Archive for the 'Kids’ Related Research' Category

Monday, November 3rd, 2014

The following is an article I wrote that appears in the November 2014 issue of Children’s Technology Review.

Photo of a stopwatch,  measuring the milliseconds it takes for a tablet to respond to a child's tap request.

If we look at the amount of time a child has to enjoy being a child, it works out to something like 6, 753 days, or 157, 680 hours. Every hour of childhood is important, as is every second. Who knew, but milliseconds seem to matter as well. Engaging a child successfully in an interactive experience can boil down to what happens within a fraction of a second.

While working in the children’s interactive industry for many years, there’s one question I’m asked more than any other: “What is the single most important thing needed to successfully engage a child in an interactive experience?” In today’s world that means successful engagement through tablets and apps, of which there are many things to consider. Engaging characters, compelling stories, a strong game mechanic, lots of user testing, a willingness to change something for the better when developing, an understanding of child development and child related research. But that’s not where I start. These are all “must have” components of a successful interactive experience. So what’s the one item that will make or break your app? Responsivity.

It’s usually at this point the person asking the question says “Huh? What do you mean? Responsivity?” Even if the app includes all the must have items mentioned above, if the app does not respond immediately to a child’s request, usually in the form of a tap on a screen, your product is dead. It won’t be used. End of story. The time you have to successfully respond to a child’s request can be measured in milliseconds.

Let me share a recent article to help crystallize just how little time you have. I’ll reference a technology advance outside of the children’s industry. There have been some amazing discoveries in the virtual reality space in the last year. You know, those crazy headsets that cover your eyes and ears to deliver an otherworldly experience, be it on Oculus Rift or Morpheus.

The vision of this technology might one day deliver a mind blowing, life changing, “real” experience. Part of recent successes in this industry boil down to this:

a.) If a user makes a request through the technology (input),
b.) and the display in front of the person updates as quickly as possible (output),
c.) the more believable and enjoyable the experience.

However, with a slow update, the user will feel nauseous. Literally. This performance, or latency, can actually be measured. A response time longer than 30 milliseconds will make someone sick.

For years the virtual reality industry has been unable to break a performance speed below 60 milliseconds, and in the process of trying, has made a lot of virtual reality testers sick. The breakthrough is this industry will be when they bring the performance issue down to about 15 milliseconds, which some say is now within reach.

In reaching that goal, virtual reality designers have had to look at everything that causes latency: Computer processing speed, software, cables, accelerometers, display screens, … everything. (See background info in Wired for more)

Let’s put that in context to an interactive experience for a child. What are the ingredients that make up the response time of an app? Just like the discoveries found with the virtual reality example above, the same components are equally important here. Interactive responsivity can be simmered down to what hardware and software combinations you use.

Lets start with the hardware. We’re talking about tablets. Are all tablet technologies created equal? If you look at the responsivity of just the hardware component of a tablet surface alone, though the differences are small, it appears the response time of a tap is hardly equal across all devices. Have a look at how long a single tap takes to register through the hardware of a tablet:


Tablet Response time (in milliseconds)
Apple iPad Mini 75 milliseconds
Apple iPad (4th generation) 81 milliseconds
Microsoft Surface RT 95 milliseconds
Amazon Kindle Fire 114 milliseconds
Samsung Galaxy Tab 168 milliseconds

(Note: A shorter response time is better. Source)

Okay, no big deal, right? We’re talking just a fraction of a second, and we’re not even measuring hardware latency from devices specifically targeted to children in toy stores, which by the way use cheaper (AKA slower) chips and tablet surface components.

Now we need to add in latency that is introduced from software. What software tools are being used to create apps for children? Most app-based software tools fall into one of two categories; native apps and non-native apps.

Native apps tend to be written with programming code that is “compiled.” Compiled code is translated into something a computer can understand at a machine level. Languages like C and C++ are compiled languages that tend to execute quickly.

