New Paradigms for Learning in the Digital Age
Wednesday, May 14th, 2008A Presentation by Connie Yowell at the First Annual Symposium of the Joan Ganz Cooney Center
May 9, 2008
[Background: The presentation that left the strongest impression on me during the Joan Ganz Cooney Center's Symposium was the four minute speech delivered by Connie Yowell, the Director of Education for the John D. and Catherine T. MacArthur Foundation. Before Connie Yowell spoke, the symposium's keynote speaker Bing Gordon, the Chief Creative Officer of Electronic Arts, discussed his experience developing video games for EA. He gave an enlightening presentation about the successful video game franchise Madden Football. What was most impressive about Bing's presentation was the amount of mathematics, statistics and probability that are an integral part of the game's experience. To hear the recording of Bing Gordon or Connie Yowell's presentation, please refer to my prior blog post.]
“Good afternoon everyone. I’m Connie Yowell, the Director of Education at the John D. and Catherine T. MacArthur Foundation. I want to start off by saying that we do a lot more than give out “genius awards” even though that’s how Bing Gordon of EA referred to us in his introduction. One of the things we do at the Foundation is award a fair amount of education grants.
Two years ago the MacArthur Foundation began to question how effective our grant making was. We were really focused on district reform, school reform, and instructional improvement. It was suggested to me that I begin to look at the digital world. I did so kicking and screaming. My heart has always been in social justice and in civil rights. I understand that education is the pathway to that result.
I had a lucky opportunity one morning to meet with Will Wright, the video game visionary behind The Sims, SimCity and SimEarth. Will was kind enough to have breakfast with me and I spent two and a half hours listening to him talk about how he creates a game. I distinctly remember leaving that meeting and emailing my boss immediately thereafter to say “I just met John Dewey.” There was no question in my mind that game developers and the folks who are working on some of these new technologies are the pedagogical theorists of the 21st century. They are the folks who are developing curriculum for our young people.
I have just one point to make and that being my greatest concern is with who we are as adults. My concern is with the paradigms we bring to this work. My concern is that we are at a time where we need dramatic changes and shifts in how we think about learning. My concern is the paradigms we bring to this conversation.
I’m curious, of those of you here in the room, how many of you, prior to or even after seeing Bing Gordon’s presentation, could watch somebody play a Madden Football video game and recognize where learning is happening in that game? [About 12 hands go up in the crowded room of more than 150 people.] I see a few of you could. If you can’t understand where learning is happening through the Madden game, then we’re in the wrong paradigm. If you’re stuck in conversations about whether or not the Encyclopedia Britannica is better than Wikipedia, then we’re in the old paradigm.
What matters dramatically at this moment, for me and for the Foundation, is that we ask the right questions. You can’t get to the solution and you can’t understand what direction to move in unless you’re asking the right questions. So if you look at Encyclopedia Britannica and you look at Wikipedia and your questions are about credibility, then you’re probably more concerned about something from the 20th century. If you look at Wikipedia and you say “Oh my God, this is going to teach my kid how to be a historian!” it’s then that you’ll see this is an incredibly different kind of learning opportunity and a fundamentally different kind of reading practice that our young kids are engaged in when they’re looking at Wikis and blogs and other things on the Internet. We cannot measure what they’re doing or understand the learning that is happening in context with our old measures – our old paradigms for learning, and frankly, our old understandings of learning that are based on models of consumption.
We’re in a time of participation. We’re in a time of production. And as important as participation and production are, we’re in a time of networked learning. I want to say that over and over again; We’re in a time of networked learning, – where kids are communicating and collaborating with each other in ways that fundamentally shift the role of the teacher and fundamentally shift the role of the adult. If anyone thinks a classroom of 25 kids with a teacher at the front is the paradigm that will result in the most effective use of digital media, that result is not going to happen. We can’t be using the same kinds of standards and measures or think that we’re simply going to move digital media into schools as they currently exist. We will only find that they have no impact. And then we’ll miss one of the most important opportunities for advancing our kids’ learning that we have had in over a century. I can’t express this with enough emotion and importance; we are in a moment, and if we ask the wrong questions, if we stick with our questions from the 20th century, and hold the new digital media accountable to things we’ve been holding accountable in the same ways for decades, we’re going to miss this opportunity.
I would also like to point out that commercial industry is driving learning. They are fundamentally driving learning. They have outstripped anything the textbook industry is doing or anyone else. What has to shift in a significant way is the relationship with and our understanding of the relationship between public and private, and I think that’s a good thing. Thank you.”


