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	<title>360blog &#187; Video Links</title>
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	<description>Exploring the World of Digital Youth</description>
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		<title>Will Wright on Game Design, Play and Learning</title>
		<link>http://www.360kid.com/blog/2012/01/will-wright-interview/</link>
		<comments>http://www.360kid.com/blog/2012/01/will-wright-interview/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 18:29:32 +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[Learning Games]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Technology Toys]]></category>
		<category><![CDATA[Video Links]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA["Maria Montessori"]]></category>
		<category><![CDATA[Children's Technology Review]]></category>
		<category><![CDATA[CTR]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[early learning]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[games for change]]></category>
		<category><![CDATA[HiveMind]]></category>
		<category><![CDATA[Jeff Braun]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[manipulatives]]></category>
		<category><![CDATA[Maxis]]></category>
		<category><![CDATA[Montessori]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[serious games]]></category>
		<category><![CDATA[SimCity]]></category>
		<category><![CDATA[simulations]]></category>
		<category><![CDATA[Social Games]]></category>
		<category><![CDATA[Spore]]></category>
		<category><![CDATA[The Sims]]></category>
		<category><![CDATA[Toys]]></category>
		<category><![CDATA[Will Wright]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=1019</guid>
		<description><![CDATA[[The following is an article I wrote for the January 2012 issue of Children's Technology Review.]

If somebody asked you to name the masters of interactive design, chances are good that Will Wright would be on your list. He created SimCity which led to SimAnt, The Sims, and Spore, and he&#8217;s currently working on a new [...]]]></description>
			<content:encoded><![CDATA[<p>[The following is an article I wrote for the January 2012 issue of <i><a href="http://www.childrenstech.com/" target="_blank">Children's Technology Review</a></i>.]</p>
<p><a href="http://www.360kid.com/blog/images/Will_Wright_large.jpg" target="_blank"><img src="http://www.360kid.com/blog/images/Will_Wright_small.jpg" alt="Will Wright, video game developer extraordinaire, takes questions from the audience while sitting on stage" align="left" /></a></p>
<p>If somebody asked you to name the masters of interactive design, chances are good that Will Wright would be on your list. He created SimCity which led to SimAnt, The Sims, and Spore, and he&#8217;s currently working on a new social game called HiveMind. Last year in New York, I heard him speak and was struck by his thoughts about the learning opportunities he brings to his players, and asked him about it. What does he think about when he makes a game? What are some key influences? (Note that this was a long interview, and edits have been made for clarity).</p>
<p><b>Scott Traylor:</b> In your presentations you often refer to learning theory, including your own Montessori education. It seems you have a passion for the topic.</p>
<p><b>Will Wright:</b> Learning theory is certainly one of the factors that shapes my talks and my work in general, but it&#8217;s only one element. For me, making a game or a talk is a process of continual self-discovery.</p>
<p><b>Scott:</b> Can this be attributed to your Montessori background?</p>
<p><b>Will:</b> Montessori is good for self-discovery and exploration, but Montessori didn&#8217;t  invent it. Self-discovery and exploration have existed for millennia before Montessori. it&#8217;s the way the human brain works. The whole constructivist approach to education simply leverages hardware that&#8217;s already built in.</p>
<p><b>Scott:</b> When you say &#8220;constructivist&#8221; is it fair to say that you are thinking of Piaget and perhaps Seymore Papert?</p>
<p><b>Will:</b> Oh, yes, and Alan Kay as well. This formalized approach to learning has really only been around for maybe a 100 years. We can go back hundreds and hundreds of years before that and see people understood this as the primary mode of learning. Consider the Renaissance and Leonardo Da Vinci. At some point the pedagogy got wrapped around that inherent process. It&#8217;s something that has remained, almost becoming more relevant in terms of its implications with modern technology, or our imaginations, and our creativity. It&#8217;s almost more relevant now where people can approach a wider range of endeavors creatively, because of the tools we have, for gathering information, for creating things, for sharing things.</p>
<p><b>Scott:</b> So you’re saying we&#8217;re at a point, technically speaking, where we are empowered as creators, as explorers, in anything that might interest us?</p>
<p><b>Will:</b> Yes, especially in things like the social dimension. I can create something and put it up on the web and then by tomorrow 1,000 people might&#8217;ve seen it. Think back 100 years ago what it would have taken for that to happen. It just wasn&#8217;t  a possibility then, but now it&#8217;s a possibility for anyone.</p>
<p><b>Scott:</b> While these theories have become more formalized in the last century or so, good teachers and good facilitators of learning have been aware of these things for ages. Now there&#8217;s the opportunity for learning to be amped up through technology and through participation in a way we have never experience before, in such an immediate way.</p>
<p><b>Will:</b> Yeah, Seymour Papert and Alan Kay were among the first people to realize the impact that modern technology was going to have. Nicholas Negroponte, as well.</p>
<p><b>Scott:</b> When you talk about games, or video games, you often refer to these things as playful objects. Is that intentional?</p>
<p><b>Will:</b> Let&#8217;s take a look at that. People like to call the things I make games, but I tend to think of them as toys. There really needs to be more open-ended play experiences and that&#8217;s a broader world than the formal definition of games. I think a game is really a subset of the world of play. In substance it&#8217;s really just semantics but it&#8217;s cultural as well. A lot of people think of games, video games, as this brand new thing that&#8217;s popped up. But of course games have been around forever. Most games are based on some fundamental play experience that at some point becomes formalized. There are different connotations to play, and with that formal rules. You might play with others, or by yourself, the play might be a zero sum game, or not. These are just a few specialized versions of play in my mind.</p>
<p><img src="http://www.360kid.com/blog/images/Will_Wright_learning_model.jpg" alt="Graphic displaying Will Wright's learning model, comparing the universe of play and games." align="right" /></p>
<p><b>Scott:</b> Are there any play experts you follow?</p>
<p><b>Will:</b> Not really. There have been a lot of attempts in the game design community to come up with more formal structures of frameworks to understand this. I think we&#8217;re just beginning to scratch the surface. They’re looking at the different perspectives on play coming from cognitive science or sociology or evolutionary psychology. I don&#8217;t  think any one of these things is going to capture the subject completely. You have to triangulate from all these different perspectives.</p>
<p><b>Scott:</b> Do you think the vocabulary around play and around games is evolving?</p>
