Participant List
Transcription
Participant List
Wi-Fi = Riverside Conference, Password = Station11 Welcome to Dust or Magic 2014 This packet contains your agenda, a participant list and handouts for applying the theories of child development to interactive media design. Online resources include: • Twitter http://twitter.com/dustormagic (maintained by CTR) Hashtag: #dustormagic • Facebook https://www.facebook.com/groups/dustormagic/ (maintained by old timers) • YouTube http://www.youtube.com/dustormagic (maintained by CTR) • Wiki http://dustormagic.wikispaces.com (maintained by alumni) • Virtual Demo Board http://dustormagic.wikispaces.com/Demos (maintained by alumni) • Web: http://dustormagic.com (maintained by CTR) • LinkedIn: http://linkd.in/WJ4ZjD (maintained by old timers) • Read CTR reviews: http://childrenstech.com You should all have login credentials. Note the evaluation form at the end of this binder. Give our staff the same type of feedback we give your products, by filling it out and dropping it in the evaluation box at any time over the course of the Institute. Objectives: • To familiarize you with key products and point out strengths and weaknesses. • To contribute to your personal definition of “dust” and “magic.” • To review of the fundamental theories of child development in the context of emerging technologies. • To give you hands on access to current products. • To provide critical, honest, fair and open demonstrations of current products, with room for discussion. • To provide an overview of the elements of CTR’s definition of successful design. • To introduce you to others who are passionate about This book belongs to: creating children’s interactive media • To provide a comfortable, structured, relaxing experience. Let’s begin... Printed on 100% non-interactive paper, with retinal display toner Wi-Fi = Riverside Conference, Password = Station11 How do I share my iOS screen? STEP 1: Setup your Wi-Fi. Get onto the wi-fi network “Dust or Magic.” This is in your settings (look for the gears). STEP 2: Double tap the HOME key; you’ll see the recent apps appear. Swipe right until you see your music controls. Look for the AirPlay icon STEP 3: Touch Apple TV and make sure mirroring is on. Presto -- youre screen is on the big screen, audio and all. Suggestions: • Communicate with the group -- don’t inturrupt a session in progress. • Use your camera to display a drawing or brainstorm list. • Have the apps you want to demo in your bottom tray, so you know where they are. Dust or Magic 2014 2 Tips for finding magic Illustration: Peter Reynolds In demonstration settings — In order to get the most out of this institute, we ask that each participant consider the following during the small and large group discussions. WHEN GIVING CRITICISM: Ground feedback in real examples and provide opportunities for differing opinions. Remember “modifiable” vs. “unmodifiable” issues, from the perspective of the person getting the feedback. 1. Represent: take a lot of notes and make sketches. Learn from others, listen, and leave the institute as better reviewers, critics, researchers, teachers, designers, and publishers. Remember that it’s OK to sit quietly and reflect. There is no pressure to participate. WHEN GETTING CRITICISM: Make sure you are comfortable with the process. If not, ask for more feedback in a confidential setting. To this end -• Grouping and seating is flexible. If you end up in a group and you are not comfortable with the membership, it is perfectly OK to get up and change. • Participation in discussions is optional. You should not feel obligated to express opinions at any time. • If you record any information or take pictures (other than note form), make sure that all people know that a recording or photographic device is active. Not all participants want to be “on the record” all the time. 2. Keep a child’s-eye view. This is the key to understanding the magic. Try to look at each product through the eyes of a child who will have little regard for public relations budgets, cost, packaging, political context or size of publisher. Remember .... a child can’t spell the word “hypocrite,” but they know what one is. 3. Manage your bias. It is natural to have cultural, commercial and theoretical bias. This bias can help you, but it can also blind you. You can’t get rid of it, but you can understand and manage it. It helps to honestly disclose this bias when evaluating products or talking to others about a particular product. General Definitions Children— children from birth to 15 years. We must think broadly about this, however, as children use and benefit from products designed for adults. 4. Keep an open mind. Interactive media is changing rapidly, due to Moore’s Law. So think broadly and with an open mind. Try to avoid negative thinking at the start of a thought stream. Phrases to avoid include “I can’t work with that platform” or “we don’t use that hardware in our office.” This is a time to think outside the box. Interactive Media — the broadly defined category of "new" or interactive media, or software that runs on hardware in any form, such as a tablet, computer, game console (Nintendo Wii U, DS, Xbox, PlayStation, Wii, iPhone/iPod Touch), Internet site, a smart toy with embedded software. The key word is "interactive media" rather than “linear media.” 5. Support the group process. Give and take, don’t dominate the discussion, and don’t be afraid of healthy controversy or disagreement. Materials in the Room Please take care of all items as if they belonged to you. If you notice a toy with low batteries, find the battery box and change them. If you use one of the game consoles, return the software and controllers for the next person. 6. Don’t sell (or if you do, at least do it honestly). Please avoid PR fluff, hype or promoting your own materials. Participants are free to put materials on the handout table for anyone to take. This event is about evaluating, designing and creating, and not about marketing and selling. If you take some software or a book from one of the collections, please make sure you put it back when you’re finished, with all the internal materials intact. We cannot be responsible for any lost items, but we’ll try our best to keep your items safe. 7. You may end up on YouTube. Many of the discussions and presentations are being recorded; please keep this in mind. Participation in any conversation or staged photograph is optional. We can’t control informal photographs being taken by other participants, however. If you plan on recording the sessions, please let us, and the speaker, know. 3 Dust or Magic 2014 The Story of Dust or Magic nce upon a time (1996), the world’s oldest and largest children’s book fair wanted to start a prize initiative for “new media.” They asked Children’s Software Revue if we’d create it for them. We accepted on the condition that they would host a juried competition that included a face-to-face meeting of editors, in a setting where each juror could demonstrate a variety of products. Early in the spring of 1997, a group of reviewers were flown from around parts of Europe, Asia and the USA to participate in three days of debate and product demonstrations. Participants included some of the top minds in the interactive space -- people like Judy Salpeter from The first Dust or Magic Institute. Speakers include Aleen Stein, Mark Schlichting and Bernadette Gonzalez. You’ll Technology & Learning, Dr’s. Ann Orr and Ellen see a young Daren Carstens and Kelli Winters, too. Wolock from CSR, James Oppenheim, Peter Scisco (former editor of Compute!), Dr. Kyung Woo Lee from Korea, Thomas Feibel from Germany and Caterina Cangià and Gigi Tagliapietra from Italy. From France, repeat jurors were Georgia Leguem and Claude Combet; and from the UK came Pam Turnbull and Jon Smith (Editor of CD-ROM Today, and today a producer for Travelers Tales, aka LEGO Star Wars). In 2001, when the market for the software slowed, the Bologna New Media Prize ended. In an effort to keep the spirited conversation growing, we decided to start an annual meeting to be financed by participant tuition. We also wanted to consider the expanding range of children’s technology products, and to personally get to know others who where working in this space. Rather than coming up with a prize, we decided to review the year. The title “Dust or Magic” came with the blessing of Bob Hughes, author of the book Dust or Magic: Secrets of Successful Multimedia Design. In the forward of his book, Bob referenced the poem “An idea can turn from dust to magic, depending on the talent that rubs against it.” (Matsuo Basho, 1644-1694). The first Dust or Magic was planned for September 23, 2001, and the event sold out. Unfortunately, the disaster of September 11 forced us to change our plans. So the first Dust or Magic event actually was held in January of ‘02. Right away, it was clear that we had not only captured the essence of those early juror’s meetings, but we’d improved upon it. We, the media, could learn much more about the thinking behind each product without feeling bribed or manipulated. The spirited debates have continued and the quest for the magic has become a celebration. We are thankful to everyone who has helped make these events possible, and hope it continues to influence the quality of children’s interactive media products for many more years to come. Warren Buckleitner, Editor Children’s Technology Review Dust or Magic 2014 4 DM14 Agenda Riverside Room at The Inn at Lambertville Station, 11 Bridge Street, Lambertville, NJ. Sunday November 2 1:00 AppFest setup 2:00 AppFest begins. Demo Givers take a balloon and write the name of the product you want to demo. Children are welcome. Demo takers freely wander and explore. 5:00 pm Riverside Room- Welcome; 2014 Trend Report. AppFest participants are welcome to sit in on this session providing we have space. 6:00 Dinner at the Lamberville Station Restaurant (Note: this is in the old train station depot located by Bridge Street, with the train car attached). Welcome and Introductions 8:00 Annie Murphy Paul: Intelligent Thoughts on Intelligence (Riverside Room) November 3, 2014 7:30 Breakfast 8:30 Child Development Appled to Screens 9:30 Critic's fishbowl with Chris Byrne, Warren Buckleitner, Tonda Budge Sellers, Claire Green and Robin Raskin; moderated by David Kleeman. 10:30 Demos, AppDance and Nice Touch 11:00 Jason Krogh, Founder and CEO of Sago Sago. Play testing, with specific examples of things we caught and changed through the process. 11:30 Chris Heatherly, Disney 12:00 Group Photo, Lunch (Lobby) 1:00 Kate Wilson of Nosy Crow: What goes into making a story app? A Look Under the Hood 1:30 Chip Donohue Back to the Future: Lessons in App Design from Mister Rogers 2:00 Demos 3:00 Bus trip to Mediatech Foundation, 118 Main Street, Flemington, NJ 08822 1. Meet the testers. 2. Going Global -- Two Projects to Know. Global Literacy Project: Tinsley Gaylean from MIT, the Director; and Stephanie Gottwald from Tufts, who is the Director of Content. From the Breteau Foundation Lainey Franks. Moderated by Claire Green.. 4:00 Demos in the community room 5:00 Bus leaves to the Inn. 6:00 Dinner (on your own) 8:00 Jesse Schell, The Tablet Has Landed... Now What? 10:00 Demos, free play and late night discussion. 12:00 Lights out. “An idea can turn from dust to magic, depending upon the talent that rubs against it” 5 Dust or Magic 2014 Tuesday November 4, 2014 If you're staying in the Inn, make sure you checkout of your room by 10:00 AM. It is OK to store bags in the Riverside room. 7:30 Breakfast 8:00 Dust or Magic Talk Series (20 minutes each; a great mind attacks a timely topic of choice and we make a video for the world to see). Barbara Chamberlin ”What are we even doing? Rethinking the impacts of our work.” Mark Schlichting, CEO Noodleworks. Animation Tricks and Character Design Short Cuts: Creative tips on efficient animation design for children’s products. Chris Byrne WTF ??? It’s Not What You Think it Means. Kate Highfield The view on Children’s IMM from the other side of the world. Drew Davidson Who makes the magic? A look at the teams behind the products. 11:00 Stephen Gass: Get Out Your Lasers…. A Review Quiz on the latest research, myths and what happened in the past 36 hours. 11:45 Evaluations 12:00 Lunch 12:20 option (for those who want to eat fast and dash). Transbridge Bus #1 leaves to Newark Liberty, arriving 1:35 PM (for early flights). Departure is from the Hess Station, 5 blocks from the Inn. 1:30 Dust or Magic limo bus departs to Newark Liberty International Airport, arriving 2:45 PM 1:55 Transbridge bus departs to Newark Liberty Airport, arriving 3:15 PM 5:50 PM last Transbridge bus departs to Newark Liberty Airport, arriving 7:15 PM (departs from the Hess Station, 5 blocks from the Inn). You can buy tickets from the Valparaiso Deli, Rt 165 & Rt 518, 609-397-1116 Dust or Magic 2014 6 Wi-Fi not up to speed? Need some more coffee? The Number for the Front Desk is (609) 397-4400 Or send a text to Warren’s Cell 908-797-3580 Participant List 2014 Fall Institute Chloé Benaroya , VP Consulting and Services Tribal Nova Chloé Benaroya joined Tribal Nova as the VP Consulting and Services in May 2012. She has produced over twenty children's interactive educational games, ebooks and web portals in her career, among them The little Prince, Artus, Toupy and Binoo, Bayam and more recently Mini-TFO.Founding producer of the successful million account virtual world for teens Woozworld.com, she also worked on interactive projects for ONE DROP, the Cirque du Soleil foundation, and renowned museums such Le Louvre, le Musée de la Légion d'Honneur, le Musée de la Marine. She is an Honors graduate from the Sorbonne - Paris. Connie Bossert , President & CEO Fairlady Media, Inc. Connie Bossert is president and CEO of Fairlady Media, Inc., an independent game studio near Raleigh, NC. Connie and her husband James co-founded the company in 2009, and have produced more than 30 games for iPhone and iPad with millions of downloads and counting. The company specializes in development of family-friendly and educational mobile games and has partnered with companies such as Sesame Street, Houghton-Mifflin, Callaway Digital Arts, Sanrio, Hearst Corporation, and American Greetings to create the highest-quality products in the market. Connie holds a doctoral degree in Educational Psychology from Penn State University. She has worked as a senior instructional designer and professor, teaching courses in adolescent and child development. She is a self-taught graphic designer and illustrator. As a parent of two young children, she applies her experiences with technology-savvy kids to the rapidly changing educational games market. web: www.fairladymedia.com <http://www.fairladymedia.com> twitter: @FairladyMedia email: [email protected] Francois Boucher-Genesse , Co Founder Ululab Francois Boucher-Genesse did a master’s degree in education in order to find the best ways to use video games as educational tools. He realized through his research and consulting activities the tremendous potential games could have in education. He then cofounded Ululab, hoping to contribute to this exciting new branch of the game industry. Ululab released their first title this year: Slice Fractions. Warren Buckleitner , Editor Children's Technology Review Warren Buckleitner is an educational psychologist who reviews children's interactive media. He's been a preschool, elementary and college teacher (currently TCNJ's IMM program). He is the founding editor of Children's Technology Review (www. childrenstech.com). He speaks at education and library conferences, and contributes content to many books and publications, including a decade of children's tech coverage for the New York Times. He holds a degree in elementary education from Central Michigan University (Cum Laude), an MA in early childhood education from Pacific Oaks College, and a doctorate in educational psychology from Michigan State University. He serves as a Sr. Advisor to the Breteau Foundation, and coordinates the KAPi prize at CES and the BolognaRagazzi Digital Prize at the Bologna Children's Book Fair. In 2000, he started Dust or Magic (www.dustormagic. com) and the Mediatech Foundation (www.mediatech.org), a non-profit community technology center in his town's library where he serves as a Trustee. He is the father of two daughters, tries to play trumpet in a Dixie band, and wants to someday be able to juggle like Jesse Schell. 