Non-native apps may be created with a “wrapper”, something that can bundle together other kinds of “runtime” code, like JavaScript, HTML, and HTML5. Runtime code is not compiled. Runtime code reads like English, which is great for writing code quickly by humans, but not necessarily the best form to be understood quickly by computers. When this kind of code is executed at runtime, a tablet needs to interpret it, one line at a time, into something it can understand. Translating this runtime code on the fly is time consuming for any computing device, including tablets, and creates latency with a response back to the user.

When a tap or a swipe is sent to a native or non-native app, we’re still talking about a fraction of a second for this instruction to execute. However, just to put this in perspective, generally speaking, runtime code can take up to ten times longer to execute than compiled code depending on the processor being used. This can mean the difference between 2 and 20 milliseconds for a small number of lines of code to execute before the user receives a response. (Source 1, 2)

By now you may be doing some math in your head. Keep in mind, we’re still talking best possible scenario here. On top of all this hardware and software latency there’s the need to load assets (graphics, sound, video) in and out of memory. How memory management is handled can also add a lot of latency to an experience, more so for apps that download its content at runtime from the web as opposed to apps that bundle all of its content within the app locally. This is often where the difference between an experienced developer and an inexperienced developer pays off. Creating lean yet appealing art, animation, and audio is an art form, one that often adds to the benefit of “perceived” performance, and ultimately the end user’s experience. A talented developer also will know how to “mask” some of this latency, in a way that makes both the tablet’s processor, and the end user, very happy from a performance perspective.

So, do slow performing apps make kids sick? Maybe not literally like the virtual reality example cited earlier, but, many theorize that it can influence how engaged a child is in the experience. An app that is responsive can mean the difference between successfully engaging a child or making them not want to interact with an app at all. It can also influence your rating in CTR, which measures responsivity of every activity.

If you design products for children, immediacy is vital. Sluggishness can make you feel sick, and contribute to the death of an app.

Average Rating: 4.8 out of 5 based on 213 user reviews.

Tuesday, June 17th, 2014

Summer 2014 cover of iKids Magazine for the story Breaking New Ground.

The following is a cover story I wrote for the Summer 2014 issue of iKids Magazine.

In this blog version of the article I’ve included some additional information that didn’t make it into the magazine. I originally wrote this piece to discover what elements help a kidtech business succeed, and what part does geography play, if any, in the growth and success of that business.

I also wrote this piece because I’m exploring larger business ideas in the kidtech space. If you’re a like-minded entrepreneur or investor interested in engaging kids through the latest technology or digital device, send me an
email
. I look forward to having a future conversation with you.

Note, dollar amounts mentioned in this article represent US or Canadian dollars, depending on the country being discussed.


In this developer’s eye view of the North American children’s tech startup landscape, 360KID founder Scott Traylor finds flourishing life—and dollars—in some pretty exotic places beyond New York and San Francisco. You may never look at Pittsburgh the same way again.

As a Boston-based developer of children’s games, I’m well aware of life outside the confines of San Francisco and New York. Of course, many kidtech startup businesses can be found in these two cities, with Toca Boca, Duck Duck Moose, Fingerprint, Curious Hat, Wanderful, Launchpad Toys and ToyTalk all dotting the Bay Area. And Tinybop, Hopscotch, Ruckus, Speekaboos, Hallabalu and MarcoPolo—to name a few—having set up shop in the Big Apple.

In terms of venture investments, in the last five years in San Francisco and New York City alone, venture organizations closed more than 3, 300 business deals in Silicon Valley to the tune of $31.5 billion. New York saw more than 1, 200 deals close with more than $8 billion invested. However, only the tiniest sliver of these investments went to fund kidtech business. Less than two-tenths of one percent, or $52 million, has been invested in kid-based technology companies in San Francisco in the last five years. An even smaller amount, just under $34 million, was invested in New York City during the same period. The capital is there, no doubt, but it’s not necessarily flowing in the direction of kid-centric businesses.

A closer look at thriving startup communities specifically in Boulder, Colorado, Pittsburgh, Pennsylvania, and Kelowna, Canada, have offered refreshing insight into what it takes for a kids tech business to grow and succeed. Business success in the kids space isn’t simply an entrepreneurial stew made up of creativity, talent and perseverance. It’s about access to capital, and it also has a lot to do with where you start your business geographically.

