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	<description>Exploring the World of Digital Youth</description>
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		<title>Club Penguin Founder Discusses Disney&#8217;s Latest, World of Cars</title>
		<link>http://www.360kid.com/blog/2010/08/world-of-cars/</link>
		<comments>http://www.360kid.com/blog/2010/08/world-of-cars/#comments</comments>
		<pubDate>Mon, 16 Aug 2010 15:48:06 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Social Networking]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Cars]]></category>
		<category><![CDATA[Club Penguin]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[Disney]]></category>
		<category><![CDATA[kids communities]]></category>
		<category><![CDATA[kids virtual worlds]]></category>
		<category><![CDATA[Lane Merrifield]]></category>
		<category><![CDATA[Rachel DiPaola]]></category>
		<category><![CDATA[virtual world]]></category>
		<category><![CDATA[World of Cars]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=777</guid>
		<description><![CDATA[
Start your engines! Disney&#8217;s newest virtual world, World of Cars, is at the starting gate! World of Cars recently went live and is the latest online community for kids. The LA Times posted a great interview with Rachel DiPaola (shown in photo above) who is the Product Director for Disney Online and commander in chief [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/dis_cars.jpg" alt="Rachel DiPaola, Lane Merrifield of Disney Interactive Studios and the launch of World of Cars" align="center" /></p>
<p>Start your engines! Disney&#8217;s newest virtual world, World of Cars, is at the starting gate! <a href="http://worldofcars.go.com/">World of Cars</a> recently went live and is the latest online community for kids. The LA Times posted a great <a href="http://www.latimes.com/business/la-fi-ct-facetime-20100812,0,4740314.story" target="_blank">interview with Rachel DiPaola</a> (shown in photo above) who is the Product Director for Disney Online and commander in chief for Cars Online. Reading the piece reminded me that just a few months earlier I had a conversation with Lane Merrifield (also in photo above) about Cars. Merrifield, founder of Club Penguin, now oversees all virtual worlds for Disney. Below are highlights from our conversation together as he discusses the thinking behind Cars Online. This interview was conducted in the Spring of 2010 and has been edited for clarity purposes. </p>
<h3><b><i><a name="Top">QUICK QUESTION PICKER:</i></b></h3>
<p></a></p>
<p><a href="#Q1">In our last interview together, Club Penguin had just been acquired by Disney. Today you’re in charge of all virtual worlds for Disney. How many virtual worlds are you managing?</a></p>
<p><a href="#Q2">You were made the Executive Vice President of Disney Online Studio. Where do you start with this role?</a></p>
<p><a href="#Q3">What makes World of Cars unique compared to other virtual worlds?</a></p>
<p><a href="#Q4">What 3D solution are you using for Cars, Unity?</a></p>
<p><a href="#Q5">Was John Lasseter involved with this project?</a></p>
<p><a href="#Q6">In addition to Cars Online, what else can Cars fans look forward to in the near future?</a></p>
<h3><b><i>INTERVIEW:</i></b></h3>
<p><a name="Q1"></a>
<p><b>Scott Traylor:</b>  In our <a href="http://www.360kid.com/blog/2007/11/interview-with-club-penguin-founder-lane-merrifield/" target="_blank">last interview</a> together, Club Penguin had just been acquired by Disney in August of 2007.  Today you&#8217;re in charge of all virtual worlds for Disney. How many virtual worlds are you currently managing?</p>
<p><b>Lane Merrifield:</b>  We have four actively launched virtual worlds. <a href="http://toontown.go.com/" target="_blank">ToonTown</a> was the first, <a href="http://piratesonline.go.com/" target="_blank">Pirates of the Caribbean Online</a>, <a href="http://pixiehollow.go.com/" target="_blank">Pixie Hollow</a>, <a href="http://www.clubpenguin.com/" target="_blank">Club Penguin</a>, and soon to be <a href="http://worldofcars.go.com/" target="_blank">World of Cars</a>. That’s four live currently with a fifth virtual world actively being worked on. It’s a lot of worlds to manage, but we have really strong teams who own the product, who are passionate about it, and passionate about their audience. For me, I’m less inclined to feel like I have to manage the worlds themselves, and more inclined to make sure that the values are lined up, the priorities are right, the expectations on quality are consistent. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q2"></a>
<p><b>Traylor:</b>  You&#8217;re under Disney&#8217;s wing now, which was nothing unfamiliar to you since you first worked in the parks at Disney as a teenager. You’re brought on as the Executive Vice President of Disney Online. Where do you start with this role? Do you focus on business models for these virtual worlds? Do you coordinate branding? Do you modify these virtual worlds to meet the business objectives of Disney Online or maybe the entire Disney enterprise?</p>
<p><b>Merrifield:</b>  When I first came onboard, almost all of these worlds, with the exception of Cars, had already been launched. So all of them had a nature. They were all in different parts of their life cycle. Some were struggling a little more than others. Pirates, which had great content, was not technically functioning as well as it could. It wasn&#8217;t working well on all machines. The team had reached pretty far with what they could do technically, but as a result, had made the site less accessible. For Pirates, we put a halt on a lot of new development, went back to the drawing board, and retooled to get it to a place where it is now. Recently we started to move the content ahead again, and the experience is far more accessible. You can play it in a browser now. Anyway, these virtual worlds are all on different paths, and a lot of my focus has been stepping in, bring the two studios together (the Club Penguin studio in Kelowna, now called Disneyland Studios Canada, together with the Disneyland Studios LA,) and bring together a lot of shared learning.</p>