7 Participant List 2014 Fall Institute Chris Byrne , Content Director TTPM Chris Byrne has ”toy sense,” and he’s always willing to share his ideas, which is why it’s great when we can get him to Dust or Magic. And this is his busy season. Despite seeming like a kid, Chris has a 30-plus-year career in the toy industry. Currently, he is a partner in aNb Media, LLC and content director for TimetoPlayMag.com. During his career, he has held a variety of positions with toy companies covering marketing, media, operations, product development and creative. In 1988, he formed New York-based Byrne Communications and is a researcher, analyst and consultant who has worked with a variety of Fortune 100 companies tracking kid trends, product development and strategic marketing campaigns. He is regularly sourced by the investment community for insights into all aspects of the toy and children’s products industries. He speaks at trade shows and for corporate events on the effective integration of play into creative management. Chris is widely published on the topic of toys and family life and in addition to his work with Time to Play he is editor-at-large for the trade publications Toys & Family Entertainment and Royalties. His latest book, “Toy Time” was published by the Three Rivers imprint of Random House in October, 2013, and his next book, “Serious Fun: An Introduction to the U.S. Toy Industry” is due out from Business Experts Press in early 2014. In addition, Chris is widely quoted in the media and appears regularly on local and national television commenting on toys and demonstrating new products. His media appearances reached more than 120 million consumers in 2012 in just a three-month period (October through December). He has appeared onLive! With Kelly & Micahel, Oprah, LIVE, Soap Talk, Today, Good Morning America, The CBS Evening News, ABC Nightly News, FOX News, CBS This Morning, Good Day New York, CNBC, CNNfn, MSNBC, ABC, The Motley Fool, National Public Radio, Bloomberg Television and Radio, and on countless other national and local market business and consumer programs around the country and internationally. In addition to his work in the toy industry, Chris is involved in several non-profit organizations benefiting children and literacy. Visit www.timetoplaymag.com Daren Carstens , President Carstens Studios Daren Carstens founded Carstens Studios Inc., where he authors, designs, programs and develops educational products for children. He has worked in K-12 educational publishing for 20 years, and his work has received many awards including the prestigious international Bologna Children's Book Fair New Media Prize in the Best Educational Software category, 2010 & 2011 Parents' Choice Gold Awards - Parents' Choice Foundation, and 2010 & 2011 Editor's Choice Awards - Children's Technology Review. Daren combines the rare talent of a thorough understanding of learning processes with the ability to bring creativity and innovation to sound instructional products. In addition to creating and developing its own products Carstens Studios has partnered with other companies including PBS, The Jim Henson Company, and Money Savvy Generation. Barbara Chamberlin , Professor, Game Developer NMSU Learning Games Lab Barbara Chamberlin oversees development and research at the Learning Games Lab at New Mexico State University, where she is a professor. The Lab develops a wide range of learning tools — including games, apps and interactive sims — and does extensive formative testing with users while developing products. She is especially enthusiastic about games for math and science (such as mathsnacks.org and scienceofsoil.org), financial literacy, and active games. Her PhD is in educational technology from the University of Virginia. She’s also a math and science nerd, museum fan, experimental cook (especially with chile… yum!), and a mom of a 6 and 10 year old (who share her enthusiasm for math and science, museums, and eating in general, but not chile.) See apps and games from NMSU’s Learning Games Lab and information about their testing programs at learninggameslab.org Jayne Clare , President Teachers With Apps Jayne Clare has been a Special Education teacher for the past 30 years. She puts the utmost value in motivating students creatively and getting them excited about their own learning. She has always known the importance of integrating technology across all curriculum and content areas. Jayne Clare’s passion is working with struggling learners; reading readiness is her expertise. Jayne is co-founder of Teachers With Apps, an educational app review site. In addition, she offers her expertise in working with developers achieve appropriate educational content for their apps via Jayne Clare Consulting. Jayne hosts the weekly Educational App Talk, a Facebook Forum that discusses hot topics in the app world. She recently won the NSBA 20 to Watch Recognition Award, which identifies emerging leaders within the education technology community who have the potential to impact, the field for the next 20 years. Her undergraduate is in Art Education from Southampton College, she has a first Master’s in Special Education, and second in Educational Technology, both from CW Post. 8 Participant List 2014 Fall Institute Chris Crowell , Chris Crowell is a nationally recognized educator who has taught kindergarten for the past 18 years in Flemington, New Jersey. He has been a member of federal, state, and local curriculum development teams and has attained local, national, and international recognition for his work in education including being honored in 2004 by the US Department of Education Teacher to Teacher Initiative. He has his Masters in early childhood education from The College of New Jersey and his Bachelors in communications from Seton Hall University. Chris is a Geraldine R. Dodge Fellowship Recipient, Rutgers Family Science instructor, national and state soccer coach, and currently serves as President of Mediatech Foundation — a non-profit community technology organization established to provide technology access to Hunterdon County residents while fostering creativity, learning, and socialization. He likes kids, basketball, coffee, Mini Coopers and responsive, well designed apps that empower young children. Drew Davidson , Director ETC at Carnegie Mellon University Drew Davidson is a professor, producer and player of interactive media. His background spans academic, industry and professional worlds and he is interested in stories across texts, comics, games and other media. He is the Director of the Entertainment Technology Center at Carnegie Mellon University and the Founding Editor of ETC Press and its Well Played series and journal. Drew helped create the Sandbox Symposium, an ACM SIGGRAPH conference on video games and served on the IGDA Education SIG. He serves on many advisory, editorial and review boards as well as judge and jury panels. He is the lead on several grants with Macarthur and Gates, and has written and edited books, journals, articles and essays on narratives across media, serious games, analyzing gameplay, and cross-media communication. Jens Peter de Pedro , Play Designer Toca Boca Jens Peter, also known as JP or Jens, is a Play Designer at the digital toys studio Toca Boca. He is planning on presenting the full version of his TED talk about gender and app design. He is the master mind behind apps such as Toca Hair Salon, Toca Band, Toca Kitchen, Toca Train, and Helicopter Taxi. Jens Peter has worked for organizations such as WGBH Boston, Swedish Television and The United Nations. Jens Peter has a Masters in Interactive Telecommunications from New York University’s Tisch School of the Arts, 1999. He also received a Bachelors degree from Stockholm University in Psychology, Education and Children’s Culture, 1997. Jens Peter likes cheap food, playing basketball, rhyming and going for walks in desolate industrial areas. He lives in Brooklyn with his wife and two daughters. Jens is pronounced Yens. Twitter: Jens Peter de Pedro @jenspeter Matthew DiMatteo , Director of Publishing Children's Technology Review Matthew DiMatteo is the Director of Publishing at Children's Technology Review. He currently is working with relational databases to build CTREX. He also is teaching Games I: Design and Architecture at The College of New Jersey as an adjunct professor in the Interactive Multimedia department. He holds a Master's degree in Entertainment Technology from Carnegie Mellon University, and has a background in game design and digital media. Chip Donohue, PhD. , Dean of Distance Learning & Continuing Ed. TEC Center at Erikson Institute Chip Donohue, PhD, is the Dean of Distance Learning and Continuing Education at Erikson Institute in Chicago, where he is leading the development of online Master’s degree, certificate and continuing education programs. He is also the Director of the TEC (Technology in Early Childhood) Center at Erikson. Chip is a Senior Fellow of the Fred Rogers Center for Early Learning and Children’s Media at Saint Vincent College, where he co-chaired the working group that revised the 2012 NAEYC & Fred Rogers Center Joint Position Statement on Technology and Interactive Media as Tools in Early Childhood Programs serving children from Birth through Age 8. In 2014, Routledge and NAEYC have co-published a book he edited, Technology and Digital Media in the Early Years: Tools for Teaching and Learning. In 2012 he received the first Bammy Award and the Educators Voice Award as Innovator of the Year from the Academy of Education Arts & Sciences. Linus Feldt , CEO Filimundus Leah Feuer , Product Manager Tinybop, Inc. Leah Feuer is a Product Manager at Tinybop - a Brooklyn-based studio of designers, engineers, and artists building elegant, educational iOS apps for kids around the globe. Throughout her career she has worked to weave together tech, data and design. She has produce over 20 apps for big brands and startups alike. 9 Participant List 2014 Fall Institute Dan Flannery , Co-Founder Jumping Giant Dan is a former preschool teacher and entrepreneur with a background in child development. My current venture, Jumping Giant, is an audio house that specializes in original music composition, voice-over, and sfx for children's apps, animations, and more. Side projects currently include educational consulting, curriculum development, and music programs at libraries and schools. When I'm not at the studio, I enjoy foraging for wild foods and riding my bicycle. Feel free to say hello@ [email protected]! Taylor Foley , Digital Product Manager Houghton Mifflin Harcourt Taylor Foley is the lead on consumer apps for Houghton Mifflin Harcourt. She develops enhanced ebooks and other digital products in the kids, adult, and culinary spaces. She aims to create the best possible interactive experience to fit the target audience—whether it's kids, teens, cooks, or adults. Lainey Franks , General Manager Breteau Foundation Lainey Franks is the General Manager of the Breteau Foundation (breteaufoundation.org), which is bringing digital educational tools to the world’s underprivileged children. Lainey has over 14 years of international experience in strategy, marketing and business development. She held senior management roles at Lonely Planet, where she played an important part in the transition from print publisher to multi-platform content publisher, working with Apple, Google, Amazon and other digital partners. She is a qualified teacher and has taught Mathematics at a secondary school in London. Lainey has a panel of young app-testers at home (3, 5 and 7 year old children), an MBA from INSEAD and a BA in Computer Science from Harvard. You can reach her at [email protected]. Tinsley Galyean , MIT Tinsley Gaylean is the Director of The Global Literacy Project (globallit.org) and is a Research Affiliate at the MIT Media Lab. He serves on the Steering Committee of The Dalai Lama Center For Ethics and Transformative Values. Tinsley's education has spanned both art and technology -- long before it was considered a good career move. He was the first person to receive his Ph.D. from the Interactive Cinema group at the MIT Media Lab, where he worked to evolve cinematic storytelling techniques for use in interactive experiences. In 1996, Tinsley founded Nearlife, leveraging the power of new technologies for corporate clients. Must of this work involved Location Based Entertainment (LBE) and museum exhibits. Examples of this work are the large scale interactive table and touch walls for: MoMA, Chicago Mercantile Exchange, Liberty Science Center, Georgia Aquarium, and the new a interactive experience for Cirque Du Soleil’s Beatles Revolution Lounge. Tinsley is an inventor and holds a number of patents, several of which have been used in the development of new children's television projects. This work has included broadcast and online projects for Disney, Warner Brothers, and Discovery Kids. The work for Discovery Kids received an Emmy nomination. His unique mix of skills and experience allows him to develop unique concepts and experiences, often never done before, while also delivering the technical means by which these ideas can become a reality. Stephen Gass , President The GASS Company STEPHEN GASS President, The Gass Company From about the second grade on, Stephen Gass wanted to be a doctor. During college, his interest turned to education. After a few years teaching, the doctor calling returned. But, with just a dissertation to go to complete a PhD in child development, a job at Sesame Street released his inner “Geppetto.” Stephen’s spent the last 30 years creating and marketing a wide range of children’s products, both traditional and digital, including toys, books, games and video for kids between the ages of 6 months to 12 years. Gass has been an innovator throughout his career: he launched an educational toy group at Coleco; led the creative efforts at Scholastic’s and Nickelodeon’s first software groups; played on the original Noggin development team; served as President of Sesame Workshop, Online; created and built eebee’s adventures, the multi-award winning infant brand to over 15 million views. He is a member of the Education Committee of the board of trustees at PBS-affiliate, WNET/ Thirteen; a trustee of the Toy Industry Foundation; an advisory board member of the NY International Children’s Film Festival; and a TechStars mentor. Currently, he serves as the president of The Gass Company, a children’s media agency that provides creative, business and content strategy services for clients including Sesame Workshop, Citibank, Discovery, American Museum of Natural History and MoMA. Gass received a B.A. in psychology from New York University, an M.A. in developmental psychology from Teachers College, Columbia University, and completed work toward a Ph.D. in educational psychology at The City University of New York. 10 Participant List 2014 Fall Institute Nathalie Gauthier , Co-Founder Seven Academy Nathalie is one of the three co-founders of Seven Academy. She is a key player in the organization always on the lookout for innovations that revolutionize children’s ways of learning. Prior to Seven Academy, she worked as an eLearning Consultant for Miyagi, holds a Masters Degree in Design and Contemporary Technology from ENSCI, Paris, and a B.S. in Environmental Design from UQÀM, Montreal. Contact: [email protected] Stephanie Gottwald , Stephanie Gottwald, Ph.D. is the Director of Content and Deployments of The Global Literacy Project (globallit.org). She is also the Assistant Director of the Center for Reading and Language Research at Tufts Universtiy. Stephanie is a linguist specializing in the interaction between the acquisition of spoken and written languages. For the last 15 years, she has directed educational investigations into research-based solutions for struggling readers, including the development and longitudinal, NICHD-funded, efficacy testing of the RAVE-O program, an evidence-based fluency and reading comprehension curriculum. Stephanie coordinates the language and reading data from coding systems of raw input to analysis, as well as contributes to the development of theory-driven apps. Claire Green , President Parents' Choice Foundation Claire helms Parents’ Choice Foundation, best known for the Parents’ Choice Awards program. In commemoration of Parents’ Choice Foundation's 30th anniversary, Claire cofounded Sandbox Summit.® Clearly, all things connect to Dust or Magic; Robin Raskin made it possible for the inaugural Sandbox Summit® to be held at the 2008 CES; Scot Osterweil and MIT’s Education Arcade have hosted Sandbox Summit for the past five years. In September 2014, Claire resigned from Sandbox Summit to concentrate more fully on the PlayAbility Scale, nutrition labeling for toys and games. Claire serves on the selection committee for the National Toy Hall of Fame® at the Strong National Museum of Play,® as a member of the Toy of the Year (TOTY) nomination committee for the Toy Industry Association and beginning soon, as a judge for the KAPi Awards. Steve Grosmark , Director of Development Artgig Studio Steve joined Artgig Studio, a boutique interactive firm based in Westchester, NY in 2002. Before that, he worked at Sunburst Technology, then a division of Houghton Mifflin Interactive, developing and producing educational tools and games for schools and children. Over the last 12 years Steve has architected websites, games, enterprise web tools, and mobile applications for a variety of clients. Steve has also worked on all of Artgig's own award-winning kids educational apps, including Mystery Math Town and Marble Math – developed under the Artgig Apps brand. You can find examples of Artgig Apps on the website: http://www. artgigapps.com Colleen Hampton , Product Manager Tinybop, Inc. Chris Heatherly , SVP/GM Disney Interactive Kids The Walt Disney Company Chris Heatherly is general manager & vice president of Toys for Disney Consumer Products (DCP). He leads the North America toys and electronics line of business and oversees product innovation and development. Previously, Heatherly was vice president of Technology & Innovation for Disney Consumer Products. He joined Disney in 2002 and launched the company’s consumer electronics business. Heatherly came to DCP from Frog Design, where he was a Chief Strategist, managing the cross-functional strategic consulting practice for companies ranging from startups to global brands such as SAP, Dell, Ford, Target, and Nike. Prior to that, he held several positions at Power Computing and Apple. He holds a bachelor’s degree from the Jesse H. Jones School of Communications, University of Texas at Austin. 11 Participant List 2014 Fall Institute Kate Highfield , Lecturer, Mathematics, Science & Technology Institute of Early Childhood, Macquarie Kate Highfield is a teacher educator from the Institute of Early Childhood, Macquarie University in Sydney, Australia. After teaching for over ten years, Kate now works with student teachers, children and educators. Kate’s PhD focused on the use of simple robotics in mathematics learning and examined the key role of metacognition in problem solving. Her current research and teaching explores the use of interactive technologies for learning and play, with a focus on how mobile and touch technology can be used as a tool to enhance learning. Kate has been recognised as an exemplary educator at faculty and university level. She currently convenes a range of units in Mathematics, Science and Technology (STEM) and Professional Experience and is a research supervisor for undergraduate and postgraduate students. Kate also works as the research liaison for Macquarie University’s ICT Innovations Centre and is an engaging and sought after presenter with experience with small groups through to keynote presentations at large conferences throughout Australia and Internationally. Kate has been interviewed by a wide cross-section of the Australian media and regularly presents for the Australian Council on Children and Media. She acts as an educational consultant for a range of App development companies and was recently part of the team awarded two national awards for the ABC Playtime App (AIMIA 2014). Email: [email protected] Twitter: @kateytwit Web: http://www.katehighfield.com Grant Hosford , codeSpark Grant is the CEO and co-founder of codeSpark, a learning game company driven to ignite interest in computer science and turn programming into play for young kids. Previously Grant was a Sr. Director at Idealab, one of the most successful tech incubators in the world. Grant was responsible for evaluating early stage ideas so the best could be turned into companies. Idealab has started over 125 companies since 1996. Prior to Idealab Grant was a senor executive at several early stage companies, including eHarmony and ZAAZ, an awardwinning interactive agency. Grant has been using data to improve online marketing and business performance for 15 years. Grant has a MA from The Fletcher School (Tufts University) and a BA from Claremont McKenna College. Katya Hott , User Testing Lead, Project Manager BrainPOP Katya Hott leads user testing initiatives at BrainPOP as well as project managing BrainPOP's GameUp. Before coming to BrainPOP, Katya worked as an ESL teacher in Boston and was passionate about incorporating technology in her classroom. After teaching, Katya received a Masters in Digital Media Design for Learning from NYU and spent three years as the learning content producer for educational games at E-Line Media. Katya also co-leads the #EdTechBridge community on Twitter, with the mission of bridging the gap between educators and EdTech entrepreneurs. Azadeh Jamalian, PhD. , Co-founder, Chief Learning Officer Tiggly Azadeh Jamalian is a PH.D student in Cognitive Studies in Education program at Teachers College, Columbia University. She is one of the main researchers and designers for the pre-kindergarten activities in MathemAntics project- with a research interest on gesturing and its effect on early mathematical learning. Azadeh is also one of the primary designers and researchers for the Lit2Quit game project, with a focus on emotional and cognitive responses to game play. She holds a master’s degree in Instructional Technology and Media from Teachers College, Columbia University. Her master’s project was about Boogie Bash- a pattern recognition mobile game for preschoolers, which was chosen as one of the top 10 projects in The Cooney Center Prizes for Innovation in Children's Learning competition. Azadeh has a bachelor of applied sciences in Systems Engineering and a certificate in Liberal Arts from Simon Fraser University, Vancouver, Canada. Bee Johnson , Creative Director Homer Learning, Inc. Bee Johnson was born in Memphis, Tennessee. She studied Illustration at the Savannah College of Art and Design. Her illustrations have been featured by WNYC, Juxtapoz, Applied Arts, 3x3, and the Creative Review. Her select clients include The New York Times, National Geographic, US Green Buildings Council, EBONY Magazine, and This Land Press. She recently illustrated her first children's book, to be published by Ivy Press in the UK and is working on her second title currently. She is also the Creative Director at HomerLearning, Inc., where she writes, designs, and art directs a team of artists and animators. Sanj Kharbanda , SVP, Digital Markets Houghton Mifflin Harcourt Sanj Kharbanda (@sanjjk) is SVP, Digital Markets at Houghton Mifflin Harcourt. He is responsible for identifying cultivating and growing new digital markets for Trade content. This includes: new format incubation, innovations in content delivery, managing the digital ecosystem and new audience development. Beach, Books, Music, Technology, & Football (not necessarily in that order). 