While the following new companies run the gamut from products to service-based in the areas of apps, eBooks, programmable robots and related interactive media, common threads across these three cities in which they are housed include a willing investment community, a local ecosystem that supports new business, entrepreneurial events that encourage business leaders to exchange ideas, and local universities where intellectual curiosity and talent can be shared with entrepreneurs.


BOULDER, COLORADO


One of many great block-based robitics kits from Modular Robotics.

The startup and venture capital scene in Boulder has grown significantly over the last two decades. In the last month, Boulder actually exceeded New York kidtech investing, reaching a total of nearly $41 million in the last five years. Overall, Boulder is a thriving startup Mecca across many technology sectors, and the kidtech offerings based there are heavily focused on software, robotics and electronics kits, with honorable mentions including:

  • Modular Robotics, a company that sells magnetic cube-like electronic parts that can easily be snapped together and programmed to build robots controlled by a mobile device or tablet. Modular Robotics is also a Carnegie Mellon business spinoff. (Photo above is of a Modular Robotics product.)

  • Orbotix markets a popular programmable electronic ball called Sphero, and the company’s new product rollout called Ollie, Both Sphero and Ollie can also be controlled through a mobile phone or tablet and have a growing developer community that makes apps that interact with, and control, these robots.

  • Artificial intelligence drives the Ubooly mobile phone or tablet friend that can talk to you, as well as listen to what you say. Ubooly comes complete with an accompanying cuddly plush cover, as well as a growing list of stories, interactive activities and games.

  • ATOMS, by startup Seamless Toy Company, are one of the latest electronic construction kits that work with Lego, as well as many other construction toys. ATOMS can be controlled by a mobile device and vice-versa The founder of Seamless Toy Company holds degrees from Carnegie Mellon and MIT.

While there are a number of venture capital firms that have helped grow Boulder businesses, two investment groups in particular are behind some of these companies. Incubator group Techstars, which has a significant presence in Boulder, as well as many other cities in the US, and venture investment company the Foundry Group were both founded by Brad Feld. He is particularly interested in growing the digital startup scene in Boulder. Feld believes in an entrepreneurial ecosystem, a vision he’s dubbed as the “Boulder Thesis, ” which suggests that an environment needs a mix of old and new entrepreneurs, inclusive of all kinds of business experience and ability. The ecosystem thrives on meetups, hackathons, conferences, professional get-togethers and business pitch events.


KELOWNA, CANADA


Game development company Hyper Hippo calls Kelowna,  Canada its home.

Located roughly 240 miles east of Vancouver and 310 miles northeast of Seattle, Canada’s Kelowna is similar in size to Boulder and has the beginnings of the same entrepreneurial ingredients. A number of seasoned local entrepreneurs have turned their interests toward investing in local technology startups, many of which revolve around videogames, animation, social media and virtual worlds. In terms of local kidtech, the success story of Club Penguin, which was acquired by Disney in 2007, plays an important role in Kelowna. As with other large investment locations, an established leader in the area will often result in the appearance of many small startups with a similar interest over time. High-profile former employees include the likes of Club Penguin’s co-founders, who have moved on to start some of these new companies:

  • Hyper Hippo is one such Kelowna startup founded by Club Penguin co-founder Lance Priebe. While Hyper Hippo is a game development company, it also recently launched a new immersive virtual world for kids called Mech Mice. (Photo above is of a Hyper Hippo online game.)

  • Lane Merrifield is another co-founder of Club Penguin. He recently left Disney to start a new business called Fresh Grade, which develops classroom management and assessment products that teachers and parents can use to access up-to-the-minute information about their students through a mobile device.

  • Just Be Friends is a local-social education platform that connects parents, kids, neighbors and schools to help strengthen local communities. Founded by Janice Taylor, who has appeared on Oprah, the startup initially launched in San Francisco but eventually moved to Kelowna.

  • A great strength of Club Penguin is its child-safe chat-filtering technology. The former chat technology specialists for the company started a new online chat-filtering business called Two Hat Security, also known in the industry as PottyMouth, to offer other global kid-focused businesses safe online chat technologies.