<p>It’s interesting, the two studios are almost identical in size, although one was focused on just one product and the numerous facets of that product, and the other was focused on multiple products. One studio wasn’t involved with as many languages. The other wasn’t as tied into their consumer products and other things. One was driving very deep, and the other was focused on all the pieces. Internationally, Club Penguin was really leading the way, and now the infrastructure that we developed for Club Penguin is going to allow all of our virtual worlds to be able to grow internationally in the same way that Club Penguin did. The sharing between the two studios has been a great cross learning experience. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q3"></a>
<p><b>Traylor:</b>  What makes World of Cars unique compared to other virtual worlds that compete in the same space?</p>
<p><b>Merrifield:</b>  Well the most obvious is that it starts from such a strong place in terms of its intellectual property. People know the product, people know the characters, they know what Radiator Springs should look like and feel like, although they haven&#8217;t necessarily experienced it like this before. There’s great strength in that, but it&#8217;s also a double-edged sword. It means people’s expectations are going to be higher. We already had a head start in the narrative, and in the environment and the characters. I don&#8217;t like to focus on the technology, but we’ve also created a way of doing 3D in Flash that&#8217;s pretty unique and different from <a href="http://it.toolbox.com/wiki/index.php/Papervision" target="_blank">Papervision</a> and some of the other technologies out there. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q4"></a>
<p><b>Traylor:</b>  The front-end is in 3D using Flash? You&#8217;re not using <a href="http://en.wikipedia.org/wiki/Unity_%28game_engine%29" target="_blank">Unity</a>?</p>
<p><b>Merrifield:</b>  We&#8217;re using Flash, at least until some of these other tools get to the same adoption rate. Our goal is never to try and perpetuate the technology. We&#8217;d rather come in behind it once it&#8217;s already reached a significant adoption level. This is not to say we&#8217;re not looking at all of these other new tools, playing with all of them. Just the same, we&#8217;re not locked into Flash either.</p>
<p>We always talk about being technologically agnostic. That&#8217;s a big focus for us. It’s difficult to bring a Pixar 3D movie to life in 2D. Not to say we didn&#8217;t experiment with it, but it just wasn&#8217;t the same thing. The character of the cars, and the ability to bring them to life, and the way they are articulated, we knew we had to address that problem. And yet, the requirement was always not to chase technology. If we&#8217;re going to do it in 3D, it has to have a 98 percent install base, which is what Flash has. It was a tough challenge, but the team rose to it. In part, it’s also why we&#8217;re making sure everything will work right for the launch. This is a technology approach that hasn&#8217;t been done before. We need to make sure when there are 60 cars driving around on the same page at the same time, that it&#8217;s still as strong an experience as if there were just two cars driving on screen. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q5"></a>
<p><b>Traylor:</b>  Was <a href="http://en.wikipedia.org/wiki/John_Lasseter" target="_blank">John Lasseter</a> involved with this project?</p>
<p><b>Merrifield:</b>  Yeah, John’s been pretty involved. He would do check in meetings throughout. He also has the dedicated gurus of Cars at Pixar who are involved in work on Cars II and the Cars Land Experience. The relationship has not been like a licensing situation where we say &#8220;Okay, can you tell us everything about Cars, and we&#8217;ll go make it.&#8221; It&#8217;s been a real collaboration. In fact, there are elements of what we&#8217;ve created that are being incorporated into the Cars manual, the Cars bible. Some point down the road, it could be incorporated into future movies or theme parks or whatever else. It’s neat to see this. It&#8217;s a collaborative effort, more than it is one way. John&#8217;s been a big fan, and he&#8217;s very interested in this because it presents a new medium for storytelling. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q6"></a>
<p><b>Traylor:</b>  What you have shared with me so far is that there’s a new Cars Virtual World, a new physical world theme park called <a href="http://en.wikipedia.org/wiki/Cars_Land" target="_blank">Cars Land</a>, you&#8217;re also talking about the next Cars movie. I&#8217;m seeing a “tent pole” approach with the Cars brand that has many different elements circling around that center pole. Fans of the Cars franchise are soon to see much more than just the Cars virtual world, is that correct?</p>
<p><b>Merrifield:</b>  There is a lot of cool stuff coming out. The neat thing about everything you mention is that the center pole IS the story and IS the narrative. People sometimes say, &#8220;The virtual world is the connection point.&#8221; The Internet may be the connection, the vehicle, and Cars Online will be a browser experience. However, as devices get more and more connected and smarter, as we connect more with mobile, as we connect more with console games, as we connect more with the physical environment, my hope is that this next evolution of engaging with the Cars franchise will be more about this connected experience. Disney has been making similar connections from a franchise perspective for years.  It’s not just about the replayability of these various experiences. It’s really about one continuous story across multiple experiences. <i><a href="#Top">(Return to Question Picker)</a></i></p>
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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>
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]]></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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		</item>