12 Participant List 2014 Fall Institute Matthew Kicinski , Owner & President Artgig Studio Matt founded Artgig Studio, a boutique interactive firm based in Westchester, NY in 2002. Artgig’s key employees first met while working together at Sunburst Technology, then a division of Houghton Mifflin Interactive, developing and producing educational tools and games for schools and children. Over the last 12 years Artgig has worked with various clients to produce websites, games, enterprise web tools, and mobile applications. Artgig's own award-winning kids educational apps, including Mystery Math Town and Marble Math, are available in the App Store – developed under the Artgig Apps brand. You can find examples of Artgig Apps on the website: http://www.artgigapps.com David Kleeman , Senior VP, Insights Programs & PlayVangelist PlayCollective Strategist, analyst, author and speaker — for a quarter-century, David Kleeman has led the children’s media industry in developing sustainable, kid-friendly solutions. In May 2013, he broadened his focus, and is now developing a unique new global kids & family "think tank” as Senior Vice President of Insights Programs and PlayVangelist for PlayCollective. PlayCollective is a global company and network that employs a uniquely integrated mix of market research, strategic business planning, brand building, and multi-platform product development to help organizations of all sizes establish meaningful life-long connections with consumers in today’s fast-paced, non-linear, connected world. From 1988-2013, Kleeman was President of the American Center for Children and Media, promoting the exchange of ideas, expertise and information as a means for building quality. He remains advisory board chair to the international children's TV festival (Prix Jeunesse) and a 2013 Senior Fellow of the Fred Rogers Center for Early Learning and Children’s Media. Kleeman travels worldwide seeking best practices in children’s and family media, technology and products; he has given presentations on six continents. He writes extensively for trade and general press, including two book chapters and commentaries for the Huffington Post. Jason Krogh , CEO Sago Sago Jason Krogh is the founder and CEO of Sago Sago, a company dedicated to creating the best apps for young children. Jason has designed and developed interactive media for 15 years working with clients such as the National Geographic, Sprout, Disney Jr, Vancouver Olympics and the Toronto Public Library. Jason is also the founder of the Zimmer Twins, an online storytelling platform for kids. His most recent venture started after a particularly satisfying rant with Bjorn Jeffery of Toca Boca. In short, Sago Sago was born out a shared passion for making the world more childish. Allisyn Levy , Vice President, GameUp BrainPOP Since joining BrainPOP in 2007, Allisyn Levy has played an integral role in the creation, launch, and continued development of BrainPOP Educators, our online professional community of more than 400,000 members. Now, as Vice President, GameUp, she leads outreach efforts for BrainPOP's online learning games portal, a collection of top, cross-curricular game titles from leading game creators. Allisyn is a National Board Certified Teacher who spent 11 years as an elementary education teacher. She coached an award-winning Lego Robotics team and has worked with students on an array of documentaries, animations, and public service announcements. Her 6-year-old son enjoys being called for duty for occasional play testing. Come talk to Allisyn if you've got a great game that needs to get in front of teachers and kids! @allisyn www.brainpop.com/games <http://www.brainpop.com/games> Beth Marcus , CEO Playrific, Inc. Beth Marcus founded Playrific in 2010 to provide kid-facing brands with economical and successful COPPA-compliant mobile strategies and engaging, entertaining and educational apps. The publishing platform reflects Marcus’ vision of rapid, economical app creation and launch, app store optimization, actionable insight and frictionless content refreshes. Tech-veteran Marcus sold her first company, EXOS, creator of the SideWinder force feedback joystick, to Microsoft (over 10 Million product units incorporating this technology have been sold). With 30+ patents to her credit, Marcus is extensively published and has guided more than 20 start-ups, several of which – such as LeapFrog and SmrtGuard – have been acquired by public companies. She holds a Master of Science (SM) and a Bachelor of Science (SB) in Mechanical Engineering from MIT, and has served on its Mechanical Engineering Department faculty. She received a PhD in Biomechanics from the Imperial College, London, where she was a Marshall Scholar. http://b2b.playrific.com/ Things I recommend for attendees: LearnLaunch http://learnlaunch.com/ (Boston area) and the LearnLaunch accelerator http: //learnlaunch.com/accelerator/program/. Dust or Magic Attendees can receive an extension for application to the next cohort (see me for details). Also recommended: a new app store optimization company we’re working with, Gummicube http://www. gummicube.com/. I can introduce you to their founding team. 13 Participant List 2014 Fall Institute Ann McCormick , Founder Learning Circle Kids LLC Ann H. McCormick, PhD founded and lead software design at the Learning Company for it’s first 16 products, including Rocky’s Boots and Reader Rabbit.With her team, she created a new category of software and a leading national brand. Ann gave invited presentations for the Special Office of the President (US), the LIbrary of Congress, Members of Parliament (UK), the Congress of the Latin Americas (Brazil), and spoke at telecommunications companies (Northern Telecom, Pacific Bell, ATT) advanced labs (IBM, Apple, HP) and for publishers and toy companies. She consulted to Apple Classrooms of Tomorrow and won grants from the Apple Education Foundation, the National Science Foundation, the Walter S. Johnson Foundation, the and venture funds from Melchor Venture Management, NEA, and Robertson Stevens. TLC went public and was sold for $660M. Ann next founded Learning Friends, where she invited industry leaders to “build the future now” at the Nueva School where young children built and played in their own virtual realities, learned C programming with “mentors by modem,” learned 3D graphic design from Macromedia Fellow, Young Harvill. Supported by Apple, the Library Corp and 35 software companies, Ann worked with Apple Fellow Bill Atkinson, consulted to Alan Kay’s group at Apple ATG and to government and industry leaders in 15 nations. She developed prototype literacy software for urban illiterate African-American teen boys with US Department of Education SBIR grants, consulted to Gravity, Inc, Tiny Planets, KidSource and other start-ups. She served on Boards of Odyssey Middle School, Synapse School and was appointed Honorary Head of School for an international school in Beijing. She was awarded grants from the William and Flora Hewlett Foundation, the US Department of Education and NSF. She raised venture funds from Mohr-David, Greylock, Viacom, and Singapore EDB. Ann is now President of Learning Circle Kids, LLC where she leads a team developing an iPad app, Reader Bee, for young children going from not reading to reading. Ann earned her MA and PhD in the School of Education from the University of California at Berkeley in 1972, where she gave the 100th Anniversary Commencement Address. Jennifer McLean , Project Manager Cupcake Digital Todd McMullin , Creative Team Manager Waterford Institute James Miller , Project Manager - Product Development Vtech Kids James Miller is a product developer at VTech Kids. He has recently managed the development of the Kidizoom SmartWatch and produces eBooks and downloadable games for the InnoTab and InnoTab Max platforms. He is also director of the tasked-based learning project for Seeds of Empowerment, a non-profit organization that is a spin-off of Stanford University’s School of Education. James is also a 2nd year grad student at Columbia University Teachers College pursuing an MA in Computing in Education. Annie Murphy Paul , Author Annie Murphy Paul is a journalist and writer who covers how we think and learn—and how we can do it better. A contributor to Time magazine and The New York Times, she also writes the Brilliant Blog, at www.anniemurphypaul.com. She is the author of the forthcoming book Brilliant: The Science of How We Get Smarter. Sandhya Nankani , Founder Literary Safari Inc. Sandhya Nankani is the founder of Literary Safari Inc., which develops K-12 print and interactive content that aligns to 21st century skills and standards and the CCSS. Her work blends her 15+ years of experience in educational publishing, international media, and journalism and has been recognized by the Association of Educational Publishers. Literary Safari's recent projects include ION Future, a STEM career education game; History Detectives Lab (HD Lab), an online game based on the PBS series History Detectives; Nextpert, a suite of digital learning tools for teachers; and international low-literacy versions of What to Expect When You're Expecting for Liberia and Bangladesh. In Winter 2014, Literary Safari will publish its first picture book app, based on a Liberian folktale, How Plover Bird Came to Clean Crocodile's Teeth. This app is the first of what Sandhya hopes will be a series of interactive folktales that introduce elementary-school aged children to the diversity of world literature and enable them to--in the words of author Jane Yolen-- "listen, touch magic, and pass it on!" Mathew Peterson , Owner Shiny Things Mat Peterson’s love of apps and programming began as a child. The 29-year-old founder of educational app development startup, Shiny Things, says he has been building apps since before they were ”sexy”, having built his first one before Apple had even launched the App Store. Today he is focused on producing high-quality education products, designed to enhance the classroom experience for both teachers and students. 14 Participant List 2014 Fall Institute Robin Raskin , Founder Living in Digital Times Robin Raskin is a recovering journalist who now organizes conferences and events on what it means to be “ living in digital times”. An author, editor, magazine publisher, blogger, TV and radio personality, and consultant, Raskin says she’s never met a media she doesn’t like. Raskin is the former editor of PC Magazine and Editor in Chief of FamilyPC. She’s been a columnist for USA Today Online and has authored 6 books about parenting in the digital age. The current roster of events include : Digital Health Summit http://digitalhealthsummit.com Silvers Summit silverssummit.com Sports and Fitness Tech Summit http://sportsandfitnesstech.com MommyTech Summit http://mommytechsummit.com Kids@Play Summit http://kidsatplaysummit.com HigherEdTECH Summit http://higheredtechsummit.com Last Gadget Standing http://lastgadgetstanding.com Mobile Apps Showdown http://mobileappsshowdown.com FashionWare http://fashionwareshow.com and Cloudbase 3. Robin Rath , CEO Pixel Press Robin Rath is the CEO and a co-founder of Pixel Press, a mobile technology startup that enables anyone to create their own video game using nothing more than paper, a pencil and a mobile device camera. Robin grew up playing video games and building websites and is passionate about technology that makes sharing stories and content in creative ways accessible and fun for all ages. Robin lives with his wife Ashley and daughter Kate in St. Louis, Missouri and dreams of one day owning his own X-wing. Dave Ringler , Digital Product Manager Highlights for Children Dave has over six years of in-house and agency-based digital product management, marketing management and digital project management experience. As the Digital Product Manager for Highlights for Children, Dave helps lead cross-discipline teams in concepting, business planning and development of digital products ranging from websites and apps, to tangible play toys and content marketing. He joined Highlights in January, 2014 after a tenure with Resource , one of the largest privately held digital marketing agencies in the country. Dave has helped deliver digital product and marketing solutions to brands of all shapes and sizes, including Pearson Education, Otterbein University, Great Oaks Institute, Nestle Purina Cat Chow, Cintas, Nationwide Insurance and Paul Mitchell. If you’d like to geek out with Dave, he’s always ready to talk about AR, 3D printing, wearable’s and form as function in apps. Kenny Roraback , Director of User Experience Homer Learning, Inc. Kenneth Roraback is the Director of User Experience at HomerLearning, Inc. where he designed the user experience of the award-winning app, Learn with Homer. Kenny has also worked in UX design, web development, and digital strategy for international nonprofits such as the International Federation of Red Cross and Red Crescent Societies and the Eurasian Harm Reduction Network. He has designed and moderated hundreds of usability tests for digital interfaces within the United States and abroad with subjects 2 to 70 years old. Kenny holds physics and theater degrees from the Massachusetts Institute of Technology and an MFA in Design and Technology from Parsons. Jesse Schell , Asst. Prof. of Entertainment Technology Carnegie Mellon University Jesse Schell is CEO of Schell Games. Started in 2002, it’s the largest, most successful game development company in Pennsylvania. As a leader in creating transformational games, they’ve produced innovative, transformational and award-winning entertainment experiences Disney, SeaWorld, Amplify, Yale University, Lionel LLC and The Fred Rogers Company. Jesse currently serves as Distinguished Professor of Entertainment Technology at Carnegie Mellon University's Entertainment Technology Center, where he teaches game design. His critically acclaimed book, The Art of Game Design: A Book of Lenses, captured Game Developer magazine’s coveted “Front Line Award” for 2008. Jesse was also Creative Director of the Disney Imagineering Virtual Reality Studio, where he worked and played as designer, programmer, and manager for Disney theme parks and DisneyQuest. Mark Schlichting , CEO NoodleWorks Interactive Mark Schlichting is an advocate for play. He is also a pioneer of the multimedia industry, an expert in children’s interactive design, is probably best known as the creator of Broderbund’s Living Books CD-ROM series. In 2000 Mark founded NoodleWorks Interactive, a creative design and production company specializing in innovative design for children. In November 2011, NoodleWorks released its’ first iPad app, a word toy called Noodle Words. In March 2012 Mark also joined Wanderful interactive storybooks as their Chief Creative Officer to help with the redesign, update, and release of many of the original Living Books for the iOS and Android platforms. His own (multilingual) storybook, Harry and The Haunted House was released in October of 2012. 