Accelerate Okanagan is one local organization that is advancing much of the startup activity in the region. Now in its third year, Accelerate is an incubator for fledgling businesses, and its only requirement is that companies pay a $200 per month assistance fee and monthly rent for office space. Once paid, a host of resources become available, including mentorship, legal advice, business advice, access to talent, and cross-collaboration with other Accelerate Okanagan businesses. The incubator also receives government funding. Currently, roughly 50% of the revenue needed to support incubator initiatives comes from government money, but it’s anticipated that this percentage will drop year over year. In the last two years, Accelerate Okanagan has raised more than $8 million from local businesses and entrepreneurs to advance startups, as well as help fund local area meetings and get-togethers. Unlike other incubators, Accelerate Okanagan does not ask for any equity, which is a rare opportunity—and one that is helping about eight kid-focused businesses right now. Accelerate Okanagan is also watching the growing community of startup successes in Boulder, and has similar plans to expand its own model throughout British Columbia, much in the same way that Techstars has throughout the US.


PITTSBURGH, PENNSYLVANIA
DIY meets robotics thanks to Pittsburgh-based BirdBrain Technologies.

Believe it. The Pittsburgh community is playing its part in the startup scene—and it’s brilliant. Pittsburgh also happens to be home to renowned children’s television favorite, Mister Rogers, which is a great place to start the city’s story.

Every two years, a local event called FredForward honors the work and memory of Fred Rogers and brings together some of the greatest minds in children’s media, child development, kid-focused policy initiatives and kid media moguls.

In 2007, Gregg Behr, the executive director of The Grable Foundation, presented the idea for the Kids+Creativity Network, bringing together the region’s educators with technologists, gamers, and roboticists to re-imagining Pittsburgh as Kidsburgh. Since then, the notion has gained attention and support from local businesses, community leaders and foundations that include the Benedum, Hillman, McCune, Pittsburgh, and MacArthur foundations. The network has grown to nearly 2, 000 strong—and kidtech and largely edtech-focused startups are starting to bloom.

While on a somewhat smaller venture investment scale than Boulder and Kelowna, though it has three times the population of both cities, Pittsburgh’s startups, nonprofits and schools can collectively receive grants and services from such intermediaries and accelerators as the Sprout Fund, the Allegheny Intermediate Unit, Innovation Works, and the Thrill Mill. The Sprout Fund, for instance, offers grants that range from $1, 000 to $15, 000 six times a year that help carry out the idea that will advance the interests of digital, maker, and STEAM learning.

Just one of many examples of this kind of grant/community collaboration in action, a for-profit startup called Zulama, working with the local educational non-profit Allegheny Intermediate Unit (AIU) developed a program for 9th and 10th graders called the Game Design Boot Camp. Together they defined an unbelievable opportunity for high school students to explore game design. Working with game design experts, students learned how to develop their own original games and received high school credit for completing the program. AIU was the primary grant holder who promoted the opportunity to 42 different school districts. Zulama provided expertise, talent, content and curriculum to students. The grant offered scholarships for 20 students, though more than 75 teens applied.

For its part, Carnegie Mellon University encourages entrepreneurship through CMU faculty and students, making it easier for them to spinoff their own tech businesses. The university implemented a technology transfer program called “Five percent, and go in peace” that allows faculty and student spinoffs to use intellectual property owned by the school for a 5% stake in the startup’s future success. Looking around the Pittsburgh area, it’s an incredibly successful program that spawned a record 36 new companies in 2013 alone. Here are some notable newcomers to Kidsburgh:

  • BirdBrain Technologies sells electronics kits where kids combine arts & crafts materials to create their own programmable robots. BirdBrain is also a Carnegie Mellon spinoff. At press time, BirdBrain just launched a Kickstarter campaign for its new electronics kit, the Hummingbird Duo, and has exceeded it’s goal with 16 days left. (Photo above is of a BirdBrain crafting and robotics kit.)

  • Digital Dream Labs mixes programming and video game controls. Digital Dream Labs developed physical puzzle pieces that are placed strategically on a holding tray. Each puzzle piece contains instructions that are sent wirelessly to a tablet or mobile device to control a videogame. All three Digital Dream Labs founders are Carnegie Mellon graduates.