		<item>
		<title>Calling Mr. Herman – The Return of Pee-wee Herman</title>
		<link>http://www.360kid.com/blog/2010/01/pee-wee-return/</link>
		<comments>http://www.360kid.com/blog/2010/01/pee-wee-return/#comments</comments>
		<pubDate>Wed, 13 Jan 2010 23:51:19 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Television]]></category>
		<category><![CDATA[club nokia]]></category>
		<category><![CDATA[cowboy curtis]]></category>
		<category><![CDATA[herman]]></category>
		<category><![CDATA[jambie]]></category>
		<category><![CDATA[kids]]></category>
		<category><![CDATA[mark mothersbaugh]]></category>
		<category><![CDATA[miss yvonne]]></category>
		<category><![CDATA[nokia]]></category>
		<category><![CDATA[paul reubens]]></category>
		<category><![CDATA[pee-wee]]></category>
		<category><![CDATA[pee-wee herman]]></category>
		<category><![CDATA[peewee]]></category>
		<category><![CDATA[playhouse]]></category>
		<category><![CDATA[tv]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=696</guid>
		<description><![CDATA[

Since the show went off the air in November of 1990, Pee-wee&#8217;s Playhouse has been frozen in time, largely enjoyed by an audience of older fans and their children who purchased DVD and VHS collections made available over the years. Yesterday, after almost two decades, Pee-wee&#8217;s Playhouse returned to the stage of Club Nokia in [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/peewee_final_w_sigs.jpg" alt="Pee-wee's Playhouse cast, starring Paul Reubens as Pee-wee Herman" align="right" />
<p>
Since the show went off the air in November of 1990, Pee-wee&#8217;s Playhouse has been frozen in time, largely enjoyed by an audience of older fans and their children who purchased DVD and VHS collections made available over the years. Yesterday, after almost two decades, Pee-wee&#8217;s Playhouse returned to the stage of <a href="http://www.clubnokia.com ">Club Nokia</a> in Los Angeles. The night started with a standing ovation for Paul Reubens, the visionary behind the lovable Pee-wee character, before the show officially started to a packed hall of almost 1,200 fans.</p>
<p>Once a couple of comedic formalities were taken care of, the stage curtains parted, and everyone in the room was instantly teleported back in time. The show&#8217;s set was unveiled in all of its technicolor glory, and after a friendly hello center stage by the lovable Chairy, the large talking light blue chair, you felt you were back in your parents living room eating a bowl of cereal while watching the original airing of Playhouse back in the 1980s.</p>
<p>Original cast members from the show made their appearance alongside Pee-wee. Miss Yvonne, the show&#8217;s favorite debutante, and Jambie, the helpful Genie who allows you just one wish a day, felt like you were having a get-together with old friends. New to the cast were others who played the roles of Cowboy Curtis and the King of Cartoons. New characters to the show were introduced in this episode which included Mailman Mike (sorry, no Reba the Mail Lady), Firefighter, Sergio, and a large, mostly silent Bear character.</p>
<p>All of your favorite puppetland characters were in attendance as well. Conky, the stuttering/dancing robot kicked things off with the secret word of the day (and everyone in the audience screamed real loud.) Pterri, the talking pterodactyl was also along side Globey, Clocky, Randy, the singing flower bed, Magic Screen, and a number of other inanimate objects familiar to the show.</p>
<p>The roughly 90 minute performance meticulously captured all of the qualities of the show, punctuated with the same sound effects used throughout the original program. Their was also a nostalgic cartoon, two infomercials, and even a 1950s public service announcement. One main storyline included the unfolding love story between Miss Yvone and Cowboy Curtis which felt as though it picked up right where the final on-air episodes of Pee-wee&#8217;s Playhouse left off. Alongside this story included Pee-wee&#8217;s wish to some day fly just like Pterri.</p>
<p>Paul Rubens&#8217; performance was wonderful, and his costume and appearance looked as if it had been carefully tucked away in the family toy box, only to be brought out again in a compete pristine appearance, never having aged a day. Sound levels were not quite balanced and timing of some sound effects were off, but this could easily be overlooked for an opening night. Fans of the show may also wonder where the familiar music for the show, created by Devo front man Mark Mothersbaugh, might be hiding. The lighting and stage sets were all fantastic and worth the price of the ticket alone. While I was originally concerned about the venue switch from the Music Box to Club Nokia, the new performance hall was stunning and an excellent fit.</p>
<p>The humor, visuals, and music that made the original Playhouse television show live on now has the opportunity to be enjoyed by a whole new audience, and hopefully influence a whole new crowd of children&#8217;s television developers. What was great about the show back in the day was that it was a creative oasis in the middle of a large children&#8217;s television void. This children&#8217;s television emptiness still lives today, and networks should revisit the creative genius of this show that is as fresh today as it was when it launched. And stay tuned for more from Pee-wee. It’s rumored a new Pee-wee movie, and possibly two, are in the works.</p>
<p>There are 29 live shows left to be enjoyed between now and February 7, 2009. If I could have one wish from Jambie, I might ask for a few matinees for 18 and under shows. Except for a handful of jokes about an abstinence ring, reference to states that are accepting of gay marriage, and a small hint of toilet humor, the comedy on the whole was pretty harmless and could easily be adapted for younger audiences.</p>
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		<title>Game On with Katie Salen at Quest to Learn</title>
		<link>http://www.360kid.com/blog/2010/01/salen-interview/</link>
