressive with a richer learning experience.  Teachers appreciate that, and once they become familiar with Scratch, they&#8217;ll start to use it as a tool with students for a wide range of activities.  From the early adopter teachers using Scratch, there are great things happening in their classrooms. </p>
<p><b>ST:	Is Scratch being used internationally?</b></p>
<p><b>MR:</b>	Yes. Scratch has a very big following in the United Kingdom partly because we received a lot of press coverage by the BBC.  The word spread well there. It&#8217;s also being used in many different places around the world.</p>
<p>	In the early days of Scratch, English was the primary language built into the product, so that constrained who could use it.  We&#8217;ve gradually been expanding the software to include a wider range of languages. Today there&#8217;s a menu where you can choose from more than a dozen languages.  There are still a few constraints. It doesn&#8217;t convert everything on the interface perfectly.  Scratch initially was built to support Latin characters and characters that are in English. It doesn&#8217;t support Japanese or Chinese or Indian dialects yet.</p>
<p>	This summer we&#8217;re coming up with a new version of Scratch that will support a number of additional languages, like Hebrew, where you read from right to left. It&#8217;s our intent that Scratch will support a much wider range of characters and the entire interface will be supported in the conversion.  We&#8217;re working on getting both the website as well as the application to support more languages.  Internationalization is of interest to us because we currently have users from dozens of countries around the world. </p>
<p>Initially we put out a call on one of the discussion boards asking people to help translate the site and we heard from lots of volunteers.  Basically we sent these volunteers a spreadsheet with all of the English words in it and they just filled in the words from their language.</p>
<p><b>ST:	Do you see Scratch having an equal appeal to girls as well as boys?</b></p>
<p><b>MR:</b>	This was certainly something we were aiming for from the very beginning.  We&#8217;ve seen a lot of interest across genders. It was important to our design group that we support and encourage a wide range of projects because users have such a diverse set of interests. We didn&#8217;t want Scratch to become just a game site.  In some ways it&#8217;s easy to say Scratch is great for making games, and it is great for making games, but we were worried that this would become a self-reinforcing message and could potentially turn off some of our intended audience. We&#8217;ve made an effort to provide a wide variety of projects and that approach has helped us keep a variety of people with different backgrounds interested.  I don&#8217;t know what the exact percentages are, though there are more boys than girls on the site. But when we did the analysis, girls posted just as many projects on the website as do boys. They are equally active participants.  We would like to improve the numbers some because it isn&#8217;t quite balanced right now. </p>
<p>	One user&#8217;s story that speaks to diverse interests is that of one 14 year old from New Jersey who made one of the most popular projects on the Scratch site.  We spoke with him and his parents. His mother referred to him as a theatre geek.  He had never really done much on a computer but he loved the theatre. Scratch was his way of getting involved creating on a computer.  We really like this story because we wanted to make Scratch appeal to a wide range of kids, to not just the math-science types at schools, but theatre kids and many others as well.  We&#8217;re very happy that we&#8217;ve been appealing to kids with a wide range of different backgrounds.</p>
<p><b>ST:	In reading through some of your published research, you describe the Digital Divide as something that&#8217;s not just tied to issues of computer access, but also issues of <em>fluency</em>. Could you discuss how Scratch addresses issues of fluency to help minimize the Digital Divide?</b></p>
<p><b>MR:</b>	The good news is the Digital Divide will narrow over time.  It is already narrowing and will continue to narrow due to the rapidly declining costs of technology. I think this makes new technology more accessible to a wider range of people.  There are still barriers to entry due to cost, but new technologies are becoming more widespread than have been in the past.</p>
<p>What I worry about is a future where everyone has access to technology but people simply use technology as a consumer. That all they&#8217;re doing is pointing, clicking and chatting. Other users will be able to design, create and invent with new technologies.  That&#8217;s where there&#8217;s the risk of having a divide between those who quick browse and chat and those who design, create and invent.</p>
<p>In my mind there&#8217;s going to be a much richer learning experience for people who are able to design, create and invent.  It will better prepare these users to be better participants in the society of the future. I think by providing tools like Scratch we&#8217;re providing opportunities for young people to grow up designing, creating and inventing so they are better prepared to be full participants in tomorrow&#8217;s society where they&#8217;re really able to use the technology to express themselves and explore things in new ways. </p>
<p><b>ST:	Can you share any insights into kids&#8217; social interactions that could lead to better online learning outcomes?</b></p>