15 Participant List 2014 Fall Institute Kabir Seth , Founder, Chief Storyteller Storied Myth Kabir Seth is the founder of Storied Myth, a company focused on educating 5-10yr olds through entertaining E-Book Apps and interactive Real-World Puzzles. The Storied Myth app contains a diverse set of characters that live in the fantastical world of Pangea where they share adventure stories, cultural folktales, character and non-fiction stories. Every adventure story includes a physical “puzzle” adventurers need to solve in order to advance the story. In addition, every story contains comprehension questions that are tracked and shared with parents via a “parent dashboard” Kabir grew up in Michigan with a left-brained father and a right-brained mother (the best of both worlds). He rediscovered his creative side after years in a variety of corporate jobs. Storied Myth is a way for him to connect back to the wonderful world of the Hardy Boys, Bernstein Bears, Encyclopedia Brown and countless other stories he read growing up. Megan Smith , Senior Designer, Interactive Media Highlights for Children Megan has been creating great stuff for kids since 2007, after earning her BFA in Visual Communications at University of Delaware. Her publishing career began in print with National Wildlife Federation as the art director for Your Big Backyard (later Ranger Rick Jr.) and Wild Animal Baby magazines. Her role there quickly expanded into the digital space, as she helped create several apps, including What Did Snakey Eat? and the Ranger Rick Jr. Appventures series. Megan has also worked as a freelance designer on several apps with No Crusts Interactive, including Williamspurrrrg, a collaborative play app featuring hipster cats and her own cut-paper art, and Stride and Prejudice, an endless runner game with Jane Austen's classic novel. In 2014, Megan joined Highlights for Children as the Senior Designer, Interactive Media. She currently lives in Honesdale, P.A., with her chef husband, Zach, and their cat, Spunky. Wendy Smolen , SVP Sandbox Events and PlayPublisher PlayCollective Wendy is a recognized advocate and expert in the children’s toys and media arena. She is the cofounder of Sandbox Summit, an idea forum that explores the intersection of play, learning and technology. Wendy has held senior editorial positions at Nick Jr. Family Magazine and Parents. She has been widely interviewed on topics relating to 21st century kids and parenting, has written and edited books and articles on parent and child interactions, and has consulted on branding and strategy for companies including LEGO, A&E, and HaPE . She’s judged toys for the Toy Association Industry’s TOTY awards and the video awards for Kidscreen, where she writes a bi-weekly blog. She is a member of Women In Toys’ Empowerment Committee, serves as a mentor for The Refinery, an accelerator focused on women-led startups, and is a member of the Advisory Board of In This Together Media. www.sandboxsummit.org http://kidscreen.com/category/blogs/out-of-the-sandbox/ Aleen Stein , Founder and Owner The Criterion Collection A founding partner and principal shareholder of the Criterion Collection, Aleen is also CEO and Publisher of Organa L.L.C., a new media publishing company. Organa seeks to bring the best in children’s animation from around the world to American families, and include art, science, culture and physical health to them. Its partners are mothers and grandmothers, working on original apps, and welcomes partnerships with other creators. She is a former Director of International Licensing for Scholastic, Inc.’s Software and Internet Group, based in New York, and a founding partner and President of Voyager, an innovative publisher of interactive laserdiscs and software since 1984. The Criterion Collection has become known as the "Rolls Royce" of home video. This world-renowned and critically-acclaimed collection of important films with interactive "making-of" supplements has been credited with inventing the “added value” home video market. She is known for her ground-breaking work in the new media industry, including executive producer of several international award-winning CD-ROMs and DVDs. She has been publishing, creating and selling interactive titles for more than 30 years, personally contributing to more than 340. Professional Awards: Winner of special VIRA award for Lifetime Achievement in Home Video Publishing by Video Review Magazine, 1991 Winner of Le Premiere Prix Mobius de la Creation Artistique Multimedia, Paris (CNRS) 1993 Lifetime Achievement from Prix Mobius International Multimedia, Beijing 2001 Lifetime Achievement Award in DVD from DVD Entertainment Conference & Showcase, 2002 www.organa.com www.criterionco.com 16 Participant List 2014 Fall Institute Bob Tedeschi , Columnist New York Times Bob Tedeschi has written for The New York Times since 1998, when he began writing a weekly the e-commerce column that ran for a decade in the business section. He has also been a columnist for the Travel section, the Real Estate section, and the Sunday regionals section, and his stories have appeared in multiple other sections in the paper, as well as on Page One. Mr. Tedeschi now writes a monthly column for the Home section on do-it-yourself home improvement projects, and from 2008 until this summer he reviewed mobile technology and apps for the Personal Technology pages, as the creator and author of the Times’ weekly App Smart column. He has also dabbled in software development, as co-developer of Bobo Explores Light, an educational iPad app for children that was one of three iPad titles this year to win a prestigious Apple Design Award at the annual Worldwide Developers Conference. (Mr. Tedeschi wrote the app under the pseudonym Craig Fusco, and only revealed his identity to Apple after the awards were announced, and after the company had selected the app for its iPad app Hall of Fame.) He is now pursuing other app-development opportunities while on hiatus from technology reporting with the Times, and while contributing to Children’s Technology Review. Julie Thieblemont , Game Designer Tribal Nova Julie Thieblemont works in innovative education application design, specializing in multi-media platforms. Julie obtained her diploma in Education as administered by the French National Department of Education. Thereafter, Julie taught kindergarten and elementary school for 3 years where she developed pedagogical practice and knowledge of the child audience. She then obtained a Master’s degree in Communication and Children Studies from the University of Bordeaux (France). Following this, Julie accepted a position at Tralalere, a company which develops educational applications and serious games. She then moved to Canada to work at Tribal Nova, an Houghton Mifflin Harcourt Company. Her role in pedagogical content and coherence has been paramount in the design of the company’s innovative educational apps. Scott Traylor , CEO, Founder 360KID Entrepreneurial business leader and maker of forward thinking kidtech products, on a mission to see more product successes happen in the consumer and classroom marketplace. Business advisor, research evangelist, former computer science professor, data junkie, blogger & vlogger. Searching for the next new thing. California dreamer. If you share any of the same passions, let me know. The password is "orange." Sara Vitale , Project Manager Seven Academy Sara is a Project Manager at Seven Academy. Though she is new to the team, her experience and education have allowed her to make significant contributions to game development, research, and creation of educational content. Prior to joining Seven Academy, she worked as a substitute teacher in Montreal, QC and spent the summer teaching Life Skills at the Umoja Center Arusha, Tanzania. She has a Bed Kindergarten and Elementary from McGill University. Hans Wagner , Owner Computer Explorers Bob Wickenden , President Jersey Cow Software Co. Robert Wickenden, President Wick is one of the original founders of Jersey Cow Software Co., Inc. Wick has been designing interactive and educational software for over 30 years. He designed the award winning language adventure game “Who Is Oscar Lake?” He is one of the principal design contributors to highlightskids.com, a children’s web community developed in collaboration with Highlights for Children. He is the chief architect of numerous online community infrastructures including highlightskids.com, Money U, the Pocoyo project for the Hispanic Interactive Television Network and most recently Money Habitudes. He is currently working with the COW team on a variety of tablet, smartphone and web-based projects. Education: BFA, University of Vermont; MFA, Rutgers University 1976 Kate Wilson , Managing Director Nosy Crow Kate Wilson is the founder and managing director of Nosy Crow, a four-year-old, multi-award-winning publisher of children’s books and apps. She comes to app making with a background in children’s publishing: before setting up Nosy Crow, she was the UK publisher of US books from Goodnight Moon to The Hunger Games and Judy Blume’s Forever, as well as working on UK bestsellers like The Gruffalo and Horrible Histories. She’s interested in children’s literacy, in building businesses for the long term and in cake. 17 Participant List 2014 Fall Institute Keli Winters , Director of Technology Products Evan-Moor Educational Publishers Keli Winters is the Director of Production at Evan-Moor Educational Publishers. Keli has been with Evan-Moor for 10 years, working with a team of Editors and Designers toward achieving the goal of creating innovative K-6 supplemental teaching materials. She works closely with various departments to shape the technology vision for the Evan Moor including technology that is integrated with print products, standalone technology products, and Evan-Moor's internet presence. Lorri Wyndham, Preschool Curriculum Coordinator Computer Explorers Paul Zdanowicz , Creative Director Tiggly Kiersten Zimmerman , Early Education and Research Lead VizuVizu 18 Child Development 101 for the Developers of Interactive Media An Overview of Influential Theories of Child Development, Applied to Practice his is a handout packet for the designers of children’s interactive media (IM). It is designed to accompany the talks and lectures that are part of the Dust or Magic Institute. Designing IM that works with children depends on a variety of factors, including a solid knowledge of the capabilities and learning patterns of the intended audience, in this case children from 0 to 15 years-of-age. There are three parts: Part 1 covers basic child development theory, especially motivation and Piaget’s stage theory. Part 2 provides an developmental, year by year overview. Part 3 includes essays on various aspects of design. “An idea can turn from dust to magic, depending upon the talent that rubs against it.” Matsuo Bashō (松尾 芭蕉), from the forward of the book by Bob Hughes First edition, 1996. Revised June 2014 Parts by Ellen Wolock, Ed.D, Ann Orr, Ed.D. and Warren Buckleitner, Ph.D. © Active Learning Associates, Inc. All rights reserved. Reproduction in part or in whole without written permission is strictly prohibited. Printed in the United States of America. Children’s Technology Review is a trademark of Active Learning Associates, Inc. 120 Main Street, Flemington, NJ 08822 Internet image references: 16mm projector -- (www.xs4all.nl/~wichm/ cinimage.html, flashlight (cartalk.cars.com/Store/ Car-Kit/list.html), slide projector (www.gpc.peachnet.edu/~ecoway/ equipinfo.htm, Jean Piaget (www.piaget.org). Other 1 Contents Part 1. How Children Learn ..............................3 Intrinsic Motivation Factors: I WANT to play! ......................................................................................3 Piaget: Constructivism, and his Theory of Cognitive Development ......................................................4 Other Influential Theories ......................................................................................................................6 Behaviorism ..........................................................................................................................................6 Constructivism......................................................................................................................................6 Social Learning Theory ........................................................................................................................6 Social Constructivism ..........................................................................................................................6 Enhancing Feelings of Control ............................................................................................................6 Information Processing Theory............................................................................................................7 Bloom’s Taxonomy................................................................................................................................7 Definitions ............................................................................................................................................7 Howard Gardner’s Theories of Mind ......................................................................................................8 The Marshmallow Study ........................................................................................................................8 Literacy Theory at a Glance ....................................................................................................................9 An Amazing History (of Literacy and Technology) ..............................................................................16 The BolognaRagazzi 2013 Winners ......................................................................................................18 Maria Montessori ..................................................................................................................................16 Part 2. Developmental Stages ........................18 Birth to 18 Months ................................................................................................................................18 18 Months to 2 1/2 Years ......................................................................................................................18 2 1/2 to 3 Years ......................................................................................................................................18 3 to 4 Years ............................................................................................................................................19 4 to 5 Years ............................................................................................................................................19 5 to 6 Years ............................................................................................................................................19 Taxonomy of Touch ..............................................................................................................................20 Child as a Tree ......................................................................................................................................22 Part 3. Application ........................................23 Capturing the Magic of Interactive Media ..........................................................................................23 Contributors to Magic; Contributors to Dust ......................................................................................25 Engagement as a Variable ....................................................................................................................25 Eight Lessons for Structured Activities ................................................................................................25 Instructions on Giving Instructions ......................................................................................................27 The Five Ingredients of Active Learning ..............................................................................................27 Digital Play-Doh ....................................................................................................................................27 The Waterline Principle ........................................................................................................................28 How to Build Feelings of Ownership ....................................................................................................28 Pondering Pokémagic............................................................................................................................29 Seven Rules for Making Solid Web/Toy Connections ........................................................................30 A Code of Ethics for Children’s IM Publishers ....................................................................................33 Why Tap Zoo is a Morality Fail ............................................................................................................35 A Generic Evaluation Form ..................................................................................................................36 To Help You Remember ........................................................................................................................36 Sketch pads ............................................................................................................................................37 2 Part 1: How Children Learn Four Ingredients of Intrinsic Motivation The efficiency of children’s learning is increased when they have a stake in the task. It is commonly believed that intrinsic motivation plays a critical role in the degree to which a child will become engaged with an activity. But what is “intrinsic motivation?” Several factors have been identified by motivation theorists (Weiner, 1986, White, 1959; Maehr, 1983; Stipek, 1986; Lepper, 1973 to name a few) as being central to the development of intrinsic motivation attributes in a learner's behavior. These factors can be used as a framework for understanding a child's actions when he or she is using IM or for assessing the overall quality of the IM experience. 1. Enjoyment 3. Interest Children choose activities that they like to do, and avoid activities that are frustrating, static or boring. Implications for interactive media design: When designing an activity, make sure the child finds initial success within the first 5 to 20 seconds. Sign-in screens should be intuitive; the first activities easy and fun. Nothing kills enjoyment faster than failure, in any form. Also, don’t underestimate kids. Some designers think that children don’t pay attention to fine details because they are too young (“don’t worry ... these are just little kids”). Put yourself in the child’s shoes— would you want to play the activity you are designing? Walt Disney understood that the process of creating a successful children’s film is just as difficult as that of creating a film for adults. Disney’s films appeal to all ages, stand the test of time and are watched over and over again. Similarly, the early success of titles like The Living Books or Toca Tea Party can be tied in part to their clever use of animation and humor. When interactive media is easy to use and respectful of children, kids are more likely to use it, and enjoy it. Children are more likely to engage in an activity when their interest has been sparked. Implications for interactive media design: Children love surprises so remember that “variety is the spice of life.” Make sure that each play offers a surprise, or has some sort of open-ended element. Get to know as many real live kids as you can. What are they interested in? Fads come and go, but kids always want interactive media with characters they can relate to, good story lines, quality music, humor, and familiar items and themes. Mix in a surprise, and you have increase the chance that you’ll support intrinsic motivation. 4. Feelings of Success Children develop feelings of competence if they think they have a reasonable chance of success. Implications for interactive media design: It is the developer’s responsibility to provide children with materials and activities that are at or near their developmental level. This, of course, refers to program content, but also to its design as well. There are several components of this. “Minimum User Competency” or MUC means that the challenge should be in the activity itself, not in the physical operation of the program (non-intuitive icons, reading required when the target audience is preschool, etc.) “Motivation Inertia” means that you make sure your interac2. Control tive media includes elements that build on previous success, allowing greater challenge that is tailored to the child’s abiliChildren avoid activities in which they feel they have little ties. Pacing and leveling is also critical— too fast, and the or no control. Good interactive media increases children’s feelings of control by providing an environment where their child builds a failure history rather than competence history. Too slow, and the interest decreases. Teachers have learned actions have impact. that one of the most effective punishments is “time out”, Implications for interactive media design: because children hate to wait, yet that’s exactly what some Make it crisp. Send instant, snappy control messages (such interactive media design does. If extrinsic reinforcers are as an action or audio cue) with each touch or mouse used such as “nice job” or “try again,” make sure they click. A responsive interface, measured in microsecdon’t slow the pace of the activity, especially when Memorize onds, increases feelings of control. You don’t grab there is a timed element. the child's attention with music, video or animation, these 4 factors if it is at the cost of the responsivity. Good interactive ADDITIONAL RESOURCES media allows many opportunities for child input. Carolyn Handler Miller’s “Seven Kisses of Death” has a Why are apps like Wheels on the Bus (by Duck Duck Moose) lot of overlap with these four factors. such favorites? Because every action the child makes results in something happening on See also High/Scope’s Five Ingredients of Active Learning. screen. The child is leads the way, not the interactive media. Finally, good interactive Annie Murphy Paul’s “Brilliant Report,” media also always leaves an intuitive “back http://anniemurphypaul.com/blog/ explores motivation door” or “go back” icon that is in a consistent and children. place on every screen. Once a child understands that he or she can reverse a choice or decision, they are more likely to explore further or try a harder challenge. 