		<comments>http://www.360kid.com/blog/2010/01/salen-interview/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 14:29:56 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Age 13-15/Grade 9-10/Young Teens]]></category>
		<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>
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		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=651</guid>
		<description><![CDATA[
It seems wherever I travel, educational publishers, learning theorists, and teachers of all kinds bring up the concept of learning through interactive games. It&#8217;s an idea that&#8217;s been picking up steam over the last few years, and why not? Research from the PEW Internet and American Life Project last year found that 98% kids ages [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.360kid.com/blog/images/q2l_salen.jpg" alt="Katie Salen, visionary behind a new school in New York City called Quest to Learn" align="right" />
<p>It seems wherever I travel, educational publishers, learning theorists, and teachers of all kinds bring up the concept of learning through interactive games. It&#8217;s an idea that&#8217;s been picking up steam over the last few years, and why not? Research from the <a href="http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx">PEW Internet and American Life Project</a> last year found that 98% kids ages 12 &#8211; 17 play video games. Organizations like the <a href="http://www.macfound.org/site/c.lkLXJ8MQKrH/b.4462309/apps/s/content.asp?ct=7682383">MacArthur Foundation</a> have been funding a small number of projects to test out new ideas for using interactive games with learning in mind. A few months ago I came across a great <a href="http://www.economist.com/sciencetechnology/PrinterFriendly.cfm?story_id=14350149">article</a> in the Economist about a new public school opening in New York City that uses gaming principles to teach its students. At the recent <a href="http://www.google.com/events/digitalage/">Breakthrough Learning in a Digital Age</a> conference held at the Google headquarters, I had the opportunity to speak with Katie Salen, the visionary behind this initiative. You can view a short video of my interview with Katie on the <a href="http://www.youtube.com/watch?v=rKDqVsRGbps">Cooney Center YouTube channel</a> or read the complete interview below. Portions of this interview were edited for clarity: </p>
<h3><b><i><a name="Top">QUICK QUESTION PICKER:</i></b></h3>
<p></a></p>
<p><a href="#Q1">Tell us about your new school, Quest to Learn.</a></p>
<p><a href="#Q2">How did you recruit teachers for your school?</a></p>
<p><a href="#Q3">Was it hard to get teachers around the concept of teaching from a game design perspective?</a></p>
<p><a href="#Q4">How are the students working with the teachers who apply this teaching model?</a></p>
<p><a href="#Q5">How do you divide up the class day?</a></p>
<p><a href="#Q6">Is it your intent to open up more Quest to Learn schools?</a></p>
<h3><b><i>INTERVIEW:</i></b></h3>
<p><a name="Q1"></a>
<p><b>Scott Traylor:</b> Tell us about the work you&#8217;re involved in with the start of your new school, Quest to Learn.</p>
<p><b>Katie Salen:</b>  I run a nonprofit called <a href="http://www.instituteofplay.com/">Institute of Play</a>. Two years ago we started work on a new school with an organization called <a href="http://www.newvisions.org">New Visions for Public Schools</a>. Our new school is called <a href="http://www.q2l.org/">Quest to Learn</a>. The <a href="http://www.macfound.org">MacArthur Foundation</a> gave us a two year planning grant around the school. The work that we&#8217;ve been doing at the Institute of Play centers around the idea of games and learning. We&#8217;re really interested in the idea of how we can develop a school that doesn&#8217;t necessarily use games in the classroom, but does use game design principles in learning spaces. Our idea was to design a school from the ground up built on those ideas.</p>
<p>We opened Quest to Learn this past September. It will eventually be a 6 to 12th grade school but we started with just the sixth grade this year. Next year we will roll in another grade, continuing to add an additional grade each year for the next six years.</p>
<p>Today we have six teachers and 79 students. We&#8217;re located in New York City, in Manhattan. It&#8217;s a district two school so we could recruit kids from a specific geographic area in Manhattan. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q2"></a>
<p><b>Traylor:</b>  How did you go about recruiting teachers for your school?</p>
<p><b>Salen:</b> We think the way we recruit teachers is actually very interesting. Our process is one in which anybody we bring into the school needs to be immersed in our model.  We held a series of four-hour workshops on Sundays for teachers that were interested in our school. They come in, we put them through a learning problem that kids would have and then they do some work with us around assessment. From the list of interested teachers we narrowed it down to a smaller group and then took them through a series of interviews.  We also do direct observation in our classrooms.</p>
<p>We had some really specific criteria for the teachers we were looking for.  First, teachers had to be content experts, they had to really know their content.  Next, the teachers we looked for have to be really good collaborators. Teachers didn&#8217;t necessarily have to be technology people, and a lot of them weren&#8217;t necessarily gaming people either, but they were able to work in teams or had come from schools where they worked in teams. They had to have a very good sense of how to enable kids to be innovators. This was very important to us. And finally, teachers had to have done project-based work before, our curriculum includes project-based work in it.  Those were the three criteria that we looked for. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q3"></a>
<p><b>Traylor:</b>  Was it hard to get teachers around the concept of teaching from a game design perspective?</p>