<p><b>Will:</b> In general, yes. A game is like the nucleus of the experience, but it&#8217;s not the whole experience. I spend a lot of time thinking about the meta-game, the experiences we&#8217;re having around the game, experiences that are the larger iceberg. For example, The Sims is a game on some level, where you can play with goal structures and rules. However, there&#8217;s a larger game where people make things and tell stories about the game. Then they try things with online communities. These are the things that people do outside the game. It is what I call the meta-game. To me, the more successful games are the ones that spark these larger meta-games.</p>
<p><b>Scott:</b> You mean bringing the play or the game experience outside of the game, in some kind of social context, where people can talk about and interact around the game?</p>
<p><b>Will:</b> Yes, in some sense the game in the player&#8217;s minds goes from being a specific entertainment experience to becoming a tool for self-expression. At first they were playing for the fun, just exploring. Then they start realizing they can be expressive with it. It&#8217;s almost like playing a musical instrument. At first, you experiment and press buttons. At some point you realize you can compose music. You might even start to perform. Eventually this toy becomes a tool to express one&#8217;s self.</p>
<p><b>Scott:</b> Is it accurate to say that the opportunity for creative expression is also a central part of your games?</p>
<p><b>Will:</b> it&#8217;s one of the more powerful benefits of technology. We can do things now that allow people to come in and craft more interesting experiences and share them with others. Somebody can take something from their imagination, create an external artifact, and then share it. They can even collaborate on larger imaginary structures. This is something that used to be confined to a small number of people that had very high skills in language. These individuals could write a book and describe some imaginary world, like Alice in Wonderland. But not many people had that skill set. Now average people are getting these tools that empower them, to create entire worlds, external to their imagination, to share with other people.</p>
<p><b>Scott:</b> You have this amazing ability to translate complicated systems into successful play objects. What is your thought process?</p>
<p><b>Will:</b> First, how much are these things representations of the real world? When I get started it&#8217;s usually with something that contains some aspect of the real world that fascinates me. I&#8217;ll start to imagine if I had a toy planet, what kind of things would I want to do with it? What kind of processes would I like to see? By connecting the toy to real world, it maintains a relevance. Later that toy becomes the scaffolding for building a more elaborate model. When people get to the point where they realize the toy&#8217;s limitations, they start discussing and debating what their more elaborate model is relative to that toy. When players first started playing SimCity they didn&#8217;t know what was going on. They started building things, they started exploring what caused land value to go up or down, they explored issues around crime, or pollution. Eventually they get to a point where they say, &#8220;I don&#8217;t think that&#8217;s the way traffic really works&#8221; or &#8220;I don&#8217;t think the land value model is very accurate because of this or that.&#8221; They could not have formalized these thoughts without the toy. When a player realizes the limitations of a toy, the user has created a better model for themselves internally that transcends the toy.</p>
<p><b>Scott:</b> Once a certain of level of mastery is achieved with a game, that&#8217;s the point when a player will go out and look for additional information to improve upon those models, those systems that they have in their mind?</p>
<p><b>Will:</b> Yes, that&#8217;s the real model we&#8217;re building, actually. The computer is really just a compiler for that model.</p>
<p><a href="http://www.360kid.com/blog/images/Montessori_bead_work_large.jpg" target="_blank"><img src="http://www.360kid.com/blog/images/Montessori_bead_work_small.jpg" alt="In a Montessori classroom you will see thousands of tangible manipulatives. This photo is an example of bead work" align="right" /></a></p>
<p><b>Scott:</b> What you have described in a sense are games that are digital manipulatives. Tangible manipulatives are a big part of the Montessori world and early learning. Sometimes I hear educators debate the benefit of digital manipulatives over tangible ones. Even if a digital manipulative doesn&#8217;t  perfectly represent a system, they lead a user in a direction that helps facilitate further learning and growth and discovery that is more accurate and representational of the actual model.</p>
<p><i><b>Photo above:</b> The typical Montessori learning experience is based on time with tangible manipulatives, such as these base 10 beads. There&#8217;s 1 bead, 10 beads, 100 beads, and 1,000 beads, in the form of a block. These physical manipulatives help young learners understand small and large, base-10 counting, and maybe even geometry (point, line, plane, volume). Substitute beads with the elements of a city, where you can freely experiment with a different kind of units and rules. Get the idea?</i></p>
<p><b>Will:</b> Think about it. That&#8217;s what we call the scientific method. Quantum mechanics does not describe, is not reality, but it&#8217;s our best model so far for describing what we observe to be reality. it&#8217;s not the first model we built to describe it and it&#8217;s not the last model we&#8217;re going to build either. Each model is making a more accurate understanding of reality. They&#8217;re all just models and none of them are accurate representations of actual reality.</p>
<p><b>Scott:</b> Does the knowledge a user gains through game play transfer into the real world? Do you have an example of people playing games where the user transferred something they learned from a game into the real world?</p>
<p><b>Will:</b> There are a lot of things people learn from games that can&#8217;t  be measured on any test. On the surface games don&#8217;t necessarily feel like education. But when you look deeper into them they really represent a fundamentally deeper level of education. There&#8217;s a common story I hear from players of The Sims. Someone will be playing the game and they really get into it. They make sure to take care of the basic needs of their Sims, getting them fed and rested before they go to work the next day. These players can get totally obsessed over making their virtual lives perfect. In doing so, a Sim might get a promotion at work the next day. At some point many players experience an &#8220;a-ha&#8221; moment &#8212; that its 2:00 in the morning, and they have to go to work the next day. Then somehow the players understand that they were taking better care of their Sim than they were of themselves. They were making sure their Sim got to bed on time, was well rested for work the next day, while the players were staying up late playing this silly computer game. For these players this is where they started understanding the strategy within the Sims as a time management game. it&#8217;s a game where you juggle many factors. Sometimes a player will step back for the first time and see their real life as a strategy game. As a player, day to day, hour to hour, minute to minute, they were making resource management decisions that would impact their Sim in the short term and long term. Then there&#8217;s the paradigm shift: What if your real life was a game, and you actually had these resources, and had to develop structures, how would you play it? This is one of those things you&#8217;re not going to measure on any standardized test. Through playing the player would walk away from the game thinking deeply about every aspect in their life. &#8220;Do I really need to do this now?&#8221; or “Should I really spend that money?&#8221; For the first time, the game caused them to clearly see the decisions they were making in every day life.</p>