<p><b>MR:</b>	The thing that&#8217;s really important to us is creating a respectful environment and a culture of respect. Not simply because we want kids to learn to be polite to each other, but because we want kids to take risks when creating and designing.  If you&#8217;re part of a community where people are making insulting comments based on something that you&#8217;ve created, then you&#8217;re not going to try out new things and you&#8217;re not going to take risks. If you create something new and somebody makes an insulting comment about it you&#8217;re not going to take risks again.  We think it&#8217;s really important for kids to take risks and to try new things and it&#8217;s only going to work if they are part of a respectful community.  We have put a really high priority on is how can we create a community of respect.</p>
<p>We put a lot of emphasis on a community of respect when we were creating our after school Computer Clubhouses. There are a lot of challenges in creating an environment of respect in an after school center and we learned a lot by doing so.  There&#8217;s lots more we have to learn in creating a similar community of respect in an online environment. Online we&#8217;re not working directly with the kids. They can be anonymous, we don&#8217;t know who they are, we don&#8217;t know things about their background. If we&#8217;re working directly with kids in the same room, we learn more about them and we&#8217;re able to find the appropriate feedback that will help cultivate an environment of respect. It&#8217;s tough to create that environment, but once you get a mass of the community to behave in a certain way, it soon becomes the norm. It then becomes easier to perpetuate it. This is an important goal for all online communities to establish. If online communities are concerned with the development of children&#8217;s learning, then a culture of respect is critically important.</p>
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		<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>
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		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
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		<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>Interview with Lisa Guernsey, Author of Into the Minds of Babes</title>
		<link>http://www.360kid.com/blog/2008/02/interview-with-lisa-guernsey-author-of-into-the-minds-of-babes/</link>
		<comments>http://www.360kid.com/blog/2008/02/interview-with-lisa-guernsey-author-of-into-the-minds-of-babes/#comments</comments>
		<pubDate>Tue, 26 Feb 2008 23:54:49 +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[Books]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Kids' Related Research]]></category>
		<category><![CDATA[Parents/Caregivers]]></category>
		<category><![CDATA[Television]]></category>
		<category><![CDATA[Video Links]]></category>

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		<description><![CDATA[In 2004, the American Academy of Pediatrics announced that all screen-based viewing for children ages two or under should be avoided completely. At the same time dozens of &#8220;brain boosting&#8221; DVDs, videos, and interactive products hit the marketplace with claims of being beneficial to child&#8217;s cognitive development.  Many parents are torn. What is the [...]]]></description>
			<content:encoded><![CDATA[<p>In 2004, the <a href="http://pediatrics.aappublications.org/cgi/content/abstract/113/4/708">American Academy of Pediatrics</a> announced that all screen-based viewing for children ages two or under should be avoided completely. At the same time dozens of &#8220;brain boosting&#8221; DVDs, videos, and interactive products hit the marketplace with claims of being beneficial to child&#8217;s cognitive development.  Many parents are torn. What is the right thing to do for their child? </p>
<p><img src="http://www.360kid.com/blog/images/book_guernsey.jpg" alt="Lisa Guernsey's book Into the Minds of Babes - How Screen Time Affects Children" align="right" hspace=15 />In <a href="http://blog.lisaguernsey.com/">Lisa Guernsey</a>&#8217;s book, <a href="http://www.amazon.com/Into-Minds-Babes-Affects-Children/dp/0465027989/ref=pd_bbs_sr_1?ie=UTF8&#038;s=books&#038;qid=1203506593&#038;sr=1-1"><I>Into the Minds of Babes &#8211; How Screen Time Affects Children From Birth to Age Five</I></a>, she explores many of the media claims about screen time and young children. She digs deep into the world of child research and not only investigates which research is credible and which is not, but she also makes the material accessible for the everyday parent along the way.</p>
<p>After reading her book I&#8217;ve had the opportunity to see <a href="http://www.youtube.com/watch?v=9_3Ral-KidE">Lisa speak</a> a couple of times at conferences that focus on children.  At a recent conference I spoke with Lisa about her book. </p>
<p><b>Scott Traylor:</b> Lisa, let me start by asking you a little bit about yourself &#8211; who you are and how you came to writing your book. </p>