<p><b>Salen:</b>  You know, when you begin to explain to a teacher how a game designer thinks about the design of the game, and we&#8217;re able to show them a one-to-one parallel with how they think about teaching students, they say &#8220;Oh, it&#8217;s the same thing.&#8221;  Then they realize &#8220;Oh, maybe it&#8217;s the words that are different&#8221; and so it&#8217;s about helping them understand and translate between something like the term &#8220;core mechanic&#8221; in games, which talks about the primary activity of the player, and the learning design, because the curriculum is the basic activity of the lesson. It&#8217;s a learning curve for everybody. Game language, as with any other language, can feel very specialist, but the concepts aren&#8217;t so new. That&#8217;s our whole argument. Games actually model good learning and good teachers are immersed in good learning all the time. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q4"></a>
<p><b>Traylor:</b>  Quest to Learn has only been in operation for a short while now. Any observations this early about how the students are working with the teachers who apply this model?</p>
<p><b>Salen:</b>  Well the interesting thing is that the kids are so excited to come to school every day. We have parents saying this is the first time that their student has ever come home excited to tell them about what they&#8217;re doing in school. This is the first time that their child gets up out of bed and wants to go to school.  So that&#8217;s great just from an engagement perspective. It&#8217;s a place where kids feel safe. It&#8217;s a place where they feel excited about coming which is no small feat for a new school where kids are coming from many different neighborhoods. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q5"></a>
<p><b>Traylor:</b>  How do you divide up the class day?</p>
<p><b>Salen:</b>  When you design a school from the ground up, you attend to every detail. One of the things we spent a lot of time thinking about was the daily schedule. A lot of schools use the Carnegie Unit, classes that are 45 to 50 minutes long. We don&#8217;t believe good learning can happen in 45 minutes. From the beginning we wanted to use block scheduling which are extended periods of time. </p>
<p>The main classes we offer, domain classes, last 88 minutes. In a typical day a student will take two domain classes. Since we have an integrated curriculum students will take a class that&#8217;s an integrated math/science class and an integrated math/English language arts class. They may be dealing with three or four subjects in a day, but only in two full classes.</p>
<p>There are shorter classes called annex classes, which are extended enrichment and literacy periods. There&#8217;s also a gym period for 50 minutes.</p>
<p>For elementary school kids it&#8217;s a bit of a shift to be in a class for 88 minutes because they&#8217;re used to changing topics with every 45-minute class period.  Because our students are working in a problem-based way, the time goes by in a second. <i><a href="#Top">(Return to Question Picker)</a></i></p>
<p><a name="Q6"></a>
<p><b>Traylor:</b>  Looking to the future, is it your intent to open up more Quest to Learn schools?</p>
<p><b>Salen:</b>  Everyone always asks us about scale. To be honest, it&#8217;s not the first thing we&#8217;re thinking about. We&#8217;re still in a fact-finding stage to understand what&#8217;s working about our model. However, our curriculum is modular. We piloted it in schools before we opened Quest. Everything we produce is open source and online. Any teacher can take what we&#8217;ve created and use it right now. The professional development program we have is something that could be used by any school. Our vision is not to make a hundred or two hundred Quest to Learn schools.  Over time maybe other organizations will be inspired by the ideas we developed and seek to build schools that share a similar model. <i><a href="#Top">(Return to Question Picker)</a></i></p>
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		<title>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>
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		<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>
]]></content:encoded>
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		<item>
		<title>Must Have Toy List Mashup</title>
		<link>http://www.360kid.com/blog/2009/11/toy-list-mashup/</link>
		<comments>http://www.360kid.com/blog/2009/11/toy-list-mashup/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 17:15:35 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Age 04/Preschool]]></category>
		<category><![CDATA[Age 05-06/Grade Pre-K/Child]]></category>
		<category><![CDATA[Age 06-08/Grade K-2/Kid]]></category>
		<category><![CDATA[Age 08-10/Grade 3-5/Tween]]></category>
		<category><![CDATA[Age 11-12/Grade 6-8/Tween]]></category>
		<category><![CDATA[Technology Toys]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[holiday]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[Toys]]></category>
		<category><![CDATA[Virtual Wolrds]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=458</guid>
		<description><![CDATA[ &#8216;Tis the season for a whole new crop of toys to find its way into your home. I&#8217;ve noticed that a number of &#8220;must have&#8221; toy lists have been announced in the past few weeks. These lists include: 

 FunFare Magazine&#8217;s  Hot Dozen Toy List
 KMart&#8217;s Fab 15 Toy List
 Time to Play&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p> &#8216;Tis the season for a whole new crop of toys to find its way into your home. I&#8217;ve noticed that a number of &#8220;must have&#8221; toy lists have been announced in the past few weeks. These lists include: </p>
<ul>
<li> FunFare Magazine&#8217;s <a href="http://www.funfarenow.com/"> Hot Dozen Toy List</a></li>
<li> KMart&#8217;s <a href="http://www.shoppingblog.com/tags/kmart-fab-15-toy-list">Fab 15 Toy List</a></li>
<li> Time to Play&#8217;s <a href="http://www.timetoplaymag.com/mostwanted/">Most Wanted List</a></li>