<p><b>Scott:</b> If the game is the model of a system, which happens to loosely or exactly parallel your own life, at some point, you might reach that a-ha moment.</p>
<p><b>Will:</b> Right. People who think of themselves as really good strategy players, for some reason never think of their real life as a strategy game. If I were to treat my life as a strategy game how would I play it?</p>
<p><b>Scott:</b> Will, thanks very much for sharing your thoughts on play, learning, and games. While we have talked about a variety of inspirations and influences across a number of professions, is there one person that has done more to shape your thinking than any other?</p>
<p><b>Will:</b> My mother, Beverlye Edwards. She supported me with all my crazy ideas as a child. If there was something I was interested in trying or doing, she believed that I knew what I was doing, even if at the time certain ideas seemed slightly odd. Just her believing in me allowed me to keep on trying new things, made me believe in myself, made me confident that I could do something big, something special. I thank my mother, for everything I have, everything I achieved, for her wonderful spirit and the great support she gave during my childhood years and in the years thereafter. I credit all my success in life to her unconditional belief in me and support in my trying something new.</p>
<p><b>Linkography:</b></p>
<ul>
<li><a href="http://www.nytimes.com/2006/10/08/magazine/08games.html?scp=2&#038;sq=Spore,%20Will%20Wright&#038;st=cse">NY Times &#8211; The Long Zoom, by Steven Johnson</a><br />
October 8,  2006</p>
<li><a href="http://www.ted.com/talks/will_wright_makes_toys_that_make_worlds.html">TED Talk &#8211; Will Wright makes toys that make worlds</a><br />
March, 2007</p>
<li><a href="http://www.nytimes.com/2008/11/23/magazine/23wwln-domains-t.html">NY Times &#8211; SimCity Living</a><br />
November 21, 2008</p>
<li><a href="http://kotaku.com/5164248/maria-montessori-the-138+year+old-inspiration-behind-spore">Maria Montessori: The 138-Year-Old Inspiration Behind Spore</a><br />
March 29, 2009</p>
<li><a href="http://www.youtube.com/watch?v=ceNrnxbpmrQ">Jeff Braun presentation at Dust or Magic Design Institute</a><br />
November 1, 2009</p>
<li><a href="http://dotearth.blogs.nytimes.com/2011/02/05/the-man-behind-spore-explores-gaming-as-learning/?scp=1&#038;sq=Spore,%20Will%20Wright&#038;st=cse">The Man Behind Spore Explores Gaming as Learning</a><br />
February 5,  2011</p>
<li><a href="http://www.huffingtonpost.com/2012/01/02/hivemind-the-sims-will-wright_n_1179594.html">Huffington Post &#8211; HiveMind Creator Will Wright Hopes To Turn Real-Life Into A Game</a><br />
January 2, 2012</ul>
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		<title>Research Watch &#8211; Children and Screens</title>
		<link>http://www.360kid.com/blog/2011/11/children_and_screens/</link>
		<comments>http://www.360kid.com/blog/2011/11/children_and_screens/#comments</comments>
		<pubDate>Wed, 02 Nov 2011 18:47:14 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 00-02/Infant]]></category>
		<category><![CDATA[Age 03/Toddler]]></category>
		<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Kids' Related Research]]></category>
		<category><![CDATA[Parents/Caregivers]]></category>
		<category><![CDATA[Television]]></category>
		<category><![CDATA[Video Links]]></category>
		<category><![CDATA[AAP]]></category>
		<category><![CDATA[American Academy of Pediatrics]]></category>
		<category><![CDATA[app gap]]></category>
		<category><![CDATA[apps]]></category>
		<category><![CDATA[babies]]></category>
		<category><![CDATA[children]]></category>
		<category><![CDATA[Common Sense Media]]></category>
		<category><![CDATA[CSM]]></category>
		<category><![CDATA[digital divide]]></category>
		<category><![CDATA[Kaiser Family Foundation]]></category>
		<category><![CDATA[KFF]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[preschoolers]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[screens]]></category>
		<category><![CDATA[toddlers]]></category>
		<category><![CDATA[Vicky Rideout]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=979</guid>
		<description><![CDATA[[The following is an article I wrote for the November 2011 issue of Children's Technology Review.]
This last month was a big one for new research unveiled about kids and media use, a least in terms of Google new alerts. Here&#8217;s a look beyond the headlines.
Event #1: The AAP Position Statement

In mid-October the American Academy of [...]]]></description>
			<content:encoded><![CDATA[<p>[The following is an article I wrote for the November 2011 issue of <i><a href="http://www.childrenstech.com/" target="_blank">Children's Technology Review</a></i>.]</p>
<p><i><b>This last month was a big one for new research unveiled about kids and media use, a least in terms of Google new alerts. Here&#8217;s a look beyond the headlines.</b></i></p>
<p><b>Event #1: The AAP Position Statement</b></p>
<p><img src="http://www.360kid.com/blog/images/AAP.jpg" alt="Ari Brown, MD presents the updated AAP Policy Statement for media use and children ages zero to two years old" align="left" /></p>
<p>In mid-October the <a href="http://www.aap.org/" target="_blank">American Academy of Pediatrics</a> (AAP) made a statement regarding media use for young children ages 0 to 2 years of age at the AAP National Conference held in Boston. Media research fans may remember the AAP released a position statement over a decade ago stating screened media use for children ages 0 to 2 should be avoided entirely because there is no proof that television can be of educational value to children at such an early age. <b>Fast forward to last month and the policy statement is pretty much the same.</b> TV at this early age is still not educational. But hasn&#8217;t the media delivery landscape evolved from passive to interactive? What about all of those iPhones, iPads, tablets and other mobile devices? Should young children avoid using these devices as well? The AAP was much more presentation savvy with their announcement this time around, however. They acknowledged in their press announcement that the realities of being a parent with a young child mean that sometimes a television is used to pacify a child so the parent can take a shower or cook dinner. The AAP acknowledges that screen use is almost at two hours a day for some the youngest media consumers. However, the AAP could not make any recommendations related to interactive media. While there is a mountain of research available related to linear video viewing, there just aren&#8217;t many studies available regarding interactive screen use, for any age group.</p>
<p><b>Event #2: Zero to Eight: Children&#8217;s Media Use in America</b></p>
<p><img src="http://www.360kid.com/blog/images/CSM.jpg" alt="Vicky Rideout presents the latest media use findings for children ages zero to eight years old" align="left" /></p>
<p>Exactly one week after that AAP press event <a href="http://www.commonsensemedia.org/" target="_blank">Common Sense Media</a> held its own media event in Washington DC: a survey of families regarding the use of media with children 0 to 8 years of age. This time, the survey considered interactive media useage. You may recall that <a href="http://www.vjrconsulting.com/" target="_blank">Vicky Rideout</a> used to work with the <a href="http://www.kff.org/" target="_blank">Kaiser Family Foundation</a>, and was a lead researcher on a series of studies related to children, media use, and health. She coordinated three 5-year surveys of media use across a wide range of platforms, ages, ethnicities and socio-economic groups. When Vicky announced in March, 2010 that she would be moving on from Kaiser, the media research space collectively wondered “Would we ever see another five year media study again?” Thankfully we recently found out the answer was a resounding yes! Not only did this new report cover areas of concern by the AAP, but it also provided great insight into the iPad/iPhone/mobile and interactive screened media world for kids. One of the most shocking data points in this study was the percentage of televisions found in a child&#8217;s bedroom. <b>30% of all children age 0 to 1, 44% of all children ages 2 to 4, and 47% of children ages 5 to 8 have a television in their bedroom!</b> The scariest part of this data is these numbers are just averages. When you tease out percentages for ethnic groups and low-income families these numbers rise, and by a lot!</p>