3 Jean Piaget Constructivism The research and writings of Jean Piaget (1896-1980), have had an enormous impact on the field of cognitive development and children’s interactive media design. Piaget’s ideas can help you understand the way children think and learn. I like to think of Piaget’s theories in two general clusters: Stage Theory (his description of a set of discreet stages through which children proceed over time), and Processes (his explanation of a set of processes that help move a child from one stage to the next). A basic understanding of Piaget’s theories can help the interactive media designer create more developmentally appropriate interactive media, aka “Magic.” Make sure you search on “Jean Piaget” in both Wikipedia and YouTube for some great resources. See also “What if Jean Piaget Visited the Jersey Shore at http://youtu.be/22APMOH6cik Sensorimotor Preoperational Birth to 2 1/2 years. (a period of sensory input and physical actions) Piaget described the ages of 0 Sensorimotor children think to 2 years as the Sensorimotor like a flashlight—where the Stage. All learning is done via beam shines is where they think. The rest of the world physical exploration of the envidoesn’t exist. ronment. As the child interacts with people and things, pleasing reactions are eventually noted, making the action more likely to be repeated. In the later portion of this period, the child begins to actively experiment, trying out various actions and reactions in a more purposeful manner. By the end of this period, the child has acquired an initial set of concepts dealing with space, objects and causality. ✓ Babies initially think that objects out of sight aren’t there, but later understand that the object doesn’t really disappear (like in peek-a-boo). ✓ Children learn through the direct manipulation of objects, using all senses (touch, taste, sound) ✓ Children learn through the repetition of actions and imitation. ✓ Children understand simple cause and effect. Learn more about Piaget, his life and his work at www.piaget.org. A good book on Piaget for novice readers is The Piaget Primer: Thinking, Learning, Teaching by Ed Labinowicz (Menlo Park, CA: Addison-Wesley Publishing Co., 1980). Ages 2 1/2 to 7 years A period of representational, prelogical thought From approximately age 2 to age 7, Piaget described the child as being in the Preoperational Stage. Preoperational children Language acquisition is a major goal, think like a slide projector. as is “object permanence” or the idea They can typically hold distinct thoughts in mind, but that objects continue to exist even have trouble mixing them, or when they are out of sight. This is understanding that they can the first building block of memory affect one another. and higher order thinking skills. Piaget also believed that children at this age fail to understand that the mass of an object is unchanged even when something is done to it. For example, if you take a short glass of milk and pour it into a taller, narrower glass, children in the Preoperational Stage will think that the taller glass contains more milk. ✓ Children begin to represent experiences through play and communications. ✓ Children are generally egocentric, less able to take another’s perspective. ✓ Children consider the current condition of what they see. For instance, a small banana cut into lots of little pieces is “more” than a big banana cut into just a few pieces. ✓ In the early period of this stage, expressions may be taken literally, e.g. keep an eye on the ball. 4 Concrete-Operations Formal-Operational Ages 7-12 (a period of focused logical Ages 12-17 thought) (a period of unlimited, logical thought) From about 7 to 12 years, the Formal-Operational thinking is child is described as being in the said to begin around age 12. Here, Concrete-Operational Stage, a perithe adolescent begins to use od characterized by a more mature abstract logic, and no longer relies understanding of the world and on concrete objects to form his Like a computer controlled DVD objects around them. They underthinking. Learning can occur player, formal operational thinking Concrete operational kids stand that you can do things that through verbal reasoning, and by children can quickly skip from one think like a motion picture idea to another, hold multiple conchange appearance of an object, taking the perspective of others. projector; a step up from without changing the essence of the distinct “slide by slide” proPre-teens/teens in this period for- trasting ideas in memory, and evaluate the relevance of different ideas. cessing. But they still have object. For instance, children at mulate their own hypotheses trouble jumping, or mentally this age understand that a certain about causes and solutions. They juggling different ideas. This amount of liquid has the same vol- is why they rely on concrete are now able rely on abstract symbols to learn. ume regardless of how it looks, or a materials. ✓ Preteens/teens can rely on symbols to understand and ball of clay has the same mass even learn. after you smash it into a patty. This kind of thinking ✓ Preteens/teens understand complex concepts like densiforms the basis for scientific exploration and ty. Can you name the thought (kids at this age love science), but they ✓ Egocentrism may disappear completely with the two stages on disstill rely upon concrete objects and experiments capacity to think and reason beyond own beliefs. play in “Charley Bit to form their ideas. ✓ A sense of fairness and equality supersedes adult My Finger?” ✓ Children are tied to their direct experiences, authority. but can consider and coordinate more than one dimension. ✓ Children understand time, space and number. Children can conserve, understanding that objects are the same if their original state was equal, e.g. a small banana is smaller than a large banana, no matter how it is sliced. ✓ Children can take another’s perspective. ✓ Children in this period still learn best through concrete experiences. The Art of Confusion: Equilibration vs. Disequilibration Your job as an IM designer is to confuse children. But in the right way, and not in a way that has unintended consequences. How do children move from one stage to the next? Piaget argued that children “build” knowledge via a cycle of repeated and expanded interactions with their environment. Piaget described this process as having two mechanisms. One, he referred to as assimilation. When encountering something new in our environment (which is the prerequisite to learning), humans first try to incorporate that new thing into our existing mental framework. Accommodation is the complement to assimilation. Accommodation occurs when we have to adjust our existing mental framework in order to make room for that new “thing”. Piaget said that these two processes are occurring all the time, back and forth as we experience (learn) new things in our environment. When children encounter something new, they are slightly off balance, experiencing what Piaget called disequilibration. The child naturally seeks equilibration, or a balance between interacting factors inside and outside the child. Real world examples are easy to find. Learning a difficult sport, such as golf (trying to sink a putt, or hit a drive down a fairway), water skiing or snow boarding all have definable moments of assimilation, accommodation and equilibration. Interactive media developers gently nudging the child from equilibration to disequilibration to equilibration, and so on. 5 Social Learning Theory Other Influential Theories The work of Albert Bandura (b. 1925) gave rise to the social learning theory. Bandura emphasized the social aspects of learning, for instance, the importance of observing and modeling the behaviors, attitudes and reactions of others. In other words, Bandura claims that much of what we learn is attained by watching other people. Bandura sees learning as a continual, reciprocal interaction between cognition, behavior and environmental influences. The learner’s attention, memory and motivation are seen as key determinants of learning. Interactive media that models desired responses or that provides children with opportunities to see other kids learning and doing can be said to draw from social learning theory. Behaviorism Behavior can be explained in terms of observable responses to environmental stimuli. Influenced by the conditionedreflex experiments of Pavlov, behaviorism was introduced in 1913 by J.B. Watson who emphasized stimulus-response laboratory techniques. B.F. Skinner took things up a notch by documenting responses to stimuli and rewards in both children and animals; one outcome was the concept of mastery learning, which was applied in the 1950’s as “teaching machines.” Edward Thorndike was another important proponent of behaviorism; his work looked at the role of rewards and consequences and the technique of breaking tasks into small parts to be learned. Interactive media that is linear and scripted or that relies heavily upon external rewards draws from the behaviorist perspective. Slot machines and gambling apply reinforcement theory very effectively. Social Constructivism Lev Vygotsky, a Russian psychologist and philosopher in the 1930's, is most often associated with the social constructivist theory. He emphasized the influences of cultural and social contexts in learning and supported a discovery model of learning. Vygotsky believed that learning and development is a social and collaborative activity that cannot be "taught" to anyone. It is up to the student to construct his or her own understanding in his or her own mind, while the teacher acts as a facilitator. Vygotsky maintained that learning should take place in meaningful cultural contexts. Simulation programs like SimCity are perfect examples of social constructivism, as are online games which facilitate the communication between two or more players. Vygotsky’s concept of the “zone of proximal development” is a useful idea for interactive media developers. This “zone” has been defined as the distance between a child’s independent problem solving and Constructivism This school of psychology asserts that children actively construct their own knowledge from prior experiences — a process of fitting together new experiences with old to create a new reality. The theories of Jean Piaget (1896-1980) have been used to support constructivist curricula which include the open classroom movement, whole language, and others. The idea that the child is an active, not passive, learner is key to this theory. Interactive media that is child-led using open-ended components or virtual manipulatives draws from the constructivist theory. Enhancing Feelings of Control Both clippers have the same function, but the one on the right seems easier to use because of the exaggerated rubbery handles. So it gets used more than the one on the left. Here are some dos and don’ts when it comes to children’s app design. Do • Use rollovers and other “tangible” techniques to foster feelings of empowerment. Things like eyeballs that follow the cursor (ask Moshi Monster’s Michael Acton Smith about that one). • Make the stuff on the screen that catches your eye have a function. The biggest resource you have is a child’s immediate attention (or the first slide, using the preoperational metaphor). • Provide pointers to the hot spot. • Use crisp audio to amplify a child’s smallest action. • Use “hot spice” that is related to the task at hand. • Provide status indicator metaphors that have meaning to a child (e.g., climbing a set of stairs, getting higher in a tree to get to the treehouse, helping a dog get to a bone). • Make it clear when it is “your turn.” • Let a child interrupt the narration or animation. • Make sure a child can get out of whatever the get into. Don’t • Clutter the screen with nonfunctional, “dead” art. Save the frosting for the movie. • Underestimate the role of sound in the design. • Let your narrator go for more than a sentence or two. • Parrot back instructions. • Let decisions about licensed characters get in the way, or diminish child control. • Use reinforcements that have no relation to the task. With IM design for children, it is easy to kill two birds with one stone. 6 his capabilities of problem solving while under adult guidance or the guidance of more capable peers. The “zone” is where you want to be when teaching a child— just slightly beyond what he can already do by himself. The same goes for interactive media activities, you want them to be challenging, but not overwhelming, and you want to give the child enough support while doing the task that he succeeds at learning something new. Programs that track a child’s past performance and automatically offer slightly more challenging activities are using the concept of “zone of proximal development”. Information Processing Theory Definitions Lev Semyonovitch Vygotsky was born in 1896 in Byelorussia (Soviet Union). He began his career as a psychologist in 1917 and only pursued this career for 17 years before his death from tuberculosis in 1934. Based on the work of George Miller and others, the Information Processing theory of learning maintains that children are actively processing, storing and retrieving information (much like a computer) and that teaching involves helping learners to develop information processing skills and apply them systematically to mastering the curriculum. Two major principles of this theory are that short term memory (or attention span) is limited to seven chunks of information and that processing information in sequential steps is a fundamental cognitive process. CAI (computer assisted instruction) interactive media uses these principles. Tasks are broken into sequential steps, connections between new and old information are highlighted, retention strategies are suggested and there is ample opportunity for repetition and review of information. Developers of interactive media designed to teach memorization of facts, reading, etc. should explore this theory further as its concepts can be easily integrated into learning games and activities. Bloom’s Taxonomy In 1956, a group of educational psychologists led by Benjamin Bloom found that over 95% of the test questions students encounter require them to think only at the lowest possible level...the recall of information. Bloom identified six levels within the cognitive domain, from the simple recall or recognition of facts, at the lowest level, through increasingly more complex and abstract mental levels, to the highest order which is classified as evaluation. Evaluation Synthesis Analysis Application Understanding Knowledge (facts) 1. Knowledge: define, list, match, order, name, repeat, memorize, recall. 2. Comprehension: describe, sort, classify, report, review, identify, review, translate. 3. Application: demonstrate, illustrate, solve, employ, use. 4. Analysis: categorize, appraise, calculate, compare, contrast, distinguish, examine, question, test. 5. Synthesis: compare, formulate, manage, organize, plan, prepare, propose, set up. 6. Evaluation: assess, defend,estimate, judge, predict, support, value, test. Interactive media has much to contribute to “higher order” thinking, through simulations such as Sim City or Oregon Trail, where children must continually evaluate and synthesize information related to a long term task. Other activities such as programming in HTML or creating with a database or spreadsheet are also examples of these skills. — * Adapted from: Bloom, B.S. (Ed.) (1956) Taxonomy of educational objectives: The classification of educational goals: Handbook I, cognitive domain. New York ; Toronto: Longmans, Green. 7 intermittent reinforcement— a type of reinforcement schedule in which the praise or reward is given only once in a while (like a slot machine). Of all the reinforcers, this one is the most powerful when used in software. minimum user competency— the lowest level (entry level) skill a child must possess in order to be successful with an activity. A menu that requires reading raises the MUC, for example. responsivity— one of the variables considered to be most related to engagement. An example of responsivity in software is an immediate response to a mouse click or key stroke. zone of proximal development— or “ ” is an especially useful idea for software developers. This “zone” has been defined as the distance between a child’s independent problem solving and his capabilities of problem solving while under adult guidance or the guidance of more capable peers. The “zone” is where you want to be when teaching a child— just slightly beyond what he can already do by himself. A “smart” character that suggests a new activity based on previous performance is one example. Howard Gardner’s Theories of the Mind Gardner on April 15, 2013 at MIT Howard Gardner was a student of a student of Jean Piaget. His mentor was the Cognitive Scientist Jerome Bruner; who was a student of Piaget’s. His greatest contribution is his 1983 theory of multiple intelligences, which he wrote about in Frames of Mind: The Theory of Multiple Intelligences. His idea provides a framework for helping curriculum designers expand the definition of intelligence. The Seven, and later, Nine Intelligences When it Comes to Apps, There are Three Types of Learners Originally there were these seven. 