<li> The Toys R Us <a href="http://news.prnewswire.com/DisplayReleaseContent.aspx?ACCT=104&#038;STORY=/www/story/09-24-2009/0005100093&#038;EDATE=">Fabulous 15 List</a></li>
</ul>
<p> I thought it would be interesting to see what could be learned by mashing together all of these lists. After doing so, a few trends did make themselves apparent.  From this new mashup list of 44 toys, I could see: </p>
<ul>
<li> a little more than half of the toys are technology-based</li>
<li> a little less than a quarter of this list uses well known branded characters</li>
<li>four of the toys cited involve some sort of virtual world along with a tangible toy (Dora&#8217;s Explorer Girls, Littlest Pet Shop Adoption Center, Liv Dolls, Nanovor Nanoscope)</li>
<li>only two toys on the list could be considered educational (Color Me a Song, Zippity Learning System)</li>
<li>two toys on the list are video games (Beatles Rock Band, Wii Sports Resort)</li>
</ul>
<p>I also found that three toys in my mashup list were recommended on three out of the four separate toy lists:</p>
<table border="1" cellpadding="2">
<tr bgcolor="#00CED1">
<th width=125><font size ="1">Toy</font></th>
<th width=85><font size ="1">Maker</font></th>
<th width=35><font size ="1">Age</font></th>
<th width=35><font size ="1">Cost</font></th>
<th ALIGN=center width=35><font size ="1">FunFare</font></th>
<th ALIGN=center width=35><font size ="1">Kmart</font></th>
<th ALIGN=center width=35><font size ="1">Time 2 Play</font></th>
<th ALIGN=center width=35><font size ="1">Toys R Us</font></th>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Bakugan 7-in-1 Maxus Dragonoid</font></td>
<td ALIGN=left><font size ="1">Spin Master</font></td>
<td ALIGN=left><font size ="1">5+</font></td>
<td ALIGN=left><font size ="1">$39.99</font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1">*</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Nerf N-Strike Raider Rapid Fire CS 35</font></td>
<td ALIGN=left><font size ="1">Hasbro</font></td>
<td ALIGN=left><font size ="1">6+</font></td>
<td ALIGN=left><font size ="1">$29.99</font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1">*</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Zhu Zhu Pets</font></td>
<td ALIGN=left><font size ="1">Cepia</font></td>
<td ALIGN=left><font size ="1">4+</font></td>
<td ALIGN=left><font size ="1">$9.99</font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1">*</font></td>
</tr>
<p></font><br />
</table>
<p>Bakugan 7-in-1 Maxus Dragonoid is a toy that folds up, expands, and connects to build a much larger toy. This toy feels a bit like a mashup itself between Transformers and Pokemon. From what I&#8217;ve heard from classroom teachers, many 8 year old boys are buzzing about this product.</p>
<p>The Nerf Strike Raider is a full sized, automatic toy machine gun and looks pretty threatening. The Nerf line is a very popular toy product for Hasbro, but I wish that toy guns didn&#8217;t make it to the list!
<p>Zhu Zhu Pets are little robotic hamsters that react in some way, with noise or motion, when you touch them. These critters can be sent to live in a super hampster wonderland, similar to the real world animal Habitrail concept, complete with its own hampster ball. This product is just a little misleading. The price of the pet itself is really affordable! What parents will most likely miss is that if you buy the pet, they will also end up spending a fortune on all the accessories. None-the-less, I think this toy will be the hot product for kids under the age of 10, if you can find it. It already looks like stores are already all sold out of this product.</p>
<p>This next list below includes toys found on two of the four lists:</p>
<table border="1" cellpadding="2">
<tr bgcolor="#00CED1">
<th width=125><font size ="1">Toy</font></th>
<th width=85><font size ="1">Maker</font></th>
<th width=35><font size ="1">Age</font></th>
<th width=35><font size ="1">Cost</font></th>
<th ALIGN=center width=35><font size ="1">FunFare</font></th>
<th ALIGN=center width=35><font size ="1">Kmart</font></th>
<th ALIGN=center width=35><font size ="1">Time 2 Play</font></th>
<th ALIGN=center width=35><font size ="1">Toys R Us</font></th>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">ChixOs Design-A-Luxury Loft</font></td>
<td ALIGN=left><font size ="1">Spin Master</font></td>
<td ALIGN=left><font size ="1">4+</font></td>
<td ALIGN=left><font size ="1">$29.99</font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1"></font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Crayola Crayon Town</font></td>
<td ALIGN=left><font size ="1">Wild Planet</font></td>
<td ALIGN=left><font size ="1">3+</font></td>
<td ALIGN=left><font size ="1">$9.99</font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1"></font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Disney NetPal</font></td>
<td ALIGN=left><font size ="1">Disney/ASUS</font></td>
<td ALIGN=left><font size ="1">6+</font></td>
<td ALIGN=left><font size ="1">$349.99</font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1">*</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Girl Gourmet Sweets Candy Jewelry Factory</font></td>
<td ALIGN=left><font size ="1">Jakks Pacific</font></td>
<td ALIGN=left><font size ="1">8+</font></td>
<td ALIGN=left><font size ="1">$29.99</font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1"></font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Laugh &#038; Learn Learning Farm</font></td>
<td ALIGN=left><font size ="1">Fisher-Price</font></td>
<td ALIGN=left><font size ="1">6m &#8211; 36m</font></td>
<td ALIGN=left><font size ="1">$79.99</font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1">*</font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Printies Design Studio</font></td>
<td ALIGN=left><font size ="1">Techno Source</font></td>
<td ALIGN=left><font size ="1">6+</font></td>
<td ALIGN=left><font size ="1">$19.99</font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1"></font></td>
</tr>
<tr bgcolor="#EEE8AA">
<td ALIGN=left><font size ="1">Transformers Constructicon Devastator</font></td>