<p><b>Lisa Guernsey:</b> I&#8217;m an education technology reporter. I was writing for the New York Times Circuits section about online media and other technologies, then I had kids. The story I tell in the book is that I had a colicky baby and I couldn&#8217;t get her to stop crying or fussing. I was completely lost.  My eyes were opened to the trying routine of having and caring for a baby. Friends suggested trying the <a href="http://disneyshopping.go.com/webapp/wcs/stores/servlet/DSIProductDisplay?catalogId=10002&#038;storeId=10051&#038;productId=1114068&#038;langId=-1&#038;categoryId=15584">Baby Mozart</a> videos to calm her. They referred to these videos as baby crack. I wasn&#8217;t fully considering what I was doing; I was still a bit overwhelmed by being a new parent. I was trying to figure it all out. It wasn&#8217;t until later, when I had my second child who was not colicky, that I was able to start seeing how babies respond to different types of stimuli, screen-based or not. I started to ask myself: Which videos do my children understand and which ones do they not understand?  Are they able to remember what they see? Do some parts make sense to them because it&#8217;s part of their world? I had so many questions about how they respond to media that it led me to search for related research on the subject. </p>
<p>It was in April of 2004 when the American Academy of Pediatrics released a report in its journal by <a href="http://www.childhealthinstitute.org/Staff/christakis.asp">Dimitri Christakis</a> and other researchers that had linked attention deficit problems (not ADHD) to  television viewing at early ages. I remember being struck by this article, asking myself, What do we know about the brain and how it&#8217;s wired? As a parent, I should really know this information.</p>
<p>A few months after the release of this report, I wrote a piece for <i>The Washington Post</i> which took a deeper look into this issue through the eyes of a parent. Screen media is all around us, and to be told your babys brain is going to be rewired as a result of watching something on-screen is a very scary thing to a lot of parents. </p>
<p><a href="http://pqasb.pqarchiver.com/washingtonpost/access/732386581.html?dids=732386581:732386581&#038;FMT=ABS&#038;FMTS=ABS:FT&#038;fmac=&#038;date=Nov+9%2C+2004&#038;author=Lisa+Guernsey&#038;desc=Tuning+In+to+a+Problem">After my article was published</a> I received a lot of response from parents who wanted to know more about the papers findings. I also heard from a publisher who was interested in having me write a longer treatment on the topic. I started contacting more researchers who have been part of studies about children and their ability to learn from watching videos. It was a real eye opener because theres so much information that parents arent being told about media and kids. What they hear tends to be two polar opposite messages:  The first message says screen time is really bad for your child and parents should do everything they can to eliminate it. The second message says cognitive stimulation is good for your baby and that these baby videos can help in achieving that stimulation. Parents arent hearing any answers to basic questions like What is good for a 2 year old? Is it possible my child really did learn the word backpack at 16 months from watching Dora the Explorer? While what I saw as a parent led to me think that it is possible that learning can occur through watching screen media, some researchers were saying it&#8217;s just not possible to get anything from screen media.</p>
<p><b>ST:</b> So after writing <i>The Washington Post</i> article, you found a publisher interested in having you write your book.</p>
<p><B>LG:</B> Yes, a publisher contacted me. I went through the process of writing a proposal and doing all the research. But ultimately they decided not to run with my proposal. It was disappointing. Even though this publisher wasn&#8217;t interested in my idea, I was finding so much interesting information I thought someone would find it compelling. My husband encouraged me to continue shopping it around. Some time later I found an agent who was interested in taking on my project and my agent found the right publisher interested in the idea.</p>
<p><B>ST:</B> How did you prepare for writing your book? Theres a lot of research out there, especially related to television viewing and children. I imagine it was hard to know just where to begin.</p>
<p><B>LG:</B> I wanted to make sure that I hit all the big journals and looked at what was peer reviewed research. I wanted the information I was reading to be based in the scientific method. I didnt want to focus only on surveys of how children spend their time. The material I was looking for had to be peer-reviewed research on how children are learning and when theyre learning. I also wanted this research to include randomized controls when possible. First I looked at the medical establishment journals like <a href="http://pediatrics.aappublications.org/"><i>Pediatrics</i></a> and <a href="http://jama.ama-assn.org/"><i>JAMA</i></a>. <a href="http://www.sagepub.com/journalsProdDesc.nav?prodId=Journal200921"><i>The American Behavioral Scientist</i></a> (ABS) journal led me to a lot of great information. Also, <a href="http://people.umass.edu/a329000/DanPage.html">Dan Anderson</a> of the University of Massachusetts had assembled a lot of interesting research from psychologists looking into how children learn and how they remember things at very young ages. The ABS released a <a href="http://abs.sagepub.com/content/vol48/issue5/">special journal</a> in January 2005 on the topic. I read through the journals looking for articles from the educational research community that dealt with developmental psychology. I also looked for related information in the neuropsychology field and ADHD research, but didnt find much. I went from footnote to footnote to footnote. Then I would call the researchers who wrote the papers.</p>