  • Zulama is an online community for teens that helps teach design, programming and art creation for videogames. Zulama also develops many high-interest online courses in subjects teens are passionate and have great interest in.

  • GenevaMars develops story-based, character-driven learning apps that are fun and educational for kids. Its team is made up of artists, producers and educators from Carnegie Mellon, the University of Pittsburgh and the Art Institute of Pittsburgh.


GOING NATIVE

Any city that has a strong entrepreneurial environment will often host startup events throughout the year, offering insights and wisdom on how to fund your business. During one recent startup event in Silicon Valley called The Perfect Pitch: Connecting with Investors, about 120 entrepreneurs attended looking for a leg up on how to grow their businesses to the next level.

“If you are from outside the area I recommend that you ‘go native, '” says Bill Reichert, the Managing Director of Garage Technology Ventures, a venture funding company co-founded by industry giant and evangelist Guy Kawasaki. “One of the great things about Silicon Valley is if you come here we will embrace you, we will love you, and we will smile, but if you are a visitor, we will not fund you. If you’re serious about wanting to plug in to Silicon Valley, that’s what I mean by saying ‘go native.'”

There is an element of truth to going native, at least in terms of securing seed funding or joining an incubator to get a kidtech idea off the ground. Going native is not an absolute, but it does appear to make a difference in getting started. Can an outsider succeed in one of these regions? Maybe, but digging down into who gets funded and who doesn’t, going native appears to be a very attractive component for investors. Investors like the idea of being connected, which can be a hard thing to do from afar.


NOTEWORTHY MENTIONS

There are a few businesses that don’t fall cleanly under the category of kidtech, or do not hail from one of the above mentioned cities, but they are kid-related businesses worth noting.

  • Washington, DC-based Zoobean launched in 2012 and is a parent-driven online recommendation service that curates apps and books for children. The company also recently made a big splash on the reality startup show Shark Tank. Zoobean landed $250, OOO from one of the show’s investors, Mark Cuban, bringing its current fundraising tally to $1.2 million.

  • Nix Hydra is a teen girl gaming company based in Los Angeles that has attracted a lot of attention with its first app release called Egg Baby which has been downloaded nine million times. The company just landed $5 million from the Foundry Group.

  • Another recently funded and very interesting startup is a company called Pley, founded in 2012. What’s Pley’s million dollar idea? (Or their $6.7 million venture backed idea?) Renting Lego kits. Yup. Think Netflix, but with Lego.

  • Fitwits is a non-tech kids company in Pittsburgh. Their specialty is selling card-based games that encourage kids through play to make healthy eating choices.

  • Another business with an active, high-profile Kickstarter campaign is from LeVar Burton of Reading Rainbow fame. His L.A.-based eBook business, RR Kids, was looking to raise more than $1 million to expand its subscription-based children’s eBook offerings. At press time, RR Kids had exceeded its goal more than three times over.

  • And a noteworthy group of companies; First, you’re probably familiar with the much talked about girl-empowerment toy company GoldieBlox. They had a massive hit through Kickstarter, raising almost $289, 000. GoldieBlox also won a national startup competition for a 30 second spot on the Superbowl. Well, there must be something going on just outside of San Francisco area where GoldieBlox is located. Two other local girl-powered, construction-based toy companies also launched around the same time, and also landed seed funding through Kickstarter. Roominate landed almost $86, 000 and Build & Imagine captured $30, 000.


LESSONS LEARNED

So what is it that’s needed for a kidtech business to grow and succeed? Tenacity, focus, business endurance in the face of incredible odds, leadership skills, creativity, a passion for kids. The answer includes all of that, but so much more.

While any kid business can succeed in any location on the planet, Boulder, Kelowna, and Pittsburgh, as well as the bigger funding locations like San Francisco and New York City, all of these areas provide invaluable support structures, which are a main ingredient needed for kidtech businesses to succeed. Venture funding, angel investment, foundation grants, friends and family fundraising, and even local and federal government supports (including tax incentives) are some very important ingredients as well. Access to other entrepreneurs that have an understanding of your industry’s needs, who can share experiences and toss about new ideas. Access to local colleges and universities, where not only talent and innovation can spur from, but also new business spinoffs as well. Ultimately, the invaluable support of an understanding community, both business and non-business alike, may be the most vital ingredient. Toss all of these items together in a large bowl, sprinkle with a wish, a prayer, some blood, sweat and tears, then serve. If the combination does not show early signs of success, start over, mix together again, but this time add a larger scoop of community.