<p>Another surprising data point was the percentage of children that have used interactive devices like the iPad. That number is only 7%. A handful of people have asked me, &#8220;Is that right?&#8221; First, this number is an average across all ages and as you slice the data the percentages rise as a child ages and lower for younger children. Again, this percentage drops significantly with ethnic groups and low-income families. What we also learn from this number is that television is a primary source of educational content for non-white and lower income families. <b>The question I ask an eager iPad development community &#8220;Are we creating apps in an attempt to provide really great learning opportunities for all children when the reality is only a small sliver of economically advantaged children actually benefit from our apps?&#8221;</b> Another surprising number, among the poorest households 38% of respondents didn&#8217;t know what an &#8220;app&#8221; was. This paper describes a new trend referred to the “app gap.” Those of us working in the children&#8217;s software space have long theorized that kids are spending more time with interactive media, games, handhelds and iPads and less time watching television. This latest report says no, television is still very much the leading device, alive and well more than we ever could have imagined. But wait, that&#8217;s a research slice in time that has already passed! In conversations with Vicky she suggests that the world of screened media for kids, be it interactive or passive, is changing very fast. Reports she was part of that came out every five years are not able to accurately capture the incremental changes in the children&#8217;s technology space. Thankfully additional reports may be on the horizon in two, probably three more years says Vicky.</p>
<p>So what are the main take-aways? <b>Television is still very prominent in the lives of children ages 0 to 8.</b> Just three years ago researchers were not aware of the influence the app concept would have in the children&#8217;s media space. Apps didn&#8217;t exist. <b>Change is happening, but not equally for all children.</b> Television still remains the best way to reach young children with educational content, especially children in socio-economically disadvantaged homes. <b>However, there is now no doubt that interactive media is changing the media landscape.</b></p>
<p><b>Referenced research links:</b></p>
<ul>
<li>AAP Policy Statement <br /> <a href="http://pediatrics.aappublications.org/content/early/2011/10/12/peds.2011-1753.abstract" target="_blank">Media Use by Children Younger than 2 Years</a> <br />Also <a href="http://pediatrics.aappublications.org/content/128/5/1040.full?gca=pediatrics%253B128%252F5%252F1040&#038;hits=20&#038;FIRSTINDEX=0&#038;SEARCHID=1320199816450_6050" target="_blank">this link</a>
<li>Common Sense Media <br /> <a href="http://www.commonsensemedia.org/research/zero-eight-childrens-media-use-america" target="_blank">Zero to Eight: Children&#8217;s Media Use in America</a>
<li>Northwestern University <br /> <a href="http://cmhd.northwestern.edu/?page_id=9" target="_blank">Media Use Among White, Black, Hispanic and Asian American Children</a> (an update to the 2010 Kaiser Family Foundation children’s Media Use Report) <br />Also <a href="http://www.northwestern.edu/newscenter/stories/2011/06/media-usa-youth-wartella.html" target="_blank">this link</a>
<li>Kaiser Family Foundation <br /><a href="http://www.kff.org/entmedia/mh012010pkg.cfm" target="_blank">Generation M2: Media in the Lives of 8- to 18-Year-Olds</a>
<li>Kaiser Family Foundation <br /> <a href="http://www.kff.org/entmedia/entmedia052406pkg.cfm" target="_blank">Study Shows How Kids&#8217; Media Use Helps Parents Cope</a>
<li>Kaiser Family Foundation <br /> <a href="http://www.kff.org/entmedia/entmedia030905pkg.cfm" target="_blank">Generation M: Media in the Lives of 8-18 Year-olds </a>
<li>Kaiser Family Foundation <br /> <a href="http://www.kff.org/entmedia/1535-index.cfm" target="_blank">Kids &#038; Media @ The New Millennium</a>
<li>Vicky Rideout interview <br /> <a href="http://www.youtube.com/watch?v=YAf_SsZE0Ho" target="_blank">Zero to Eight Children&#8217;s Media Use Research Overview</a> (video)
<li>Vicky Rideout <a href="http://www.youtube.com/watch?v=GfuVHSpQT1Q" target="_blank">Presentation of 0 to 8 Report</a> (video)
<li><a href="http://www.youtube.com/watch?v=9EuXIrWUkI0" target="_blank">AAP policy statement for the press</a> (video) </ul>
]]></content:encoded>
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		<item>
		<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>
		<category><![CDATA[Age 03/Toddler]]></category>
		<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Kids' Related Research]]></category>
		<category><![CDATA[Parents/Caregivers]]></category>
		<category><![CDATA[Video Links]]></category>
		<category><![CDATA[360KID]]></category>
		<category><![CDATA[ACCM]]></category>
		<category><![CDATA[child]]></category>
		<category><![CDATA[childhood]]></category>
		<category><![CDATA[columbia university]]></category>
		<category><![CDATA[developmental]]></category>
		<category><![CDATA[early learning]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[families]]></category>
		<category><![CDATA[Galinsky]]></category>
		<category><![CDATA[Guernsey]]></category>
		<category><![CDATA[Kleeman]]></category>
		<category><![CDATA[marshmallow]]></category>
		<category><![CDATA[Prix Jeunesse]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[teachers college]]></category>

		<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>
<p><object width="440" height="272"><param name="movie" value="http://www.youtube.com/v/1OEmrDrHhDQ&amp;hl=en_US&amp;fs=1?rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/1OEmrDrHhDQ&amp;hl=en_US&amp;fs=1?rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="440" height="272"></embed></object></p>
]]></content:encoded>
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		<title>2010 Trends for Tech Toys and Virtual Worlds</title>
		<link>http://www.360kid.com/blog/2010/03/2010-tech-trends-4-kids/</link>
		<comments>http://www.360kid.com/blog/2010/03/2010-tech-trends-4-kids/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 13:14:29 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Handhelds/Mobile Computing]]></category>
		<category><![CDATA[Interface Design/Product Development]]></category>
		<category><![CDATA[Technology Toys]]></category>
		<category><![CDATA[Video Links]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[digital play]]></category>
		<category><![CDATA[Engage Expo]]></category>
		<category><![CDATA[kids]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[Tech]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[Toy Fair]]></category>
		<category><![CDATA[Toys]]></category>
		<category><![CDATA[trends]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=714</guid>
		<description><![CDATA[
 In mid-February, the annual New York Toy Fair held their conference at the same time as the virtual world conference called Engage Expo. Both industries compete for kids&#8217; interest and at times, even collaborate in engaging them through both online and offline play. The two conferences offered a rare opportunity to hear how both [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/toy_fair_engage_banners.jpg" alt="The virtual world conference Engage Expo was held at the same time and same location as the annual NY Toy Fair" align="right" />