<p><B>ST:</B> To check out the researchers methodologies and conclusions? </p>
<p><B>LG:</B> To get their story. There are so many great research experiments going on out there and so many smart people doing them. The researchers I spoke with have fascinating insights and I would ask them about their &#8220;aha&#8221; moment. They shared insights into what occurred early on in their experiments and discussed how experiments would change to explore new questions they encountered during their research. By hearing the stories of psychologists I was able to get a good handle on how to write the narrative of how these researchers began to understand these things.</p>
<p><B>ST:</B> One of the things that really struck me about your book was the volume of interviews you conducted. It seemed with every page I turned there were an additional three or four new interviews. Then I thought each interview must have been a two-hour conversation, not including the prep time needed to read multiple studies before your call. You must have had hundreds, if not more, interviews.</p>
<p><B>LG:</B>  Well certainly hundreds. What made it possible was the openness of a lot of these researchers. They usually dont get calls from folks interested in their research. They were very happy to share what theyve found. Many researchers know one another within their community of developmental psychologists and educational researchers and communicate this research in short hand with one another.  It&#8217;s not common to have someone call to ask for the laymans point of view of it all. Everyone I spoke with was just so responsive and incredibly helpful.</p>
<p><B>ST:</B> While I read a lot of research, I&#8217;m not a researcher myself. I find it can be challenging sometimes to read some studies and fully understand the nuances.</p>
<p><B>LG:</B> Me too. I still feel like I need to take a class in statistics.  Theres so much more I could learn by reading these journal articles again.  Speaking with the researchers over the phone was a great way to come to a deeper understanding of the research.  Id say Im looking at this chart in your study, am I interpreting your findings correctly?  Does this finding correlate to that finding? It was a great help.</p>
<p><B>ST:</B> While you were writing your book, what surprised you the most?</p>
<p><B>LG:</B> There were so many things. The biggest surprise for me was with the studies of background television noise and the fact that were not talking enough about foreground and background noise with television, with computers, with media devices. Were also not talking enough about screen content that is created specifically for children under the age of five, and yet media is all around them.</p>
<p><B>ST:</B> You mean like with a television being left on all day in the home with the news playing?</p>
<p><B>LG:</B> Exactly. Many homes have the news on straight through the morning hours. There are 53% of families out there with children under the age of six who report that they have the TV on almost half the time, most of the time, or all of the time. The majority of kids are growing up in houses where the television is on more than half the time. And yet, we keep hearing about studies that say TV is bad. I think it would be fascinating to look at the context of TV time.</p>
<p>So I started finding reports on background noise and children, particularly infants, and the impact background noise can have on learning language. I was blown away by the findings and thought, &#8220;How come were not hearing about this?&#8221; After reading this body of research, Im surprised that more attention isnt paid to it. I was interested in giving this topic a lot more attention in my book.</p>
<p><B>ST:</B> Tell me about the three C&#8217;s you describe in your book.</p>
<p><B>LG:</B> The concept of the three C&#8217;s didnt come to me right away. I was going through journal article after journal article looking for a way to give an umbrella name to all of this. At first I was looking at studies on time and screen use and thought, &#8220;Should I be telling parents that one hour of screen time a day is okay? Or an hour and a half? Or less than an hour for certain ages?&#8221; But all of the research wasn&#8217;t pointing me to length of time being the most important item. What studies were pointing me to was the content and the context of the media being viewed along with consideration of the uniqueness of the individual child. </p>
<p>I interviewed many families and each would describe how their child would respond to using media.  I was hearing how different each child would respond. One child loves it and another child doesn&#8217;t. One is captivated by a program and another is not. One gets energized, and another is hyperactive watching TV, while another falls asleep after watching. So it was a happy day when I discovered it&#8217;s all about the three C&#8217;s  Content, context, and the individual child. After I had this concept in my head I started seeing it everywhere. Every research report I came across would point to the three C&#8217;s in one way or another.</p>
<p><B>ST:</B> So while the three C&#8217;s werent specifically called out in the research you were reading, it was a reoccurring theme in every report.</p>
<p><B>LG:</B> Exactly.</p>
<p><B>ST:</B> Did you come across any research that you wanted to include in your book but didnt?</p>