Average Rating: 4.7 out of 5 based on 187 user reviews.

Tuesday, March 18th, 2014

[The following is an article I wrote that appeared on the Fred Rogers Center blog, March 18, 2014.]

It’s been quite a week in the children’s media world. While preparing for the week ahead last Sunday, I noticed an article on Huffington Post that was spreading virally through my friends on Facebook. The article was a call to ban all hand-held devices from children under the age of 12. Backing up the claim, the author cited a long list of research on why kids should not engage with screen media at all.

Unfortunately, she misread much of the research by making that cardinal error in research of confusing correlation with cause. For example, several studies have looked at ADHD and media use with children, and some have found a link between the two. But that doesn’t mean media causes ADHD. Maybe instead children who have been diagnosed with ADHD have a greater interest in media consumption, or there might be some third unknown factor that is the real root of the problem. This mistake is an all too often occurrence, especially with many sensational headline seeking journalists.

On top of this, she offered not a single mention of anything positive about screen media.

Shortly after the article was posted, two great responses to this piece were published. The first was by David Kleeman, Glenda Revelle and Jessica Taylor Piotrowski entitled 10 Reasons Why We Need Research Literacy, Not Scare Columns and the second was by Melinda Wenner Moyer of Slate called Hands Off My Kid’s iPad: A Huffington Post Blogger’s Shaky Case for Banning Hand-held Devices for Children. Both articles go through the original claims, piece by piece, and demonstrate what is wrong with the original argument.

While all of this was going on, a noteworthy voice from the children’s media research world, Dimitri Christakis, serendipitously published an opinion called Interactive Media Use at Younger Than the Age of 2 Years – Time to Rethink the American Academy of Pediatrics Guideline? You may be unfamiliar with Christakis’ work, but you probably know its impact. Years ago, the American Academy of Pediatrics (AAP) issued a warning to parents that they should not allow their children under age 2 to engage in screen media use at all, and they should limit the screen time of children under age 3. Christakis’ earlier work helped shape this recommendation. In the meantime, parents who do let their children use their smartphone or tablet have been beating themselves up, feeling like terrible, horrible, no good, very bad parents.

Well, Christakis is now suggesting that there may very well be important differences between linear media use (also known as television) and interactive media (like apps that are used on smartphones and tablets.) While more research is still needed, his statement is a giant first step to recognizing that maybe, just maybe, smartphones and tablets can be a benefit to early learning in some circumstances.

With that said, parents reading this, please know that while not all screens are created equal, the same is true for interactive content. Not all apps for kids that claim they are helpful are good for your child. However, a smaller number of carefully and thoughtfully developed products, often ones that are guided by research and testing, can be of benefit to young children.

So how do you tell the difference? Here’s a few commonsense recommendations to help guide you:

  • Parents should only use screen media in moderation with their young child if they use it at all.
    • Never use it as a babysitter or a replacement for human contact.
    • Engage in interactive media together with your child; you will be surprised at how much that helps in the learning.
    • Know that not all media is created equal. Some apps are of great benefit to learning, others are nothing more than poison. Two resources to help determine which is which are Common Sense Media and Children’s Technology Review. These sites rate interactive media products, and their appropriateness for users of all ages.

    For those of you looking for more guidance, the Rogers Center’s Framework for Quality offers advice on how to identify quality media tools across a range of platforms.

    This discussion is far from over, but in just the last few days the conversation related to young children and interactive media use has taken a very large and important step forward. That’s good news for parents, and those of use who wish to do good for children in the interactive space. I can’t wait to see what next week brings.

    [Scott Traylor is the founder and CEO of 360KID, a service-based company specializing in research-informed development of interactive learning products for children.]