1. Logical-mathematical 2. Spatial 3. Linguistic 4. Bodily-kinesthetic 5. Musical 6. Interpersonal 7. Intrapersonal Gardner has largely remained quite on technology, attributing most tech-related behaviors to logical/mathematical. However, he is collaborating on a book called “The App Generation” in which he identified three types of learners: 1. App dependence = You do what the app lets you do. 2. App enablement = The app lets you do things that you couldn’t do otherwise, like make a puppet show or song. 3. App transcendent = I’m not going to be limited by any app. I’m going to make my own app. These two were added later 8. Naturalistic 9. Existential See Howard Gardner’s Sandbox Summit talk at http://youtu.be/g4i4RifZzWk (recorded by Scott Traylor). Exercise: Think up a profession associated with each intellegence. Two tweetable quotes from this talk: “I think all Amercian Education Thinking is a footnote to John Dewey,” and “In the struggle between Dewey and Thorndike, Thorndike won.” Five Minds for The Future In 2006, Gardner described the “minds” that children will need to “thrive in the world during the eras to come.” The book, called Five Minds For The Future provided these examples: 1. The disciplined mind 2. The synthesizing mind 3. The creating mind 4. The respectful mind 5. The ethical mind The Marshmallow Study The famous and much quoted Marshmallow study (e.g., see Galinski, 2011) was conducted by Stanford’s Walter Mischel at the Bing Preschool in 1988. It attempted to measure a child’s ability to exhibit behaviors associated with delayed gratification. The idea was that if you could had the ability to delay gratification as a young child, it could have big implications as you grow into an adult. Procedure: Preschoolers were led into an empty room and offered a treat of choice (Oreo cookie, marshmallow, or pretzel stick). They were told that they could eat the treat, but if they could wait fifteen minutes they would get a second treat. Children responded very differently. Some just ate the marshmallow, while others waited, making up games to help them resist temptation. The video was often very humerous. Preschool children who delayed gratification were described more than 10 years later by their parents as adolescents who were significantly more competent. A second follow-up study, in 1990, showed that the ability to delay gratification also correlated with higher SAT scores. 8 Literacy Theory At A Glance Learning your letters is hard stuff. An “A” and an “N” look slightly different, but they also carry hundreds subtle attributes which become appearant when combined with a “T” to make a word like ANT. Mix them up and the same letters turn into TAN. In one of the first comprehensive reviews of literacy research Edmund Burke Huey (1908) wrote one of my favorite quotes: ".. to completely analize what we do when we read would almost be the acme of a psychologist's dream for it would be to describe very many of the most intricate working of the human mind, as well as to unravel the tangled story of the most remarkable specific performance that civilization has learned in all its history." See The Psychology and Pedagogy of Reading. SOME ADVICE Watch: Technology, Literacy and the Mind by Marilyn Adams at EETC http://youtu.be/3WJgzuwIIm4 Read: Adams, M. J. (1990). Beginning to Read: Thinking and Learning about Print. Cambridge, MA: The MIT Press Take a developmental view. A child’s capacity with reading and writing varies incredibly, day by day or year by year, which is why Piaget’s stage theory applies. Remember that any theory can find a champion in technology. Constructivists have whole language and apps like Doodlecast; behaviorists have phonics apps like the Bob books. Neither are right, neither are wrong. You should be fluent in both bodies of discourse. RESEARCH on the effects of the iPad on reading pedagogy is as slippery as the iPad’s screen, in part because apps can vary so widely. Look for studies of specific apps and the activities within apps. Also of use: ethnographic studies that watch how children use technology in general. These can greatly inform your work. It is safe to say that “the iPad effect” opens new opportunities for reading, writing and literacy in general that are largely unstudied; other than: a) Children seem to like iPads, and b) There’s a LOT of story-related content being created. MY FAVORITE LITERACY EXPERTS include my former teacher at MSU, Taffy Raphael, now at the University of Illinois at Chicago (see http://tigger.uic.edu/~taffy/) who helped me greatly. Here’s a paper that I wrote for this class: http://childrenstech.com/?p=11691 Also good to watch: William Teale at the University of Illinois (watch http://youtu.be/sg9ED-Fdsks) and his wife, Junko Yokota. They’ve been exploring eBooks recently and have a deep history in traditional history theory. See Junko speak: http://youtu.be/5FGbG2Vq6T4. Also Nell Duke at University of Michigan and Nonie Lesaux at Harvard; plus Marilyn Adams. KEY TERMS AND DEFINITIONS Marilyn Adams defines literacy as “the process and product of gaining concious, reflective awareness of our knowledge, thought and language.” In her 2011 talk at EETC she reminds us that humans have have been “visually representing” for 30,000 years, but it is only within the past 6,000 years that “pictograms” were used to tell stories. The tablet is only 3 years old. LITERACY TERMS TO KNOW Here are some terms from reading theory discourse. Define each and be ready to share: Representation: Oral reading: Emergent literacy: Fluency: Phonetic Awareness: Scaffolding: Sounding out: Phoneme identity: Print Awareness: Contextual clues: Labeling/labels: Invented spelling: Encoding: Reciprical reading: Writing: Text to speech: Zaner-Bloser: Speech to text: D’Nealion: Recording: HWT: Print awareness: A “print rich” environment: Word awareness: Whole language vs. Phonics Silent reading: 9 _________________ _________________ _________________ LIT REVIEW Tseng, K. H., Liu, C. C., & Liu, B. J. (2012, March) found that tablet-based e-book readers can facilitate child-parent collaboration and afford variety forms of interactions. In particular, the storytelling activity on such tablets helped the parents provide different guidance including dialogic reading strategies and those related to story structure, helping the children to reflect on the book read. The result of this study also suggests that a persistent platform that can record and demonstrate the reading experience is a critical element to facilitate participatory reading among children Educators may find it useful to apply such approach in other reading context. Stewart, S. M. (2012) did a doctoral dissertation called Reading in a Technological World: Comparing the iPad to Print at Bowling Green State University and used a control/experimental group and found that “children who read the e-book exhibited progress in the meaning and reading of the words supported directly by the computer compared to the control group. No such progress was observed for words without direct support. No differences appeared in the progress between the two age groups and no interaction was found between age and type of word support.” Korat, O., & Shamir, A. (2012) found that as readers encounter children's literature in new formats and modes of delivery, the basic processes of reading, sharing, discussing and analyzing texts will change. Because of these changes, new instructional approaches and resources will be required.” They have created a pedagogical approach called Reading Workshop 2.0. They calle it Direct and Indirect Teaching: Using E-Books for Supporting Vocabulary, Word Reading, and Story Comprehension for Young Children. 10 Lessons in App-Craft One night, a prosperous publisher was dreaming up an exciting new app ... So began the talk by John Cromie of Touch Press that you can watch at http://youtu.be/R82og144EG8. John’s story, called “the publisher, the app, and his budget” describes how a grand app idea can end with a sadly if it is approached with traditional thinking. His talk was one of two, behind-the-scenes presentations on what Cromie calls “app-craft” given at the first ever Dust or Magic Bologna Masterclass, held the day before the Bologna Children’s Book Fair. A second presentation approached the topic from a fiction angle, given by Kate Wilson of Nosy Crow. Wilson also provided a generous look into the Nosy Crow creative process. Note that the notes in this article are loosely transcribed from the talks, and should not be taken as direct quotes from either speaker without their permission. Non-Fiction Case Study: Touch Press JOHN CROMIE is the co-founder and chief technology officer at Touch Press. He’s been making CD-ROMs for many years which has prepared him well to lead the team of engineers at Touch Press. Some main points: • If you have a craft, you must also have a medium (a potter has clay, for example). App-crafters have a new and mostly unexplored medium that has really come into being in the last 12 months, thanks to instantly responsive multi-touch screens with no lag; high speed solid state drives and always on connectivity, not to mention all sorts of sensors and a compact form. What we do with these devices isn’t television, books or the web. It’s something that is new and unique. • Go native. While there are a lot of app development environments, like Unity, that you can choose, the Touch Press solution is to use the native SDK so that nothing stands between your creative team and what is possible on that platform. Anything that gets between the ideas and the possibilities presents a new set of constraints. • The biggest enemy to an app-crafter is an attitude of “it’s good enough, lets get it out the door.” 11 http://youtu.be/R82og144EG8 • As the technology improves, we, as a larger culture, are also evolving in our expectations of what apps can do, which explains why the notion of skeuomorphism (making screen objects resemble real objects) is starting to fade for the first time. We need to start thinking about an “app” as a much broader thing. • Understand your medium. A carpenter understands wood and a set of tools, and the limits of what wood can do. The same is true for app makers. • Interactions between people and apps can be intimate experiences, and this type of special interaction must be understood in the design process. • Every app is an original work even though it may be based on existing content. • App-craft requires a creative team with multiple levels of expertise, and each team member must work in sync with the others. This includes knowing each person’s limits, and understanding when to back away from a task that someone else might be better qualified to handle. The best attribute for a team member is a passion for both the content and the audience. In other words, a bird lover is likely to make a better app about birds. • Passionate engineers are those that try their best to come up with a viable answer to the question “what if;” for example, “what if we added another language” or “what if we could put every Disney film on a single screen.” It’s also someone who never admits “it’s good enough.” • Creative teams work incredibly hard, under inspirational leadership and they hate the word “impossible.” • Sweat the detail. (Cromie showed a globe with hand painted tiles, where you could see the brush strokes, as an example). • Make apps for “all ages.” A two year old child can enjoy spinning a responsive globe, or watching text sparkle. • Save some room for polish, and tidy up the loose ends. Polish is what you do when you’ve done everything you plan to do, and you have some time left. This is time that needs to be built into the budget. told and retold over the years. The idea of giving the girl a choice in the path she takes to get to Grandma’s house came from came from one of the classic early versions of the story. Finding these things takes research. • Nosy Crow infuses fiction with real elements. The clouds in Jack and the Beanstalk come from photographs of real clouds; and a well where Jack finds a key is made from stones that were photographed at a castle in North Wales. • An iPad screen is roughly the size of one page of a board book. That’s not very big, and can feel very limiting to a publisher who is used to a large format printed page. That’s why Nosy Crow has implemented several page expanding features, such as the ability to scroll or zoom. We also use motion driven 3D effects to help to make a child feel welcome. • We have two levels of writing. One has the main story, with a beginning, middle and an end. On top of that, we float non-linear writing which consists of conversations between the characters that, if we’re doing it right, increase your understanding of the characters, but won’t interfere with the story. • Imaginative engagement already exists in a book. Our app design invites them further into the experience. • Like Touch Press, we prefer to use native tools to increase our control over the medium. It’s harder, but we’ve been able to create a box of code with each app that gets better and better. • It is so important to test with children. We keep lists of the bugs to fix on a collaborative list. We’ve learned that left and right handed children touch the screen differently, and we’ve had to adjust such things as which direction characters enter a scene. • Making an app is a collaborative and collective process, rather than based on a single individual’s talents (Wilson frequently seconded Cromie’s message about the need for creative teams working together). The work is anonymous in a lot of ways, and that’s quite an interesting concept. Fiction Case Study: Nosy Crow KATE WILSON, Managing Director of Nosy Crow, is a passionate champion for reading, and the role that reading can play to empower a child. Her enthusiasm was baked into every aspect of her talk; and she started by reminding the group “there are no experts, only explorers.” Nosy Crow is a 15 person company that has published 100 print books and 12 apps that have inspired the field of children’s appmakers with their uncompromising quality. Some main points: • Fairy tales are extraordinarily robust, which is why we like to turn them into apps. You can bend them and you can twist them, whether it’s in a book, film or app -- and they don’t break. There’s a good reason they’ve been going for 100’s of years. • Today’s children come to an iPad with an expectation about screens, and reading must not be the most boring option for them. We’re trying to create new kinds of reading experiences that present different types of reading opportunities in a nonlinear way. • Making our apps is not like a relay race, where one person hands off a job to another. The process is fluid and dynamic, and requires a lot of give-take and revision. • When I design, I try to empower the child. How scary should we make it? That type of decision affects the level of complexity and the interaction, and it must be just right for the intended audience. • Nosy Crow apps start with original source material. Little Red Riding Hood began with a close look at ways the story has been 12 The Art and the Science of the Children’s eBook by Warren Buckleitner Throughout the ages, children’s storytellers have tapped into the state-of-the-art to practice their craft. Whether it was achieved with charcoal drawings and shadows from a torch, or color ink in the case of Beatrix Potter, the goal is always the same: to educate and delight a child. Today’s state-of-the-art technology comes in the form of a slim glass tablet with day-long batteries, multi-touch screens and the ability to access the Internet. Gone are keyboards, wires and complexity. A 21st century child has two kinds of bookshelves: one with traditional printed books, plus a virtual bookshelf that is in the cloud. These titles are stored in a virtual closet managed by iTunes, Google Play or Amazon, or perhaps in one of many content management services that are popping up. These stores reach across borders, permitting a storyteller’s ideas to flow around the world at the speed of light, often in your choice of language. These are exciting times. The BolognaRagazzi Digital Award was established in 2011 to identify best practice in this emerging category of commercial products, on a global scale. The six winners serve as guideposts for others. But the prize initiative digs up a lot more than just a list of winners. As we made our journey through this year’s entries, we made some notes on what worked or didn’t work. If you’re in the digital storytelling business you can learn from someone else’s mistakes. We also made a video (for 2013, at http://youtu.be/Ea0VL0-Jiw4, for 2014, at http://youtu.be/bAHkW4SYaFU) in which we discussed the entries. eBook, Defined: “Narrative Driven Interactive Media” and Klaas Verplancke, Illustrator, Author & Lecturer, Brugge, Belgium. How many products were considered? For the 2014 edition, there were 258 entries from 37 countries. All entries ran on either Android, Kindle or iOS. How many winners? There were two winners (one fiction, one nonfiction), four mentions (two fiction, two nonfiction) and ten finalists (five fiction, five nonfiction). The winners and mentions were included a short list (either the top ten or top 20). We understand that an “eBook” can be many things to different people. For the purposes of this prize, we define an ebook as “narrative driven interactive media” or an interactive work based around some sort of story. We didn’t consider products with no story involved. We also didn’t consider non-interactive products, such as digitized printed books presented as PDFs or on e-readers. This year, we broke the entries into fiction and nonfiction. Why a Product Didn’t Win FAQs about the Prize In many contests, it is common to end by issuing a press release and some trophies, and then start thinking about next year. Not with this one. We are equally interested in understanding these fascinating products from an objective vantage point. We want to know -- and share -- what’s working and what’s not. So we want to be just as clear about what counts as dust as well as what gets the prize. In that spirit, here are some common attributes of the many non-winning products we encountered. Who can enter? This is a free, public, annual contest sponsored and paid for by the Bologna Children’s Book Fair and organized by Children’s Technology Review. Any author or publisher can enter, and there is no entry fee. Only recent products are considered (within the past year). Who picks the winners? For 2014, the Jurors were Warren Buckleitner, Editor, Children’s Technology Review (USA), Chris Meade Digital Director of if:book, London (UK); Cristina Mussinelli, AIE (Italian Publishers Association) Milan, Italy; • Sprinkled with hot spots, as in “it’s been sprinkled” with animated hot spots that may not support to the story. Said Chris Meade “there were a lot of things being trotted out that were nothing more than some illustrations for you to jab.” THE LESSON: Make sure the interactivity “does work” for the narrative. http://youtu.be/bAHkW4SYaFU • Static graphics. Worse from a child’s point of view, are items on the screen that look like they should do something, inviting a child’s curious touch, but responding with stillness. THE LESSON: If you put a balloon in an illustration, make sure you can pop it. 13 • Page flippers is a term that came up more than once in the juror meeting, as in “it’s just another page flipper.” It came to stand for old thinking in a new age. Page flippers were very common in this year’s entries. Sometimes they even had their own paper rustling sound. Such a navigation choice is an instant flag that says “not very innovative.” THE LESSON: Think outside the page. • Free. Free products were treated with a healthy dose of suspicion. We’d ask “what’s the catch?” Some free products act like a spring-loaded snake, reading to jump at you with an offer or a distracting web page. THE LESSON: If you have a “free trial” version, keep the inapp purchases away from young children. • Noisy. Achieving a psychological balance between screen and child initiation is an art that is instantly violated when sound can’t be controlled. Jurors noted many apps that start like a three-ring circus, throwing music, sound effects and moving graphics, and removing a child’s ability to control the experience. THE LESSON: Make sure you have a mute button. • Anonymous. Sometimes it was hard to find out who made the app. THE LESSON: Make the answer to the question “who made this app” easy to answer. • Nothing new. Many ebooks blend together into a collective mush of medium quality stories with limited features and perhaps a jigsaw puzzle, a coloring page or a game of concentration. There’s so much more the medium can do. THE LESSON: try to stay a step ahead on the innovation wave. It’s far easier to get noticed. • No help for the emerging reader. How does the ebook help a child who can’t read? We were impressed by labeling strategies, closed captioning options, and touch and hear techniques to help a child build a bridge (or a scaffold) toward becoming a reader. THE LESSON: create hooks for success for all developmental levels. Attributes of Winners Each other juror might have his or her own list of winning attributes; these are mine. • Innovative. Thinks outside the page; ideas haven’t been done before. Said André “Imagination and authenticity count for a lot.” • Narrative. The value of a good story can’t be understated. • Pulls the child into the story. There are many ways to pull a child’s ideas into the experience, using the camera, for example. • Beautiful. Today’s tablets have clear, bright screens that are good vehicles for delivering high quality experiences. • Technically sound. No bugs, snags, crashes or delivery worries. • Social. There are opportunities for more than one player to participate, simultaneously. • Made by a real person. Good apps make it possible to learn more about the people behind the work. See, for example Identikat. • Well crafted. The animation and sounds dance perfectly with the story. • Text scaffolding. Helping readers of all levels participate with the language by decoding the print. See We are Alaska. • Work on various screen sizes. We saw some titles like the Nutcracker that were designed with small or large screens in mind. • Ethical. Priced reasonably, with commercial links and/or prompts for additional content kept behind a firewall to protect children from frustration and wasted playtime. • Scary. See iPoe or Midnight Feast. 