<p> In mid-February, the annual <a href="http://www.toyassociation.org/AM/Template.cfm?Section=toy_Fair">New York Toy Fair</a> held their conference at the same time as the virtual world conference called <a href="http://www.engageexpo.com/ny2010/">Engage Expo</a>. Both industries compete for kids&#8217; interest and at times, even collaborate in engaging them through both online and offline play. The two conferences offered a rare opportunity to hear how both industries are thinking about engaging kids through digital play.</p>
<p>At the end of both of these events, a number of industry experts gathered together to discuss key trends with kids, technology, virtual worlds, and play. What were some of the key findings for 2010? Less virtual world announcements. Deeper virtual world experiences. Less technology toy announcements. Lower price points across all products. Less &#8220;watch me&#8221; toys. More touch screens for tech products that were screen-based. The desire by kids to stop being &#8220;micro-paymented&#8221; to death.</P> </p>
<p>These and other trends can be heard in the video recording of this group get-together offered below. Also included in the video are photos of new products announced at the show that you will see rolled out later in 2010.</p>
<p>For those who would like to simply cut to the chase, I&#8217;ve also included a look up table below to find the location within this video where the group talks about specific products you&#8217;re interested in. After you&#8217;re done viewing, share your thoughts about what key trends you see in the world of digital play. Enjoy! </p>
<p><object width="440" height="271"><param name="movie" value="http://www.youtube.com/v/kQoLbplG_ho&#038;hl=en_US&#038;fs=1&#038;"></param><embed src="http://www.youtube.com/v/kQoLbplG_ho&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" width="440" height="271"></embed></object></p>
<table border="1" cellpadding="2">
<tr>
<th align="left"><font size="2">Maker</font></th>
<th align="left"><font size="2">Product</font></th>
<th align="left"><font size="2">Time <br />Reference</font></th>
<th align="left"><font size="2">New<br />for<br />2010?</font></th>
</tr>
<tr>
<td><font size ="2"><a href="http://www.airhogs.com/" target="_blank">Air Hogs</a></font></td>
<td><font size ="2">Gravity Laser</font></td>
<td><font size ="2">21&#8242;14&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Ami Entertainment <br />Solutions</font></td>
<td><font size ="2"><a href="http://my-ami.com/" target="_blank">My Ami</a></font></td>
<td><font size ="2">36&#8242;20&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Apisphere</font></td>
<td><font size ="2"><a href="http://mygeomate.com/" target="_blank">Geomate Jr.</a></font></td>
<td><font size ="2">11&#8242;29&#8243;, 35&#8242;45&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Apple</font></td>
<td><font size ="2"><a href="http://www.apple.com/iphone/" target="_blank">iPhone/iTouch</a></font></td>
<td><font size ="2">12&#8242;15&#8243;, 33&#8242;29&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2"><a href="http://thebeamz.com/" target="_blank">Beamz	Interactive</a></font></td>
<td><font size ="2">The Beamz</font></td>
<td><font size ="2">22&#8242;52&#8243;, 25&#8242;42&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Big W Productions</font></td>
<td><font size ="2"><a href="http://www.facechipz.com/" target="_blank">FaceChipz</a></font></td>
<td><font size ="2">38&#8242;24&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Disney</font></td>
<td><font size ="2"><a href="http://worldofcars.go.com/" target="_blank">World of Cars Online</a></font></td>
<td><font size ="2">3&#8242;55&#8243;, 14&#8242;34&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Disney</font></td>
<td><font size ="2"><a href="http://corporate.disney.go.com/corporate/moreinfo/disneyfairies_clickables.html" target="_blank">Clickables</a></font></td>
<td><font size ="2">38&#8242;26&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Disney</font></td>
<td><font size ="2"><a href="http://www.clubpenguin.com/" target="_blank">Club Penguin</a></font></td>
<td><font size ="2">4&#8242;35&#8243;, 14&#8242;38&#8243;, 40&#8242;24&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">DreamWorks</font></td>
<td><font size ="2"><a href="http://www.kungfupandaworld.com/" target="_blank">Kung Fu Panda World</a></font></td>
<td><font size ="2">3&#8242;48&#8243;, 4&#8242;56&#8243;, 14&#8242;36&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Facebook</font></td>
<td><font size ="2"><a href="http://www.facebook.com" target="_blank">Facebook</a></font></td>
<td><font size ="2">33&#8242;39&#8243;, 39&#8242;10&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2"><a href="http://www.fatbraintoys.com/toys/brands/nikko/erector_sets/index.cfm?source=google&#038;kwid=erector%20sets&#038;gclid=CK_x_v6vlaACFQk65QodZ270eg" target="_blank">Fat Brain Toys</a></font></td>
<td><font size ="2">Erector sets</font></td>
<td><font size ="2">2&#8242;44&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Fisher-Price</font></td>
<td><font size ="2"><a href="http://eon.businesswire.com/portal/site/eon/permalink/?ndmViewId=news_view&#038;newsId=20100215006191&#038;newsLang=en" target="_blank">Dance Star Mickey</a></font></td>
<td><font size ="2">22&#8242;22&#8243;, 45&#8242;12&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Fisher-Price</font></td>
<td><font size ="2"><a href="http://www.toydirectory.com/monthly/new_product.asp?id=27089" target="_blank">Red Rover</a></font></td>
<td><font size ="2">32&#8242;20&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Fisher-Price</font></td>
<td><font size ="2"><a href="http://www.businesswire.com/portal/site/cnnmoney/index.jsp?ndmViewId=news_view&#038;newsId=20100210005658&#038;newsLang=en&#038;ndmConfigId=1000618&#038;vnsId=33" target="_blank">Follow Me Thomas</a></font></td>
<td><font size ="2">21&#8242;23&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Fisher-Price</font></td>
<td><font size ="2"><a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&#038;newsId=20080214005098&#038;newsLang=en" target="_blank">Elmo Live!</a></font></td>
<td><font size ="2">45&#8242;22&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Fisher-Price</font></td>
<td><font size ="2"><a href="http://en.wikipedia.org/wiki/Tickle_Me_Elmo" target="_blank">Tickle Me Elmo</a></font></td>
<td><font size ="2">45&#8242;31&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Fisher-Price</font></td>
<td><font size ="2"><a href="http://www.disneycarstoys.net/disney-cars-toys/monster-truck-mater-toys" target="_blank">Frightening McMean <br />Talking Truck</a></font></td>
<td><font size ="2">44&#8242;17&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Fisher-Price</font></td>
<td><font size ="2"><a href="http://www.businesswire.com/portal/site/home/permalink/?ndmViewId=news_view&#038;newsId=20100215005907&#038;newsLang=en" target="_blank">iXL</a></font></td>
<td><font size ="2">18&#8242;13&#8243;, 20&#8242;59&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Flipoutz</font></td>
<td><font size ="2"><a href="http://flipoutz.com/" target="_blank">Flipoutz</a></font></td>
<td><font size ="2">8&#8242;23&#8243;, 37&#8242;48&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Gamewright</font></td>
<td><font size ="2"><a href="http://www.gamewright.com/gamewright/index.php?section=games&#038;page=game&#038;show=247" target="_blank">Rory&#8217;s Story Cubes</a></font></td>
<td><font size ="2">30&#8242;04&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">GeoPalz</font></td>
<td><font size ="2"><a href="http://geopalz.com/" target="_blank">GeoPalz</a></font></td>
<td><font size ="2">9&#8242;28&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">BigBoing</font></td>