    Average Rating: 4.8 out of 5 based on 215 user reviews.

  • Monday, January 27th, 2014

    [The following is an article I wrote for the Jan. 24, 2014 issue of KidScreen.]

    Vicky Rideout during her survey presentation at the Cooney Center Breakthrough Learning Forum.

    Media research reports are great for offering insights about an industry. They help media creators take stock in where they are today with their media creation efforts on different platforms, and they also provide ideas on how we can best serve an intended audience. At the same time, what is gained from a new study almost always leads to many more new questions that can’t immediately be answered.

    That’s certainly the case with the latest Joan Ganz Cooney Center report entitled Learning at Home: Families’ Educational Media Use in America. According to Vicky Rideout, children’s media researcher and the report’s main author, this is the first time “we have tried to quantify, on a national basis, what portion of kids screen time is devoted to educational content.”

    The report digs deep into parents’ thoughts on their child’s use of educational media across a number of different platforms. One big finding that will not be a big surprise to broadcasters: Television is still king when it comes to delivering educational content, even though access to alternative platforms like mobile, computers and videogames has increased greatly in recent years. Television is the preferred platform by a long shot for educational media. Granted, the television industry has also had decades more time, almost 50 years’ worth, of creating and delivering educational content to young children than its younger media platform relatives. Still, with the explosive growth of mobile, this data point begs the question if parents are aware of the educational opportunities available to them on other platforms?

    Among the many insights offered, children engage with educational media less as they age. Two-to four-year-olds consume 1:16 (one hour and sixteen minutes) of educational media daily, dropping to 0:50 for five-to seven-year-olds, and further still to 0:42 for eight-to 10-year-olds. Even at this lower end for eight-to 10-year-olds, you could consider their educational media use as an added class of learning material each day. However, as a child ages they also spend more overall time consuming media, educational or not, to the point where eight to 10-year-old media usage almost doubles compared to that of two-to four-year-olds. Surprisingly, while this older group consumes less educational media content daily, their parents report seeing their child demonstration of “a particular action as a result of something they saw or did with educational media” more so than the younger age groups. This could very well be a cumulative effect of educational media use consumed over many years, but still, it’s striking data point in the research. One could strongly argue, this “particular action” is evidence of mastery of the educational content that is consumed.

    Other noteworthy findings:

    • Parents see a greater perceived learning impact in the areas of cognitive skills, reading, and math from educational media use but less impact with learning science or anything related to the arts.
    • The greater a parent’s education, the less educational media is consumed.
    • The greater the family’s income, the less educational media consumed.
    • Hispanic/Latino households reports less “actions taken” from educational media use than Black or White families.

    These are just a few of the many findings called out in this report. There’s also data on parent and child sharing in the educational media experience together (often referred to as “joint media engagement”) as well as findings on traditional book reading and eBook use.

    With just these few items I’ve called out above, the report forces us to consider many big, unanswered questions:

    • As children grow, why do they engage less with educational media, yet consume more media at the same time? Is there a need to create more engaging educational content for this age group than what is currently being offered?
    • What is it that we’re doing wrong, or not doing at all, to better engage Hispanic/Latino families with educational media?
    • Are parents less aware of the educational offerings available through mobile, computers and video games? If so, should we get behind a national awareness campaign to make ratings and reviews websites like Common Sense Media and Children’s Technology Review better known to parents?

    Perhaps the biggest question raised in this report is whether educational media use, which appears to have great benefit at an early age, leads to greater media consumption that is of less benefit to children as they age?

    Michael Levine, the executive director of the Cooney Center shares this report is the beginning of a larger conversation around educational media use. “There’s a lot of interest in having children view educational media, but less fulfillment of the wish as illustrated by this report, particularly for low income and Hispanic and Latino families, ” he says.

    As media creators, it is imperative to understand what can be done to up our game in the educational media space, no matter what the delivery vehicle. Part of that entails informing parents about resources available to them today to help them find the best educational content broadcasters and software publishers have to offer. The Cooney Center as well as many other interested groups, foundations, and policy makers are already quickly working on the next new report, and latest research findings that will one day in the near future move the industry needle even further ahead, as well as create many more questions we’ve yet to imagine, as evidence by the volume of questions this report is sure to generate.