2014 Winners and Mentions Fiction WINNER Love, The App by Niño Studio (Argentina). It was easy to love this app - tremendous digital imagination and inventiveness applied to a book which celebrates the textures and trickery of paper, giving life to the vulnerability of the story. MENTION Midnight Feast, Slap Happy Larry (Australia). Evocative, sinister and strange (fortunately you can turn down the scariness level for younger readers) this is a story to linger over and take into your dreams, full of surprising changing perspectives. MENTION Jack and the Beanstalk by Nosy Crow (UK). Jack's magic beans spouted a magical app, full of innovative interactive design elements that stretch the medium. Hunt for the Golden Goose, outrun the giant, and mend a broken mirror image, of yourself. 14 Comments from the Judging Form. Here were some of the notes I jotted down as I reviewed the entries. Not all were deal breakers, but they were marks against making to the winner’s list. • Clumsy design: e.g., pages flip in the wrong direction. • Not responsive. • I’ve seen this before. This design was clearly influenced by Toca Tea Party with no attribution. • Good story, amazing graphics, but it is hard to operate the catapult. • Instructions are confusing and unnecessary. • Loads too slow. • Background music loops, over and over and over again. • Crashed. • Starts with a wordy introduction. • Contains ethnic stereotypes. • Evil. This is a “free” catalog designed to tease children, and trick them into an in-app sale. • Contains links to web content in the main menu. • Feels like a template, with sprinkled hotspots • Not reversible. • Asks you to rate this app before you play it. • Pages get turned accidently. • Lots of beautiful looking art that just sits there. • Yet another page-flipper. • Clunky mechanics get in the way of the narrative. • Horrible narration. • Ending makes no sense. • Who made this? The author/illustrator/publisher are not clearly identified. Non-Fiction WINNER - Pierre et le loup (Peter and the Wolf) by Camera Lucida (France) is a well crafted celebration of crisp music and graphics; raising the bar for mixing storytelling, information and musical play. This is an extraordinarily well-thought visual mix of motion media, animation, typography and graphic design that is full of surprising extras. MENTION ABC Actions by Peapod Labs (USA) Crystal clear images bring language action to life at a child’s fingertips; we loved the multiple navigation paths and the ability to dynamically change between the two available languages English and Spanish. MENTION Double Double by And Then Story Designers (USA). Simple drawings and basic animation with elegant, funny and intelligent results, based on a simple idea. esting facts with non-page, non-linear, up/down, left/right tab-based navigation format. Noteworthy feature: the bookmarks that signal a different navigation path; and the interactive growth scales, where you get to stretch your foot. 13. Jack and the Beanstalk by Nosy Crow (UK) is yet another outstanding fairy tale from Nosy Crow. Noteworthy feature; the interactive mirror puzzle. 14. Love - The App by Niño Studio (Argentina) combines a strong story with compelling illustrations. The story has a surprising twist as it reveals itself to you. 15. Midnight Feast by Slap Happy Larry (Australia) reminds us all that touch screen storytelling isn’t exclusive to the very young. 16. Petting Zoo by Fox & Sheep GmbH (Germany) is a textbook example of interactive animation; with visual surprises that morph from screen to screen, challenging the definition of page. 17. Pierre et le Loup (Peter and the Wolf) by Camera Lucida (France) puts visual and auditory quality of the highest calibre at a child’s fingertips. In this case, it’s a symphony orchestra. Noteworthy feature: The augmented reality exploration of the orchestra. 18. Red in Bed by Josh On (USA) is a playful exploration of the primary colors, and the role they play in what a child sees. 19. Rules of Summer by We Are Wheelbarrow (Australia) is a huge download, for not a lot of content. But the idea of pinching and pulling out of a picture is unique, landing this app on the finalist list. 20. Sneak a Snack by Mario Brodeur/U.n.I Interactive (Canada) is comprised of 3D pages that can be moved or swiped, your choice. Shortlist (Top 20 for 2014) Here are the top 20, including winners and mentions, in alphabetical order. Note that comments are CTR’s and do not reflect the opinions of the jurors. 1. 1000 Adventures by Dada Company (Spain) employs a creative “touch countdown” meter on each page, which increased engagement and helps children know when it’s time to move to the next screen. 2. Amico Ragnolo by SmallBytes Digital (USA) is a Spanish language book with excellent illustrations, although the responsivity could be improved. 3. Byron Barton by Oceanhouse Media (USA) combines clean graphics with Oceanhouse Media’s fantastic text scaffolding. 4. Disney Animation by Touch Press (UK) is one of the most breathtaking non-fiction apps of all time. Download this app, if you have room. 5. Double Double by And Then Story Designers (USA) shows how to use a multi-touch screen to present a simple idea, in a surprising way. 6. Droles Animaux by Goodbye Paper (France) is a wonderfully illustrated, zany app with enough interactivity to bring an element of surprise to the letters. 7. Easy Studio by 3 Elles Interactive (France) turns a child into the animator by way of a well-designed set of tutorials and animation tools. 8. Facciamo (Let’s Face It) by Topipittori Isotype.org Semidigitali (Italy) is a delightful collection of interactive forms that can be mixed and matched to make numerals, faces and relationships. Take note of the way the unveil technique is used to uncover hidden images. 9. Fun With Colors The Discovery App by Bastei Lübbe AG (Germany) brings the primary colors to life by way of refreshingly unique illustrations. Noteworthy feature: The “color snake” feature that chases your finger, as you scribble. 10. Gekke Dieren by Querido Children's Books (Netherlands) lets you mix and match animal parts, and record a sound. The illustrations are particularly strong, and manage to go together, despite coming from very different types of animals. 11. I Love My Dad by SnappyAnt Play Limited (Australia) combines delightful illustrations and a meaningful story; though limited interactive design. 12. This Is My Body by Urbn: Pockets (Germany) mixes inter- 15 Maria Montessori Maria Montessori once said: “Never give more to the mind then you give to the hand.” So how does the iPad fit into this thinking? In the fall of 1913 an important visitor from Italy came to the stage at Carnegie hall. But it wasn't to star in an opera. It was to lecture about education, at the invitation of two of her big fans: Thomas Edison and Alexander Graham Bell. After an introduction by none other than John Dewey (can you imagine that pressure?) Dr. Maria Montessori, the 43-yearold doctor-turned-teacher described her new teaching methods for working with the “idiot” children in the Roman slums. She apparently struck a chord. According to the New York Times coverage of her visit, 1,000 people had to be turned away at the door (http://bit.ly/92w6w2) all eager to hear her plans for "the eventual perfection of the human race." Maria Montessori died in 1952, but if she were alive today, she would probably be astonished by how her methods have grown and multiplied. FAMOUS MONTESSORIANS. Graduates of programs bearing the Montessori name include some of the most famous pioneers of the information age: Jeff Bezos of Amazon.com, Sergey Brin and Larry Page of Google, Jimmy Wales of Wikipedia and Will Wright of The Sims. (For a good discussion of Will Wright’s Montessori education, see Brian Crecente’s article on Kotaku, at http://bit.ly/8uiER). All attended Montessori schools, and have mentioned the value of the experience. But she'd be shocked by the number of times her name shows up on schools -- and more recently apps, that vary widely in quality. garten"), years before Montessori opened her school. The Google/Montessori connection is particularly interesting, in part because of Genia Brin, Sergey Brin's mother. Since coming to the United States, Mrs. Brin has helped create a Montessori school -- the Alef Bet Montessori school in Rockville MD. So it’s only fitting that you can find a tribute to her service on her son’s video sharing service: YouTube http://bit.ly/dspD2z. Today, when Sergey Brin gives a talk, he seems fond of mentioning his and Larry’s Montessori past, at http://bit.ly/d4DeFA. One can’t help but notice the similarities between a Montessori learning environment and Google's campus, where employees are encouraged to pursue personal interests like tending bees or planting gardens, and are served a nutritious carrot smoothie during the morning break. A HOT BUTTON ISSUE. Among Montessori groups, the use of technology-based materials like the iPad is debated. One important Montessorian who doesn’t seem afraid of the iPad is Virginia McHugh Goodwin, the Executive Director of the Association Montessori International/USA (www.amiusa.org). She told me in a phone interview that "Montessori would appreciate the deep, intuitive connection the iPad fosters between content and user, taking working with knowledge to another level.” Other clues can be derived from Montessori’s book, "The Montessori Method" which you can read at (http://bit.ly/MNO4D). You’ll find plenty of evidence that Montessori was a bit of a geek. She wrote about the promise of Roentgen Rays (later renamed X-rays) in 1912, and accurately predicted "wonderful things from the Marconi Telegraph" (aka the radio). During a visit I made there last fall, I spotted a life-sized replica of a T-Rex skeleton, and was inspired by the replica of SpaceShipOne: the first manned aircraft to leave orbit and land safely, hanging in the lobby. While these cool toys may seem unrelated to search engines, they are very much related to play, and how people learn. She was also a consummate game maker, constantly fiddling with innovative materials like sand paper to perfect a new self-teaching gadget. Because she’d always put a child’s interests ahead of any formal curriculum, it’s a safe bet that she would’ve encouraged young Sergey Tapping into the power of play was part of Montessori’s magic, but she was hardly unique with the idea. It was central to the theories of Johann Pestalozzi and his student Friedrich Fröbel (the guy who coined the word "kinder- 16 The power of a theory: Montessori on Italy’s 100 lire note, and a KLM jet bears her name. Images from WikiMedia Commons Brin's play with a Commodore 64. Said Goodwin, "Maria Montessori would view the iPad— and devices like it— as a tool for tomorrow’s mind." So when Montessori wrote that education was "seeking the release of human potentialities," it is easy to imagine her including an iPad in her modern arsenal of materials. Let me recap the “pro iPad” reasons: • Montessori was a scientist who was future-centric. She understood that she was living in a changing time, and that children needed to be exposed to modern materials. She was in the business of preparing children for their future, to live to their full human potential, so she would’ve wanted them to embrace, and feel empowered, by every element of their environment, including technology. • She would be discriminating about the types of apps she loaded on her iPads. She’d look for non-commercial apps that promote active learning, are self-correcting, are multileveling, don’t talk too much and empower children. Another word Montessori used frequently was “didactic” as in “didactic materials,” or working toward one right answer; a feature found in many better designed apps. • In designing apps, she’d compensate for the iPad's sensory limitation of just sight and sound, using apps in concert with real, concrete experiences. She would use the iPad to supplement and extend traditional experiences rather than to replace them. After the trip to the Apple orchard, she’d give each child their own apple, to hold, smell and taste. Only then would she read a story about the apples, or let them “pick” the abstract apples on a multi-touch screen. SOME WORDS OF CAUTION Before you rush out and purchase every child an iPad, consider Goodwin’s (and my) words of caution. Mine are based on a close reading of Montessori’s book and a review of hundreds of apps. Goodwin’s have been printed in the essay following this article: • Keep an open mind about this issue. iPads are like chameleons— they take the form of the app they are running. Some apps match a child and your learning philosophy; others don’t. Like anything new, it must be observed and studied to maximize the strengths and minimize downsides. As a scientist, Montessori was trained to systematically study various techniques, use what works, and discard the rest. • Keep things in balance. She'd urge modern parents not to upset the balance of diet, exercise and the development of 17 the senses through exposure to real wood, sand and water. Technology-based experiences can supplement this mix. For example, the camera on the new iPod Touch is an ideal tool for capturing observations on a field trip. • Screens are abstract. Said Goodwin “She'd (Montessori) remind us that any screen is an abstract, two-dimensional object that is removed from reality." In other words, the movements of a virtual fish in the Koi Pond HD app ($1.99 The Blimp Pilots, LLC, www.theblimppilots.com) might fool your cat, but one sniff tells you they're not real. What app could replace the smells and sounds of a real pond? • Technology tends to be expensive and quickly becomes obsolete. You can buy a lot of chromatic silk frames and sandpaper letters for $500, and anyone knows that iPad 2.0 will be “newer, better, faster and cheaper.” • Don’t sugar coat the learning. She'd like apps that are simple and stripped "of all that is not absolute truth," sans licensed characters, long musical introductions, or links that steer a child toward the iTunes store. Because she frowned on the notion of shaping a child’s behavior with external prizes and punishments, she'd recommend apps where the process, in itself, is rewarding. She might ask “What type of society exposes its young to manipulative tricks with commercial motives?” Montessori would probably insist that every children’s app should have a “no candy lane” mode, that perhaps costs a few lire/EU more. It's been 97 years since Maria Montessori gave her famous Carnegie Hall address on how to teach hard-to-teach children. We have no shortage of hard to teach kids today, but it's nice to hope that we have better materials. Keep learning. Watch Sergey Brin talk about his Montessori education. http://youtu.be/3OCAdXjlLBA Part 2: Developmental Stages he following pages offer descriptions of children’s “ages and stages”, and what children can do on the computer at what age. Also presented are some general developmental milestones that children display during their early years. These age estimates and developmental attainments are based on several instruments used to track young children’s growth. While this compilation will help you get a sense of what children can do at each age level, keep in mind that individual children acquire skills at different rates. Knowledge of children’s developmental abilities is particularly important when designing interactive media for younger children (below age 6). Many aspects of interactive media will be affected, such as menu design, content, reinforcement messages and so on. Birth to 18 Months To babies, a computer or an iPad is little more than a busy box. They love to look at the colors on the screen, hear the sounds from the speakers, mouth the screen or mouse cord and wap at the keyboard. Don't expect young babies to make the connection between their movements of the mouse or keyboard and events on the screen. 18 Months to 2 1/2 Years While the computer is still viewed as an electronic busy box, at about 18 months, children begin noticing that they can have an effect on the screen. They can’t use a mouse, but they can use a touch screen. This is an age where they start understanding that they can drive the actions. Attributes of this developmental period include: ✓ Can recognize pictures of objects. ✓ Can identify body parts on self or on a doll. ✓ Can place individual shapes on “form board” type puzzles. ✓ Can use a pencil to imitate a vertical line. ✓ Can match objects by color. ✓ Can match objects by simple shapes. ✓ Can understand the concept of “here”. ✓ Can remember a missing object if it is presented and then taken away. ✓ Begins to categorize objects according to function (e.g. places all of the spoons together). ✓ Enjoys and remembers nursery rhymes. ✓ Enjoys taking things apart and putting them together again. ✓ Has limited attention span. ✓ Can name 1 to 2 colors. ✓ Enjoys copying activities of parents and siblings. ✓ Generally plays along side of peers rather than cooperatively with peers. ✓ Is able to answer simple questions. ✓ Usually speaks in short but complete sentences. ✓ Understands the concept of “now”. 