<td><font size ="2"><a href="http://www.gnomads.net/" target="_blank">Gnomads</a></font></td>
<td><font size ="2">38&#8242;35&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2"><a href="http://www.tdcgames.com/" target="_blank">TDC Games</a></font></td>
<td><font size ="2">Green Pieces</font></td>
<td><font size ="2">42&#8242;19&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Gyrobike</font></td>
<td><font size ="2"><a href="http://www.thegyrobike.com/">Gyrowheel</a></font></td>
<td><font size ="2">10&#8242;48&#8243;, 13&#8242;09&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Hairy Entertainment</font></td>
<td><font size ="2"><a href="http://www.elfisland.com/" target="_blank">Elf Island</a></font></td>
<td><font size ="2">37&#8242;31&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Hairy Entertainment</font></td>
<td><font size ="2"><a href="http://www.xeko.com/" target="_blank">Xeko</a></font></td>
<td><font size ="2">37&#8242;25&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Hasbro</font></td>
<td><font size ="2"><a href="http://www.hasbro.com/corporate/media/press-releases/HASBRO-DEBUTS-INNOVATIVE-SCRABBLE-FLASH-WORD-BUILDING-GAME.cfm" target="_blank">Scrabble Flash</a></font></td>
<td><font size ="2">23&#8242;07&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Hasbro</font></td>
<td><font size ="2"><a href="http://www.hasbro.com/corporate/media/press-releases/HASBRO-CELEBRATES-75-YEARS-OF-MONOPOLY-WITH-ROUND-GAME-BOARD.cfm" target="_blank">75th Anniversary Monopoly</a></font></td>
<td><font size ="2">27&#8242;40&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2"><a href="http://www.irwintoy.com/" target="_blank">iToys</a></font></td>
<td><font size ="2">Me2</font></td>
<td><font size ="2">9&#8242;35&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Jacabee</font></td>
<td><font size ="2"><a href="http://www.jacabeecode.com/" target="_blank">Jacabee Code</a></font></td>
<td><font size ="2">15&#8242;21&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2"><a href="http://www.jakkspacific.com/" target="_blank">Jakks Pacific</a></font></td>
<td><font size ="2">Spy Watch</font></td>
<td><font size ="2">19&#8243;31&#8243;, 19&#8242;59&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Jakks Pacific</font></td>
<td><font size ="2"><a href="http://www.eyeclops.com/" target="_blank">EyeClops (Spy Net)</a></font></td>
<td><font size ="2">19&#8242;50</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">KidsGive</font></td>
<td><font size ="2"><a href="http://karitokids.com/" target="_blank">Karito Kids</a></font></td>
<td><font size ="2">42&#8242;42</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">LeapFrog</font></td>
<td><font size ="2"><a href="http://www.leapfrog.com/leapster/" target="_blank">Leapster 2</a></font></td>
<td><font size ="2">18&#8242;22&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Lego</font></td>
<td><font size ="2"><a href="http://shop.lego.com/Product/?p=3844&#038;CMP=KAC-GOOGEU&#038;HQS=lego+creationary" target="_blank">Creationary</a></font></td>
<td><font size ="2">24&#8242;57&#8243;, 25&#8242;20&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2"><a href="http://www.lionel.com/" target="_blank">Lionel</a></font></td>
<td><font size ="2">Lionel Trains</font></td>
<td><font size ="2">2&#8242;10&#8243;, 2&#8242;41&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Mattel</font></td>
<td><font size ="2"><a href="http://www.avataritag.com/" target="_blank">Avatar i-Tag <br />Augmented Reality cards</a></font></td>
<td><font size ="2">39&#8242;48&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Mattel</font></td>
<td><font size ="2"><a href="http://www.bsckids.com/2010/02/loopz-game-mattel-toy-fair-2010/" target="_blank">Loopz</a></font></td>
<td><font size ="2">22&#8242;49&#8243;, 25&#8242;58&#8243;, 26&#8242;56&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Mattel</font></td>
<td><font size ="2"><a href="http://mindflexgames.com/" target="_blank">Mind Flex</a></font></td>
<td><font size ="2">22&#8242;40&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Nintendo</font></td>
<td><font size ="2"><a href="	http://www.nintendo.com/ds" target="_blank">Nintendo DS</a></font></td>
<td><font size ="2">18&#8242;24&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Paricon Sleds</font></td>
<td><font size ="2"><a href="http://www.pariconsleds.com/steel.html" target="_blank">Flexible Flyer Sled</a></font></td>
<td><font size ="2">1&#8242;57&#8243;, 2&#8242;39&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2"><a href="http://www.riograndegames.com/" target="_blank">Rio Grande Games</a></font></td>
<td><font size ="2">Dominion</font></td>
<td><font size ="2">43&#8242;47&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2"><a href="http://www.riograndegames.com/" target="_blank">Rio Grande Games</a></font></td>
<td><font size ="2">Settlers of Katan</font></td>
<td><font size ="2">43&#8242;45&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Rixty</font></td>
<td><font size ="2"><a href="http://www.rixty.com/" target="_blank">Rixty</a></font></td>
<td><font size ="2">35&#8242;25&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2"><a href="http://www.scribblemats.com/" target="_blank">Scribble mats</a></font></td>
<td><font size ="2">Scribble mats</font></td>
<td><font size ="2">16&#8242;45&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Shidonni</font></td>
<td><font size ="2"><a href="http://www.shidonni.com" target="_blank">Shidonni</a></font></td>
<td><font size ="2">29&#8242;47&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Smith &#038; Tinker</font></td>
<td><font size ="2"><a href="http://www.nanovor.com/" target="_blank">Nanover</a></font></td>
<td><font size ="2">33&#8242;24&#8243;, 39&#8242;59&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Swinxs</font></td>
<td><font size ="2"><a href="http://www.swinxs.com/" target="_blank">Swinxs</a></font></td>
<td><font size ="2">11&#8242;21&#8243;, 32&#8242;14&#8243;, 36&#8242;06&#8243;, <br />40&#8242;54&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Techno Source</font></td>
<td><font size ="2"><a href="http://www.technosourcehk.com/pr-rubiksslide.php" target="_blank">Rubik&#8217;s Slide</a></font></td>
<td><font size ="2">11&#8242;08&#8243;, 11&#8242;26&#8243;, 11&#8242;53&#8243;, <br />12&#8242;32&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Techno Source</font></td>
<td><font size ="2"><a href="http://www.technosourcehk.com/pr-rubikstouch.php" target="_blank">Rubik&#8217;s Touchcube</a></font></td>
<td><font size ="2">45&#8242;45&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">ThinkGeek</font></td>
<td><font size ="2"><a href="http://www.thinkgeek.com/tshirts-apparel/interactive/c498/" target="_blank">Guitar Tshirt</a></font></td>
<td><font size ="2">26&#8242;31&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">TCKL</font></td>
<td><font size ="2"><a href="http://www.prlog.org/10527588-drip-drops-teach-children-about-the-wonderful-world-of-colors.html" target="_blank">Drip Drops</a></font></td>
<td><font size ="2">28&#8242;50&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Topps</font></td>
<td><font size ="2"><a href="http://www.virtualworldsnews.com/2009/03/topps-and-total-immersion-bring-augmented-reality-to-baseball-cards.html" target="_blank">Augmented Reality <br />Baseball Cards</a></font></td>
<td><font size ="2">39&#8242;47&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">TV Hat</font></td>
<td><font size ="2"><a href="http://www.asseenontvhat.com/" target="_blank">TV Hat</a></font></td>
<td><font size ="2">26&#8242;07&#8243;, 36&#8242;11&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Obvious</font></td>
<td><font size ="2"><a href="http://twitter.com/" target="_blank">Twitter</a></font></td>
<td><font size ="2">10&#8242;12&#8243;, 33&#8242;08&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Uncle Milton</font></td>