<td ALIGN=left><font size ="1">Hasbro</font></td>
<td ALIGN=left><font size ="1">5+</font></td>
<td ALIGN=left><font size ="1">$99.99</font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1"></font></td>
<td ALIGN=center><font size ="1">*</font></td>
<td ALIGN=center><font size ="1">*</font></td>
</tr>
<p></font><br />
</table>
<p>The toy I think will be a big seller from this list is the Girl Gourmet Sweets Candy Jewelry Factory by Jakks Pacific. It&#8217;s a little like the old Easy Bake Oven, but instead of making baked goods, it makes candy jewelry. The catch to be aware of with this product is that it does not come with the special 40 watt bulb you need to make the product work. It has to be purchased separately.</p>
<p>I&#8217;m also watching the Printies Design Studio by Techno Source. This is a clever product where a child can create all kinds of unique crafts using a specially prepared (and pre-perfed) paper that your child can design, print, cut out, and then stuff with cotton. It uses low end color printers, like the kind you most people have at home.</p>
<p>Some surprises? First, I was surprised to see the LeapFrog TAG &#038; TAG Jr. reading systems did not make it onto any list. Once I realized that LeapFrog was missing from the list I then noted that not a single toy from VTech was on the list either. Maybe just a bad year for electronic learning products? Also, WowWee, the amazing robotic toy experts did not have a single mention as well. The Nintendo DS and DSi were not on the list either, but that may be more of an issue with toy experts not specializing in reviewing software and gaming platforms than anything else.</p>
<p>I was also surprised not to see more website toy tie ins on the list. There certainly are a number of them out there, but not so many captured on these more traditional toy lists.</p>
<p>If you are interested in my complete mashup toy list, you can <a href=" http://tr.im/toylists">download a copy as an Excel file here</a>. Note the tabs on the bottom of the spreadsheet, I have arranged the list by product, age, cost, etc.</p>
<p>Let me know if you see any other trends. I&#8217;d enjoy hearing what toys are on the top of your list!</p>
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		<title>Education 1.0 and the Desire to Upgrade</title>
		<link>http://www.360kid.com/blog/2009/10/education-one-point-zero/</link>
		<comments>http://www.360kid.com/blog/2009/10/education-one-point-zero/#comments</comments>
		<pubDate>Tue, 06 Oct 2009 20:31:30 +0000</pubDate>
		<dc:creator>Scott</dc:creator>
				<category><![CDATA[Classroom Tech]]></category>

		<guid isPermaLink="false">http://www.360kid.com/blog/?p=443</guid>
		<description><![CDATA[[The following is a piece I wrote for the Breakthrough Learning in a Digital Age blog to help promote the upcoming Breakthrough Learning event to be held in Mountain View, CA at the Google headquarters later this month. This conference is sponsored by Google, Common Sence Media, the Joan Ganz Cooney Center and The MacArthur [...]]]></description>
			<content:encoded><![CDATA[<p>[The following is a piece I wrote for the Breakthrough Learning in a Digital Age <a href="http://breakthroughlearning.blogspot.com/">blog</a> to help promote the upcoming Breakthrough Learning <a href="http://www.google.com/events/digitalage/index.html">event</a> to be held in Mountain View, CA at the Google headquarters later this month. This conference is sponsored by <a href="http://www.google.com/">Google</a>, <a href="http://www.commonsensemedia.org/">Common Sence Media</a>, the <a href="http://www.joanganzcooneycenter.org/">Joan Ganz Cooney Center</a> and <a href="http://www.macfound.org/">The MacArthur Foundation</a>. You can follow along with what's happening at this event through the <a href="http://twitter.com/brkthrulearning">Breakthrough Learning Twitter feed</a>.] </p>
<p>A new high school is being built near my office. The old high school had served its function well over time, but in recent years the level of maintenance necessary to keep the school functioning translated into diminishing returns. School committees, planning committees, state and city officials, community members, and advisory groups came together to define a new future for the students of this city. Their passionate debates about the new school’s physical construction mirror discussions that are taking place on a national scale about how best to teach our students inside these structures. Our educational practices are showing their wear, with its own version of peeling paint, cracked walls and leaky ceilings. </p>
<p>Being a former teacher and having spent the last 20 years running a digital learning company that specializes in media creation, I see the potential for a revolution in education through the use of technology. Learning games, social media, mobile technologies, virtual worlds; all of these advances in computing offer greater opportunities for student engagement and improved literacy learning. What is clear to me and my colleagues is that there are many vested interests in the education world that don’t see this moment quite as clearly as we do, or if they do see it, don’t know how to advance its cause.</p>
<p>Let’s take a look at the kids we’re trying to reach today. They are the first generation that will have never known a time without the Internet, Google, or mobile phones. They are connected to the world through a variety of different digital, gaming, and communications tools. They are comfortable with many aspects of media creation. Every day they are presented with an unlimited menu of informal learning opportunities by simply following their passions online and choosing tools that suit their learning styles. How can schools compete with a similar level of engagement and interest through digital media inside the classroom?</p>
<p>Teachers and teacher training are certainly a critical part of using technology to support improved outcomes, but what elements outside the classroom influence the successes we wish to create inside the classroom?</p>