<p><B>LG:</B> Theres some research out there about how media can have an impact on childrens sleep patterns. I didnt include much of that in my book. It&#8217;s worth looking at because there may be something connected to having a television in the bedroom or watching particular types of content before falling asleep that may make it hard to fall asleep. It&#8217;s an area that we should be looking at more. </p>
<p>Theres also a lot more to write about when it comes to the topic of a &#8220;social partner.&#8221;  There are some great questions to address &#8212; like how important is it in screen media that toddlers at 24 months have a social partner to introduce them to language? How important is that social partner <i>on screen</i> helping a toddler understand language?  Theres a lot of fascinating research on social partners that doesnt have anything to do with media that could be really helpful to parents.</p>
<p><B>ST:</B> At the time when Mr. Roger&#8217;s passed away, I remember there being a lot of conversation about the possible benefits of having a social partner on TV that was a person as opposed to a cartoon character. Since hearing those discussions, I&#8217;ve been very aware of number of shows available to children that do not have a person speaking to the child, but see many more animated characters as social partners. When it comes to young children and social partners, what research are you coming across? Can you expand a little more on social partners in childrens media?</p>
<p><B>LG:</B> I think it&#8217;s a great area for more research. Theres <a href="http://www.blackwell-synergy.com/doi/abs/10.1111/j.1467-8624.2006.00903.x">a lot of research</a> that came out of Vanderbilt University related to the topic. In those studies, there was always a human being on screen communicating with children as if they were standing next to them, and the children who talked back to those on-screen faces were the same ones who demonstrated that they learned something from what they saw. Along the same vein, I think characters like Dora the Explorer and Elmo are completely captivating to young children in a way thats very surprising. Children display an affinity for those characters and sometimes see them as their peers. So these characters are not real people, but they are friends in a kind of imaginary, fantasy world. <a href="http://explore.georgetown.edu/people/calverts/?PageTemplateID=129">Sandra Calvert</a> at Georgetown University is researching how important these relationships can be to kids. I dont think we should discount non-human characters if children really relate to these characters. If characters help with modeling, help solve a problem, assist in good eating choices, whatever the topic, there can be an incredibly powerful connection for the child.</p>
<p><B>ST:</B> What research are you watching that wasn&#8217;t published at the time you were writing your book?</p>
<p><B>LG:</B> The University of Massachusetts is on top of some wonderful stuff in many ways. Theyre currently underway with eye tracking studies with babies. This research should be really interesting in terms of the great baby video debate.  At the University of Washington where Dimitri Christakis and <a href="http://depts.washington.edu/hserv/faculty/Zimmerman_Frederick">Frederick Zimmerman</a> are working, theyre still doing a lot of correlation work to slice data from pre-existing studies in more fine-grained ways. For example, in a recent issue of <i>Pediatrics</i>, they <a href="http://pediatrics.aappublications.org/cgi/content/abstract/120/5/986">came out with a report</a> that looks at certain kinds of television content as either educational, noneducational, or violent. Once they sliced media up in this way, they discovered that attention deficit problems actually dropped out of the picture with children who were watching educational TV. But, they did find a continued association between attention deficit problems and violent content. <a href="http://pediatrics.aappublications.org/cgi/content/abstract/120/5/993">In a related study</a>, they also discovered anti-social behavior exhibited with younger children after viewing violent content. I think it&#8217;s very promising that researchers are starting to look at content in this way. I think looking at content brings up much harder questions, as do issues of context, like how television is being used in the home, how is a computer being used, who is there with the child, what are those people saying, how is time valued, are kids modeling how parents use media. These questions are all missing from research.</p>
<p><B>ST:</B> Your book provides a great overview of some important studies parents should be aware of. Were you finding any holes in the research world which need to be filled?</p>
<p><B>LG:</B> There are holes, particularly with scary media. I have a chapter titled &#8220;Whats too scary for my child?&#8221; and that was a much harder chapter to write. It was hard to find any solid answers in this area. Parents would ask me really detailed questions related to nightmares their children would have. They would want to know, was it something they watched on TV yesterday? Was it a movie we watched? What is the research saying? What upsets young children and are there any long-term effects from these upsetting experiences?</p>
<p><B>ST:</B> What did you discover in terms of research related to interactive technologies?</p>