<td><font size ="2"><a href="http://www.unclemilton.com/products/ExploreIt/PetsEyeViewCamera/PetsEyeViewCamera.html">Pet&#8217;s Eye View Camera</a></font></td>
<td><font size ="2">9&#8242;57&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Uncle Milton</font></td>
<td><font size ="2"><a href="http://www.youtube.com/watch?v=LJbIGJrQK84" target="_blank">Star Wars Force Trainer</a></font></td>
<td><font size ="2">22&#8242;42&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2"><a href="http://www.ugames.com/" target="_blank">University Games</a></font></td>
<td><font size ="2">Brain Quest Smart</font></td>
<td><font size ="2">28&#8242;13&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">VTech</font></td>
<td><font size ="2"><a href="http://gizmodo.com/5473374/vtech-flip-the-ebook-reader-your-kids-never-knew-they-wanted" target="_blank">Flip</a></font></td>
<td><font size ="2">18&#8242;09&#8243;, 21&#8242;03&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">VTech</font></td>
<td><font size ="2"><a href="http://www.engadget.com/2010/02/18/vtech-launches-kid-friendly-mobigo-handheld-gaming-system-flip/" target="_blank">MobiGo</a></font></td>
<td><font size ="2">18&#8242;34&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">VTech</font></td>
<td><font size ="2"><a href="http://www.toydirectory.com/monthly/new_product.asp?id=27149" target="_blank">Submarine Learning Boat</a></font></td>
<td><font size ="2">44&#8242;23&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<td><font size ="2"><a href="http://www.vtechkids.com/" target="_blank">VTech</a></font></td>
<td><font size ="2">Musical Bubbles Octopus</font></td>
<td><font size ="2">44’46</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<tr>
<td><font size ="2">Where&#8217;s George</font></td>
<td><font size ="2"><a href="http://www.wheresgeorge.com/">Where&#8217;s George</a></font></td>
<td><font size ="2">38&#8242;43&#8243;</font></td>
<td align="center"><font size ="2">N</font></td>
</tr>
<tr>
<td><font size ="2">Wild Planet</font></td>
<td><font size ="2"><a href="http://www.wildplanet.com/press/wp_release_single.php?prid=143">Hyper Dash Extreme</a></font></td>
<td><font size ="2">32&#8242;24&#8243;</font></td>
<td align="center"><font size ="2">Y</font></td>
</tr>
<p></font><br />
</table>
]]></content:encoded>
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		<title>Game On with Katie Salen at Quest to Learn</title>
		<link>http://www.360kid.com/blog/2010/01/salen-interview/</link>
		<comments>http://www.360kid.com/blog/2010/01/salen-interview/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 14:29:56 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<category><![CDATA[Age 16-18/Grade 11-12/Teens]]></category>
		<category><![CDATA[Classroom Tech]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Learning Games]]></category>
		<category><![CDATA[Video Links]]></category>
		<category><![CDATA[Breakthrough Learning]]></category>
		<category><![CDATA[Cooney Center]]></category>
		<category><![CDATA[Joan Ganz Cooney Center]]></category>
		<category><![CDATA[Katie Salen]]></category>
		<category><![CDATA[learning communities]]></category>
		<category><![CDATA[Q2L]]></category>
		<category><![CDATA[Quest to Learn]]></category>
		<category><![CDATA[Quest2Learn]]></category>
		<category><![CDATA[Sesame Workshop]]></category>
		<category><![CDATA[video games]]></category>

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

		<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>Success with Interactive Whiteboards Guaranteed?</title>
		<link>http://www.360kid.com/blog/2009/11/iwb_success/</link>
		<comments>http://www.360kid.com/blog/2009/11/iwb_success/#comments</comments>
		<pubDate>Tue, 24 Nov 2009 13:09:54 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Classroom Tech]]></category>
		<category><![CDATA[Video Links]]></category>
		<category><![CDATA[classroom]]></category>
		<category><![CDATA[edtech]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[Interactive whiteboards]]></category>
		<category><![CDATA[IWB]]></category>
		<category><![CDATA[teachers]]></category>
		<category><![CDATA[technology]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=638</guid>
		<description><![CDATA[[I recently learned an article I wrote late this past summer was picked up in a publication called The State of the School Market Report. Thought I'd share with my blog followers until the time when I post more interviews as promised. Stay tuned!]

Over the summer a relative who had just completed her first year [...]]]></description>
			<content:encoded><![CDATA[<p><i>[I recently learned an article I wrote late this past summer was picked up in a publication called <a href="http://www.nssea.org/iweb/Purchase/ProductDetail.aspx?Product_code=SSM-EL">The State of the School Market Report</a>. Thought I'd share with my blog followers until the time when I post more interviews as promised. Stay tuned!]</i></p>
<p><img src="http://www.360kid.com/blog/images/iwb_classroom.jpg" alt="Interactive whiteboards are growing in popularity with classroom teachers around the globe."></p>
<p>Over the summer a relative who had just completed her first year of teaching came by for a visit. She was excited to share all the news about her classroom experience. My spouse and I are both teachers so we were excited to hear her news. She&#8217;s a smart, energetic and tech savvy person who, during her last visit, shared that she had found a great teaching position in the DC area. What she didn&#8217;t know until she started was that she would be the first teacher in her school to receive an interactive whiteboard. Not only was she thrilled to use this new technology, she said her students couldn&#8217;t get enough of it.</p>
<p>&#8220;What was it about the whiteboard that made your kids so excited?&#8221; I asked. She responded &#8220;The kids love to get up and interact with the board. It&#8217;s really empowering. Even students that show little interest during classroom time wanted to participate.&#8221;</p>
<p>&#8220;Not only that,&#8221; she continued, &#8220;I also received &#8216;clickers&#8217; with my whiteboard, so I can conduct in-class polls and interactive quizzes in real time. Using the clickers with an interactive whiteboard (IWB) allows me to know who is participating and who is not. Who gets it and who doesn&#8217;t. I&#8217;m so lucky to have both pieces of technology available to me. Other teachers in the school often poke their head in to see what all the fuss is about. It&#8217;s really cool!&#8221;</p>
<p>Immediately I thought of that old Chinese proverb: </p>
<blockquote><p><i>&#8220;Tell me and I&#8217;ll forget;<br />
show me and I may remember;<br />
involve me and I&#8217;ll understand.&#8221; </i></p>
</blockquote>
<p>Could it be that interactive whiteboards have the potential to re-invent and re-invigorate education in a way never experienced before? You bet, but that journey has just begun and there&#8217;s a long road ahead. </p>
<p>While following a recent <a href="http://www.youtube.com/watch?v=hKGo9P44saM">House of Representatives discussion on the Future of Education</a>, I learned more about the successes of interactive whiteboards in the classroom but was surprised to find out that only 16% of classrooms in the US were using interactive whiteboards whereas 70% of UK classrooms were using the same technology. Why was the US so far behind in implementing IWBs into classrooms? This number will most definitely rise in the US, in part due to the ARRA stimulus package that recommends schools invest in interactive whiteboard technology, but still there are more issues at stake here than just universal classroom access. </p>