<p>Administrators and superintendents play a key role in purchasing decisions that impact schools. How do these leaders learn what technologies are best to bring into their classrooms? Should their ed tech purchasing decisions be driven entirely by the requirements established by policies such as No Child Left Behind? How can their purchases instead address a variety of different learning styles? How can they anticipate which digital media will appeal to the interests of their students?</p>
<p>Pulling back the curtain to shed light on the business of education we discover two areas that impact the quality of ed tech for schools, the first being new product creation. Publishers who create instructional materials for schools are, by and large, traditional media businesses that rely heavily on print. Most publishers are eager to play a part in the digital age, but historically their development efforts are driven by an editorial process that understands linear communication through the medium of print better than two-way communication and interactive engagement through digital media. How can these professionals better address the needs of a transmedia framework?</p>
<p>Secondly, the process of how new learning products are approved for school usealso has great influence over the quality of ed tech products that are marketed at the state level. Publishers often find their biggest opportunities selling instructional materials to states through what is referred to as an “adoption.” During the adoption process state advisors review educational materials to see if they meet state learning requirements before these materials are blessed for purchase by schools. Could it be that the adoption process itself, or the interest of publishers, places greater emphasis on print media than digital media because it is a business they understand? These adoption processes are very competitive, and not easy for smaller and more digitally advanced companies to compete with. The large publishers who vie for a state’s adoption often include sweeteners to convince adoption boards to select their materials over another, often times giving away the technology component as a free incentive. If a technology product is given away, it usually means it is not supported financially within these organizations during development thus reducing incentives to create real breakthroughs in digital learning. How can publishers shift their business practices to treat ed tech as its own successful, revenue generating profit centers? How can states adoption boards be encouraged to place greater emphasis on learning that is facilitated through innovative technologies?</p>
<p>And finally, what sort of commitment should we expect on the side of government? States rely on federal dollars to help with teacher training and the purchase of technology products. One specific area within the No Child Left Behind mandate offered to accelerate the use of technology in schools is a section of the law called Enhancing Education Through Technology (EETT, Title II, Part D). Since its introduction in 2002 funds earmarked to support this commitment have declined. What is the true commitment of the federal government through this arm of NCLB?</p>
<p>Other federally-funded opportunities, such as Department of Education and National Science Foundation grants, have a hard time keeping up with the rapid pace of technology change. The process of reviewing a grant request, awarding and completing a grant, can take years. How can the entire grant process, from review to completion of a marketable product, be accelerated to keep up with the rapid advancements in technology? Can some amount of these grants also be directed towards smaller, more nimble, for profit ventures that are better able to chase a moving target?</p>
<p>Aside from the efforts described above, a long-standing opportunity to advance digital learning may be found in the promise of the CAMRA Act, also known as the Children and Media Research Advancement Act. The thinking behind CAMRA is that the federal government would fund research related to the use of electronic media to better understand its benefits to children. This bill was introduced in 2005, passed unanimously in the Senate in 2006, and has been stalled in the House ever since. Wouldn’t it be great if all organizations interested in using digital media for the advancement of children’ learning had a solid body of research to best guide not only new product development decisions, but also purchasing, implementation, and best practices of ed tech in the classroom? Wouldn’t the passing of CAMRA also put a spotlight on the need to bring together many disparate federal agencies interested in the research CAMRA would facilitate, and promote a more coordinated research agenda for the benefit of all? Combined with a sizable appropriation for the National Center for Research in Advanced Information and Digital Technologies, the passage of CAMRA would help realize the long awaited formation of a central oversight group for the advancement of digital media and learning research.</p>
<p>If we could in some small way address these questions in each of these areas of education outside the classroom, we would begin to see a new version, an enhanced version of education that would drive classroom success. Much like that new high school being built next to the older one, the visual difference between the two structures is striking. Maybe it&#8217;s easier for all parties involved to demonstrate a greater commitment when a clear vision of the new is offered alongside the old. The choice would be immediately clear to most. The time and effort required to make such changes may be greater than what many are willing to invest and there is comfort in keeping the status quo, but to ignore defining something new comes at our own peril. Key sectors must work together in earnest to provide us all with untold opportunities for the learners of tomorrow. Let’s start building that new structure, the future of education, and let’s place that Education 2.0 cornerstone down right now. </p>
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