    Additional video links:
    1.) Vicky Rideout – Learning from Home report overview
    2.) Michael Levine – Learning from Home report overview
    3.) Playlist of all Learning from Home speakers
    4.) The complete Learning from Home discussion (speakers with audience discussion)

    [Scott Traylor is the CEO and founder of 360KID, a youth-focused organization that specializes in developing interactive content, apps, and games for broadcasters, publishers and organizations that wish to engage kids of any age.]

    Average Rating: 5 out of 5 based on 239 user reviews.

    Thursday, November 14th, 2013

    [The following is an article I wrote for the November 14, 2013 issue of KidScreen’s online iKids Magazine.]

    A photo of Theo Gray during his Disney Animated app presentation

    Theo Gray, co-founder of Touch Press, presenting the new Disney Animated app. (Click photo to see larger version.)

    Every year in early November, there’s a very special children’s interactive media conference called Dust or Magic that’s held a short drive outside of New York City. The name of the event comes from a 17th century Japanese poet, Matsuo Basho, who wrote, “An idea can turn to dust or magic depending on the talent that rubs against it.”

    This is the underlying theme that weaves itself throughout the hundreds of apps that are discussed during the event, and a select few that are presented live. In the ever-expanding world of the children’s interactive media, which products are considered “magic” or “dust?” And why? As an industry of creators, we ask ourselves “What can we learn from the good, as well as the bad?”

    Dust or Magic is the brainchild of Warren Buckleitner, who is also the editor of Children’s Technology Review magazine, a former blogger for The New York Times and an expert in the children’s digital world.

    This was my 12th year attending Dust or Magic. Over that time I’ve seen the interactive industry grow through talking books from LeapFrog, numerous Tickle Me Elmo dolls, virtual worlds like Club Penguin and Webkins, all the way to today’s vibrant app world for kids. I’ve seen many unknown speakers go on to release top selling products in their field, create new and compelling ways to engage children, and all the while raise the bar of quality for the entire children’s industry. This year there was no shortage of stellar presentations, and three in particular are worth sharing with those who could not attend the event. These three presentations rose the bar.

    The opening presentation was delivered by Theo Gray, founder and app developer for the company Touch Press. Gray’s accomplishments include receiving an ig Nobel Prize in chemistry, but his app work is second to none. Gray has created a number of stellar apps, one called The Elements, another the Solar System, which sets new standards for excellence in app creation. However, at this year’s event he presented his latest work, an app for Disney that chronicles its animation history called Disney Animated. This new body of work was completely amazing, and there was one moment in Theo’s presentation, a breathtaking, jaw-dropping moment. Gray had created a single screen, color bar chart that included frames from every single animated movie ever created by Disney. With a touch of the finger, you could call up a single frame of animation from any movie every created by the company. It was a truly amazing moment.

    Later, we were treated to a presentation by the founder and CEO of a small startup called Tinybop. Never heard of Tinybop? They launched their first kids’ app in August, and it has blossomed into the industry’s best overnight success story yet. This number-one selling app is called The Human Body and it’s rewriting the rules of child engagement. Simple. Clean. Funny. Engaging. Enlightening. The founder, Raul Gutierrez, shared his business plan with the Dust or Magic community, and you can see why it was a presentation long to be remembered.

    The next notable presentation came from Chip Donohue, dean of distance learning and continuing education for the Erikson Institute as well as senior fellow at the Fred Rogers Center. Over the past few years, Donohue has helped define a best practices position paper for using technology in early learning, an excellent road map for using tablets with young children. As he pointed out in his presentation, there’s been a lot happening in the interactive space over just these last few weeks, and he put together a presentation with all the latest recommendations and best practices for engaging children intentionally through new media platforms. A fantastic resource for everyone in the kids’ biz.

    These speakers were accompanied by unreleased new work from Toca Boca and its newly acquired sister company Sago Sago, as well as preschool app development tips from Duck Duck Moose. Magic, it was in the air.

    Extra links:

    Speaker presentation playlist (15 videos)

    App demo playlist (23 videos)

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