<p>This past spring, I was surprised to find many education publishers scrambling to figure out what their interactive whiteboard product response would be. They all wanted to be a player in this fast moving ed tech arena, but it felt that not enough serious thought was going into how best to use this new medium. I could hear the publishers thinking out loud; What new products should they consider making? How should they be developed? What states should they target? What relationships need to be formed? It&#8217;s clear that there&#8217;s huge opportunity here in the IWB product space, and proof could be found in many places. Testimonials from satisfied teachers, IWB visibility at this year&#8217;s NECC event, ed newspaper and magazine articles, the projected 700,000 IWB units to be sold in 2009. However, not all IWB solutions are destined for immediate classroom success. </p>
<p>In the same way that there are differences between what makes a textbook successful and what makes for a great online learning experience, publishers need to pay close attention to what makes an interactive whiteboard applications succeed. Simply converting static text pages into static PDFs is not the answer. That may work for overhead projectors, but doing so turns an interactive whiteboard into a very expensive overhead projector, a huge waste of technology dollars. Instructional specialists need to exploit the opportunities presented by interactivity and student participation. Instruction changes dramatically when you make the shift from linear print or &#8220;sage on the stage&#8221; lectures to interactive engagement. The IWB products that will succeed are ones that understand this small, but very important difference. It&#8217;s a vital component that traditional editorial experts might miss. </p>
<p>Media expert Marshall McLuhen, father of the phrase &#8220;The medium is the message,&#8221; quoted years ago that when communication changes as a result of new media technologies. &#8220;It is the framework which changes… not just the picture within the frame.&#8221; Publishers might easily focus to closely on the content that appears within the frame at the expense of the entire framework. Having an intimate understanding of the framework is what will lead to &#8220;frame&#8221; successes with interactive whiteboards. Until this concept becomes universally understood by creators and publishers of IWB materials, schools might easily end up purchasing products that will do little to benefit and involve students effectively. The same can be said with any new technology, not just interactive whiteboards.</p>
<p>So, if interactive whiteboards become commonplace in all classrooms and IWB products include meaningful interactions that students can benefit from, our education future looks bright and rosy, yes? Well, almost.</p>
<p>The last piece of the puzzle that will push interactive whiteboard success over the top involves teachers. The language and method of teaching in an interactive manner may prove a challenge at first for some teachers. Not because new technologies introduce technical hurdles that are too big to get over, though that can happen. The delivery of instructional content that is interactive is different. The teaching process can change when you invite student participation and interaction though IWBs. Interactive instruction can include many more two-way conversations, involving students at a deeper level of understanding than through traditional methods. This is a great opportunity, and one that needs to be supported with professional development. Those comfortable with the language of interactivity may thrive whereas teachers who are less familiar making a connection through such interactions with technology will need guidance. </p>
<p>I&#8217;m excited by the opportunities that lie ahead for schools that embrace interactive whiteboards. Our young relative is too. She&#8217;s eager to return to the classroom, having just accepted a new teaching position at Virginia school that has an interactive whiteboard in every classroom. &#8220;That&#8217;s fantastic!&#8221; we exclaimed! &#8220;Yes, it is,&#8221; was her somewhat somber reply &#8220;but friends of mine who are just now accepting teaching positions in other areas the country are not so lucky. Many of them are going into schools that have yet to invest in interactive whiteboards. I can&#8217;t imagine doing that after the success I had in my own classroom.&#8221; I said not to worry. &#8220;They will have their chance. This is a change that is moving quickly. If they don&#8217;t have whiteboards available this year, I&#8217;m betting they will soon, and I&#8217;m sure the IWB hardware and software solutions are certain to be even better next year.&#8221; </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>
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		<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>New Kids&#8217; Handheld Viewer with iTunes Touch</title>
		<link>http://www.360kid.com/blog/2009/03/toyfair-tech-find3/</link>
		<comments>http://www.360kid.com/blog/2009/03/toyfair-tech-find3/#comments</comments>
		<pubDate>Mon, 02 Mar 2009 01:18:10 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
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		<category><![CDATA[Handhelds/Mobile Computing]]></category>
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		<guid isPermaLink="false">http://www.360kid.com/blog/?p=241</guid>
		<description><![CDATA[NY Toy Fair 2009 &#8211; Cool Tech Find Number 3

Portable entertainment devices for kids have been on an amazing journey over the last five years. Advancements with small video displays, fast and affordable chip sets, and battery technologies that last longer than ever before have brought fascinating possibilities to the marketplace, and to this year&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p><strong>NY Toy Fair 2009 &#8211; Cool Tech Find Number 3</strong></p>
<p><img src="http://www.360kid.com/blog/images/it_ipix_veo.jpg" alt="Photo of the iPix and VEO viewer by itoys" align="right" /></p>
<p>Portable entertainment devices for kids have been on an amazing journey over the last five years. Advancements with small video displays, fast and affordable chip sets, and battery technologies that last longer than ever before have brought fascinating possibilities to the marketplace, and to this year&#8217;s Toy Fair.</p>
<p>Enter the latest handhelds for kids: The iPix, a portable video player for the preschool set, and the VEO for older children. Both devices were part of a stellar rollout of products from toy maker <a href="http://www.irwintoy.com/">itoys</a>. The two products are similar in that they both contain a small, backlit video display for watching popular television shows from Cartoon Network, HIT Entertainment, Nickelodeon, and Nelvana. Both have enough onboard memory to hold up to sixteen half hour shows. Onboard lithium ion batteries can last up to six hours on a single charge. While both devices have similar guts on the inside, their exterior form factor is made to appeal to either a younger or older audience. The video choices for each device are also age appropriate for the two different age groups.</p>
<p>So just how do you transfer TV shows onto the iPix and VEO? Each device can be connected to a computer via the USB port. Once connected, a visit to a unique itoys website allows users to purchase their favorite TV shows and transfer them onto their iPix or VEO. The whole experience is similar to that of loading content onto an iPod, but these online tools are customized specifically for itoys products.</p>
<p>The cost of the iPix is just under $70 and half hour television episodes can be purchased for between $2.49 to $2.99 each. The VEO has the exact same pricing structure as the iPix. Watch for these technology toys to become available in June of 2009.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="440" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://blip.tv/play/Ae3_PwA" /><embed type="application/x-shockwave-flash" width="440" height="360" src="http://blip.tv/play/Ae3_PwA"></embed></object></p>
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