Last year I 

There was much buzz at Toy Fair with the announcement of this toy and rightly so. The Smart Cycle is a TV-based plug-and-play, cartridge-based platform that looks a like a cross between an exercycle for preschoolers and a
Here are two new plug-and-play products to come out of Radica, a cool tech toy company now owned by
Hyper Dash is a technology toy that could be used indoors or out and does not require a television or computer to use. To start the game, 5 colored electronic targets are placed around the house or yard. Then, holding a talking electronic “tagger”, spoken instructions are given to the child, like find the blue target, then the red, etc. There are different game settings that focus on math skills, team work, and timed-based searches. As a child successfully finds the requested target, the music, pace, and complexity of each new request increases. This toy is recommended for children ages 5 – 8.
The company TikTokTech was showing two different stand alone TV plug-and-play devices. A small camera unit is placed on top of your television to play either music games or a combination of music and art games, depending on which device you purchase. While motion-based products have really only been around for a short while, these are the only titles available that provide a freeform artistic or musical experience for kids. For those that follow motion-based games, I strongly recommend checking out the
The ClickStart plug-and-play toy provides young children the experience computing in a fun and safe way, without tieing-up mom or dad’s home computer. This product includes a child-friendly keyboard and mouse, which can be set up to accommodate left or right handed users. The on-screen learning is guided by a friendly puppy named Scout. Children collect food treats for Scout as they complete games using numbers, letters, shapes and colors. This toy is a cartridge-based platform which means you can expect to see a number of different titles available to use with the base unit later this year. ClickStart is intended for children ages 3 – 6.
The Easy Link Internet Launchpad acts like a mom-approved dashboard to preschool-safe content on the web. Say a child would like to visit their favorite Sesame Street online game. All a child needs to do is pick up one of the many miniature figurines, in this case Elmo ( or Barney, Clifford, the Wiggles, Thomas the Train, Bob the Builder, and others) and place the figurine in its designated spot… a little like placing the round peg in the correct hole. Once inserted, the device automatically will link its user to the games section of sesamestreet.com. No typing is necessary and all content locations are child-safe with no external links to undesirable content. This product works best with children ages 3 – 6.


NetJet is a clever USB connected handheld device created by Tiger Electronics, a division of Hasbro. NetJet consists of a handheld game controller and a game key. Each game key inserted into the controller allows its user to access different casual game content online. Popular games using familiar characters and brands are available through this device, but not to those without the controller and keys. The NetJet environment is also free of advertising. No banner of pop-up ads here. Kids are also kicked offline once the NetJet device is removed from the USB port. By this coming fall season, 40 different casual game titles will be available for purchase. This product will appeal to casual gamers, both young and old, but Tiger is best know for their success with the tween market. This is not a learning product, but NetJet is an excellent use of plug-and-play technology.
This TV plug-and-play device first appeared at last year’s Toy Fair. It has a built in camera which allows it’s user to take a picture of oneself, then, through the controls on the tablet, modify hairstyles, add jewelry, and apply makeup. (Note: This product has brought about much discussion in our office about female stereo-typing and the kinds of messages it sends out to young girls. In our own testing of the product, we find that kids enjoyed the product greatly when we referred to it as a “stuffed animal makeover” toy. Kids couldn’t stop laughing when they gave a giant stuffed Pikachu and other fuzzy friends a new hairdo and pearls!) What’s new here is Radica has hinted it will be releasing an newer version of the device later this year but no formal announcement has been made.
Following on the success of
This technology toy is not intentionally positioned as a learning product, but it’s bound to influence kids to want to play guitar. This electronic toy teaches kids how to play 12 different songs but also allows an MP3 player to be hooked up to the guitar as well to play along with your favorite tunes. Lights on the fretboard appear to let the user know where to place their fingers. The device also has audio in and out ports. Hasbro worked with the guitar maker Gibson to make this product. Hasbro believes this toy will have a strong appeal to tweens.
This digital guitar, complete with whammy bar and buttons on it’s fret. It not only allows for musical exploration but also introduces numbers, letters, and animals in both English or Spanish. It’s suggested use is for infants and toddlers ages 12 to 36 months.
This guitar is not meant to assist with learning but joins the digital guitar bandwagon. This product is the smallest and least expensive of the bunch and promotes the sequel to the Disney Channel TV movie