<p><B>LG:</B> There&#8217;s a huge difference between interactive technologies for babies versus that for preschoolers. Only recently have we started to see interactive screen-based technologies that are targeting babies. Theres very little research using the scientific method that looks at the messages babies are receiving from interactive media. It&#8217;s also unclear just how many families are using interactive products with babies or with toddlers. In many cases, there are too many hurdles to get over with just setting up the interactive media products themselves. Do parents have the time to deal with this?</p>
<p>Then theres a huge question of fine motor control and the ability to manipulate things happening on the screen with a remote control or a joystick or a mouse. <a href="http://playfulefforts.com/archives/papers/JCCE-1990.pdf">There is research out</a> that has led me to believe that joysticks are incredibly difficult for children under the age of six. Theres also the question of when children are even ready to start using a mouse. How can digital information be presented to young children on-screen who are non-readers in a way that would allow them to feel that they are in control? I think it&#8217;s important if children are going to use interactive technologies that its done in an empowering way for them. I&#8217;ve seen a range of different experiences with my own children and those of the families I&#8217;ve interviewed, but again, all of this is based on observations and very little of it is based on scientific research.</p>
<p>The research I&#8217;ve found is pretty sparse. Most of what I&#8217;ve found is looking at the question of control over their experience and how frustrated theyre being directed by a family member watching over their shoulder and how frustrated they can get when they have to wait for something onscreen. <a href="http://www.childrenssoftware.com/dis/dis.menu.htm">Warren Buckleitner</a> has done some research in this area. </p>
<p>Theres also the question of story &#8212; the difference between stories that are played in a linear format on video as opposed to those that can be manipulated in an interactive format. Theres a study out of Georgetown that looks at different types of Dora the Explorer content, comparing both linear and interactive media, and found that the interactive experience can lead children to recall just as much as, but no more than, the linear experience.</p>
<p>These are all important issues for designers of interactive media to keep in mind and understand as they create new content for young children. All of that said, theres still a lot of opportunity with interactive content for preschoolers, with the right features in place to give them an experience where they are in control and can create something unique that they can share with others. Something like <a href="http://scratch.mit.edu/">Scratch</a> or <a href="http://www.kerpoof.com/">Kerpoof</a>. Creating a feeling of mastery for the child, that they can see their own progress. To achieve this it&#8217;s all about interface.</p>
<p><B>ST:</B> Whats your next project?</p>
<p><B>LG:</B> Theres a couple of avenues I&#8217;d like to take. Im interested in a similar approach to reviewing research and talking to researchers while also watching families to see how it relates to children at home. I&#8217;m interested in exploring how children learn to read and the science of reading. Partly because I&#8217;m following my own kids but also because I&#8217;m really interested in the learning that takes place. My oldest child is learning to read and it&#8217;s fascinating to see when it clicks for her and when it doesn&#8217;t, when it&#8217;s easy and when it&#8217;s frustrating. I&#8217;m interested in seeing how the science of reading is being applied to real world household settings.</p>
<p><B>ST:</B> As it relates to media?</p>
<p><B>LG:</B> As it relates to media. How can media be harnessed to help children who are learning how to read. </p>
<p>Im also interested in the creativity question How can we help children be more open in their thinking and not feel boxed in. These are two areas that I&#8217;m going to focus on in the next year and see if anything comes out of them.</p>
<p><B>ST:</B> I&#8217;m excited to hear that. Your book is a great road map to important issues with screened media for parents and caregivers. Youve made the content really accessible to them without having to be a clinical psychologist.</p>
<p><B>LG:</B> I certainly was aware the whole time while writing this book that I don&#8217;t have a masters or doctorate in child developmental but theres nothing out there for parents. I really resisted ending each chapter with a &#8220;to do&#8221; list or a bullet point list of items that were important to remember. I thought that if I could just tell these stories parents could figure it out based on their own experiences with their kids at home. Let&#8217;s hope that the narrative comes out.</p>
<p><B>ST:</B> It does indeed. Lisa, thank you for writing this great book. It&#8217;s an important piece of work on many different levels. I wish you continued success with all your future projects.</p>
<p><B>Video links:</B><br />
To see video of Lisa Guernsey presenting at a special event sponsored by the <a href="http://www.centerforchildrenandmedia.org/">American Center for Children and Media</a> click below for video segment 1 of 2:</p>
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<p><a href="http://www.youtube.com/watch?v=qWM_lhSkEJs">Click here</a> for video 2 of 2.</p>
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