2 1/2 to 3 Years These preschool years are the first real years of independent computer or tablet use. Children can now start and exit from apps, or manipulate the mouse expertly, providing they've had plenty of time to practice. Kids at this age typically want to share the fun with a friend. Ebooks work well at this stage, as do simple adventure programs with strong lead characters. Age 3 to 4 milestones include: ✓ Recognizes most colors. ✓ Can identify simple shapes (e.g. square, circle, triangle). ✓ Understands the concepts of “same” and “different”. ✓ Can play independently for extended periods (approximately 20 minutes). ✓ Begins to play cooperatively with peers. ✓ Enjoys and remembers a favorite song. ✓ Can follow two simple directions in the correct sequence. ✓ Can complete a 4 piece puzzle. ✓ Can copy a cross (+). ✓ Can draw a circle. ✓ Build towers of 10 or more blocks, and can build simple bridges. ✓ Can recognize many letters. ✓ Counts to ten. ✓ Shows some understanding of oneto-one correspondence (when counting, each number represents an object being counted). ✓ By age 4, can use a pair of child-size scissors to cut on straight, thick lines. Age 2 1/2 for many children is a real turning point when it comes to technology. Children can sit for a bit longer (we've seen kids who can sit for as long as 60 minutes), but many have the fine motor control to use a mouse independently. Now they can easily negotiate well designed menus and they know how to swipe and use the home button. They especially love singing along with the music, while watching events on the screen. Keep in mind that the fine motor skills needed to use a touch screen or a mouse develop at different rates. Also remember that technology use is a often a very social activity for young children .... they love sitting in a parent’s lap to experience the activities together, for example. Attributes of this developmental period include: ✓ Can describe the functions of objects (e.g. “What do you sleep on?”). ✓ Asks “why” and “how” questions. ✓ Can anticipate consequences and understand the impact his or her own actions can have (e.g. understand the relationship between clicks of mouse and actions on the screen). ✓ Can recognize several colors. ✓ Knows the sounds that animals make. ✓ Can count to 2. ✓ Engages in simple fantasy play (driving vehicles, cooking meals, feeding baby, etc.) 18 3 to 5 Years These guidelines are no substitute for time on a playground. Age 4 to 5 ✓ Understands the concept of “today”. ✓ Makes fine size discriminations (e.g. can order objects according to size, can match objects according to length). ✓ Makes broad classifications according to type (e.g. animals, foods, clothing). ✓ Understands the sequencing of events (e.g. First we go to the store to buy a cake mix, then we will bake it, and after dinner we will eat it). ✓ Begins to comprehend simple logic puzzles (e.g. If I cut an apple in half, how many pieces would I have?) ✓ Independent play is longer (45 minutes or more). ✓ Plays cooperatively with peers for extended periods. ✓ Abstract thinking is becoming more advanced. For example, children this age can often comprehend the concept of “opposite”. They can also complete simple analogies (e.g. Birds like to fly, fish like to _______). ✓ Uses some irregular past tense of verbs (e.g. ran instead of runned, left instead of leaved, fell instead of fall), but still over generalizes rules of grammar. ✓ Can play simple organized games, while remembering the rules (e.g. musical chairs). ✓ Enjoys pretend play with themes familiar to child (going to work, taking care of pets or babies, etc.). ✓ Can build relatively complex structures with blocks or LEGOs (houses, etc.). ✓ Fine motor skills are increasing. For example, by age 5 many children can operate difficult wind-up toys, or use a key. ✓ Can follow 3 simple directions in the appropriate sequence. ✓ Can answer questions about a short story. ✓ Can draw a person with 5 parts (e.g. head, hair, legs, arms, eyes). ✓ Can recognize letters and associate some letters with their sounds. ✓ Demonstrates understanding of one to- one correspondence. ✓ Can complete puzzles with 8-12 pieces. ✓ Can copy a square. ✓ Can cut on curved lines. ✓ By age 5 can write own name. ✓ Can recognize numerals from 1 to 10. ✓ Can choose objects that have a similar characteristic, and express why they are similar. 5 to 6 Years Kindergartners and 1st graders can use pull-down menus to launch programs themselves (some will even install them for you!). They can also use the computer for simulations, creativity and even for reference. With some help, they can go onto the Internet to research a topic of interest, such as dogs, cats or that special pet lizard. This is a time when solid computer activities can play a valuable role in supporting and building school skills. By this age, children know where the keys are on the keyboard, and can hunt and peck their own names. But don't expect them to be able to type yet... formal typing skills will come much later. ✓ Understands the concepts of tomorrow and yesterday. ✓ Understands the concepts of morning and night. ✓ Knows his or her birthday month. ✓ Can tell time (on hour) around age 6. ✓ Associates most letters with their sounds. ✓ Begins to recognize simple words. ✓ Knows both upper and lower case letters. ✓ Can match simple words with each other. ✓ Can answer “why” questions appropriately. ✓ Waits for turn while playing or while waiting for adult attention. ✓ Can follow the rules and directions of a classroom. ✓ Continues to engage in pretend play with themes familiar to child. ✓ Can adeptly use tools such as scissors, hammers, screwdrivers, etc. ✓ Can use scissors to cut out magazine pictures. ✓ Can use visual details to determine if two pictures are the same or different. ✓ Can copy a triangle. 19 I agree. My best stuff came from watching my own two kids. ✓ Can color pictures within the lines. ✓ Can write numerals from 1 to 10. ✓ Completes 10 to 15 piece puzzles. ✓ Can solve simple addition and subtraction exercises (If I had 4 apples and added 1 apple, how many would I have?). 7-12 years Upper Elementary age children have the ability to read and write, and they are ready to start exploring their world. Socializing with friends can be very important during this time. Technology skills -- such as the ability to search or create and post videos can vary from child to child. ✓ Can use and benefit from and use a smart phone. ✓ Virtual worlds like Club Penguin, and Virtual Pets like Webkinz can be appealing. ✓ Like to collect with games like Skylanders or Pokémon. ✓ Services like YouTube, Google and Facebook become very interesting. 12-up Middle and high school children use technology in many forms, in home and at school. ✓ Can understand variables, function keys and multi-step processes. ✓ Technology can greatly enhance or amplify a specific interest (such as music). ✓ While they may not choose to, a child can learn to use a wide variety of devices. ✓ A smart phone is a highly desired object, although many families can’t afford the data plan. ✓ Texting and social media can be very important to communicating with friends and members of the opposite gender. A Taxonomy of Touch "Nothing lowers the age bar or makes interface invisible like touch capability. Hopefully the iPad will represent the best from both our old Touch Window and the Koala Pad, and go forward from there. Remember what was new and amazing about both of those?) Donna Stanger, Former CEO, Edmark, Corp.; March 2010, two months before the release of the iPad. A perfectly flat, glassy surface is magical all by itself. It doesn’t exist in nature… and when it's covered with fog or a slippery oleophobic coating, it gets even more interesting to your fingers. If you have an iPad nearby, Formal Operational Concrete Operational Preoperational Sensorimotor lay your palm over it and pretend to be a baby. Now, layer 786,432 responsive pixels just a few millimeters below the surface, and Penelope (7-months) likes the free you have a puddle of control unequaled in Pianooohh! app on her mom’s iPad. any previous computing experience. As a result, all of the thousands of ways you could fail with a Table 1: A Taxonomy of Multi-Touch Interaction Styles, by Stage mouse and qwerty keyboard have dissolved into just a few Age and Intentional Touch-Related Motion/Voice Examples dozen with the iPad, and a new Stage Behaviors Behaviors pipeline of interactivity has arrived. • Mouth • Jolt Look for apps that deliver high Birth The Minimum User • Bump/Swat • Shake cause/effect ratios. These are 24 Competency (MUC) has • Kick • Feel the vibration also called “busy box” apps, months dropped from around 2 1/2 • Jab/poke from the iPad’s “interactive play doh” or ratyears (for the mouse) to around • Smear speaker tles. These experiences can • Grasp • Rock empower a child, letting them 12 months (for the iPad). Don’t • Swipe, dig or scoop • Blabber bang on a keyboard take my word for it. Simply go • Swipe directionally (up, down, left • Lean (whole http://bit.ly/bMgr2l, pop bubto YouTube bles, or make waves in a pond. or right), e.g., to turn pages or body) (www.youtube.com) and search Show children where the change photos. • Sit on “baby” and “iPad.” You’ll “change app” button is, so they • Single tap/ single touch with coin• Throw find the work of hundreds of can get out of what they get sized icons • Single word comproud parents who understand into. mands that their baby is doing something rather remarkable. Back • Scribble http://bit.ly/aXqFur or fin• Tilt to steer (like This is the age when a child’s 2 to 5 in the good ‘ol days, you videoger paint. a steering motor abilities start to catch up • Touch and use BB-sized icons wheel) with his or her cognitive abilitaped your child’s first steps. • Slide objects (with thumb or finger) • Align camera ties. They can find and touch Today it seems it’s your child’s • Flick and throw (skeet ball, a shootviewfinder smaller icons, do dot-to-dot first app. ing gallery) puzzles and control things by I’ve sorted through hundreds of • Trace shaking or tilting the screen. videos and tried to put them all • Cut or slice They start to employ their in a single playlist at • Alternate hands (e.g., on a piano emerging temporal and spatial http://bit.ly/9vM6Ui. They keyboard) thinking abilities in their iPad were captured in October of • Press and hold (e.g., as a timer fills) interactions. • Double tap 2010. This presents new opportunities for children's interactive • Spread out (with thumb and index • Balance (tilt) like By the time they are reading, 5 to 12 media developers; nothing finger, going in different directions) a plate children are ready to fully short of a new era in comput• Pinch in (with thumb and index fin• Jump to hop, explore the iPad’s multitouch ger) while throwing a screen, working in concert with ing, as the user interface • Press soft, press hard ball (with a tap). the microphone and becomes increasingly invisible. • Rotate accelerometers. The implications for design are • Hit the target profound, however it requires • Push a magnet (like herding cats) Prior experience will increase some understanding of how it • Two or more combination moveconfidence. works. One way to do this is to ments, like tilt and shoot. watch the app-happy kids play, through Piaget’s developmental • Isometric rotation (both fingers • Children can start 12 - up filter. Using this method, I cremove the same distance, in the to use the comated a draft taxonomy (Table 1) same or opposite direction). pass, and conIf your goal is to develop • Simultaneous rotation, such as with ceptualize the of touch-related behaviors. a proficient iPad user, a compass (hold thumb in one accelerometer. Besides watching the videos space, and rotate other finger). provide plenty of (Table 2), I also tested approxi• Augmented reality camera based exposure to a variety of mately 200 children’s iPad applications such as a virtual planeapps, noting the required inter. apps tarium http://bit.ly/17w96B active behaviors. 20 Table 2: YouTube Multi-Touch Examples, by Age MONOTOUCH VS. MULTI-TOUCH. Touch screens have been around for many years and have been implemented well in the Leapster and Nintendo DS. Multi-touch is a very different psychology, however. While both require fine-motor dexterity of the variety that has been well-documented by penmanship researchers, there is a different set of rules at play with the iPad screen. The iPad’s uncanny ability to tell the difference between a child’s palm, mouth or each finger, working in concert with the microphone and the motion detection accelerometer make it well suited for a detecting a range of otherwise undetectable behaviors. UNDERSTANDING THE IPAD’S LIMITATIONS While the iPad is amazing, it isn’t the perfect children’s computer. Here are some problems we’ve noted: • Young children move— a lot— and can become confused by features like automatic screen rotation. It helps to turn the lock button on. • If you have more than a dozen apps, finding a specific one can be frustrating for a child because the icons look similar. The anticipated folder feature (in the next iOS) can help. It would also be nice if the default size of the thumbnail could be changed in size. • It is possible for children to get into complex apps or features such as the keyboard (when searching). There’s also your email, the app store, YouTube or your browser. You can hide and lock these features in the Settings. Go to Settings/General/Restrictions and make a pin. • The iPad can be heavy and slippery. It helps to use a silicon shell (reviews at http://bit.ly/bNcqGt) that fit snuggly around the iPad, increasing the grip and serving as a cushion, just in case. • Plugging in the cable for charging could be much easier. It has to be facing up, and finding the port (“which end?”) is confusing. • The volume is hard for children (and adults) to find and understand. WHAT’S IT ALL MEAN? The key to unlocking the power of the iPad for children is to watch how they use it. Stay tuned for some pretty amazing children’s apps in the upcoming year as more children’s developers figure out how to better tame the full potential of multi-touch screens. These will undoubtedly expand beyond the iPad to the iPod Touch, Microsoft Surface and Android-based devices. Besides being good for children’s interactivity, the iPad effect is important for adults and busy teachers who don’t have time to fuss around with a mouse and keyboard. All they have to do is reach out and touch. A (Rough) Developmental Listing of Multi-Touch Interaction Styles During the First Two Years of Life http://www.youtube.com/view_play_list?p=26B41EECB4B6D86F 1 month 2 months 3 months 4 months 5 months 6 months 7 months 8 months 9 months 10 months 11 months 12 months 13 months 1 year 14 months 15 months 16 months 17 months 18 months 19 months 20 months 21 months 22 months 23 months 24 months 21 2 years Raising a Child With Technology: The Tree Metaphor SUN symbolizes unconditional love. Every child needs to feel like they are the center of the universe at some point— that their ideas are valued and that there is a place for them in this world. Without sun, everything dies. WATER symbolizes interesting materials to explore. For a young sapling, water is essential for the roots to grow. Boredom, or not enough water, leads to withering roots. Increasingly, developmentally appropriate technology options can get and hold a child’s interest; and resources like YouTube and Google provide an answer to any question. TRUNK symbolizes a solid foundation for the challenging times that lie ahead. In this model, there are three parts to the trunk: spiritual, mental and physical, and each needs plenty of water, sun and time. TRUNK symbolizes a solid foundation for the challenging times that lie ahead. In this model, there are three parts to the trunk: spiritual, mental and physical, and each needs plenty of water, sun and time. BRANCHES symbolize the knowledge domains, of the variety that you can find in Howard Gardner’s multiple intelligences or on any school curriculum chart. Branch growth is stimulated by exposure to interesting things over time. The older a child gets, the more developed the branch structure. The wonderful thing about raising a young child is that you have no idea how they will turn out. Some children may have a strong musical ability while another might have physical or mathematical aptitude. Many parents want a child that is well rounded, with a variety of skills and competencies, while others seem most interested raising a master athlete or a virtuoso musician. BUDS symbolize accomplishments, large and small. Each accomplishment, from “I can walk” to “I can play guitar” grows into a LEAF, which gives back to the tree, making a thicker trunk and a more diverse branch system. Leaves need a continual supply of sun (love), and water (new challenges) in order to return each season. FRUIT symbolizes life accomplishments, large and small. For psychologist Abraham Maslow (Maslow’s hierarchy) the “fruit” might mean reaching a state of self actualization; when an individual accomplishes their life dreams. Fruit is commonly celebrated, on shows like American Idol (musical fruit), or the NCAA Finals (athletic fruit). Less obvious fruit might include making a friend, paying taxes or helping a neighbor in need—the small things that can hold a society together. Where did this come from? I started using a tree metaphor for human development when I was a consultant at the High/Scope Educational Research Foundation; like Stone Soup; many people have contributed ideas to the tree parts. This model has limitations. For example, because it considers a single individual, it doesn’t help us think about the influence of culture (see Vygostky) — that a “tree” is part of a forest. But for a single child, I’ve found it to be useful. I’ve since added Maslow (in the trunk) and Gardner (in the branches). By Warren Buckleitner. 22 Part 3. Application Capturing the Magic of Interactive Media If you want to design great interactive products for kids, it pays to have a kid. Many amazing products can be attributed to parenthood. This was the case with Shelley Day. Shelley, a new mom, wanted to find new ways for her son to play with his favorite homemade bedtime stories about a little car named “Putt Putt.” Putt-Putt became the “vehicle” that helped Humongous Entertainment become a $60 million dollar company. It’s all about knowing and understanding kids. For Craig Hickman, who single handedly programmed the first version of Kid Pix, design success was born out of wanting to improve current products for their own children. Mark Schlichting, the head designer of the Living Books shared this story of how he became captivated by interactive technology. “I’m a parent of three boys and I’d bring home what I thought was good educational software title. Then my sons would play with it once, maybe twice and that was it. Around the same time, one of my older boys and his friends rented a Nintendo game console. In the course of three hours they were up to the 52nd level of play. I thought to myself ‘Look how motivated these kids are to figure this out. There’s an incredible amount of critical thinking going on, but in an environment with no content. Wouldn’t it be great to use this natural draw to technology to deliver real learning through play and exploration?’” Schlichting’s Living Books went on to become a standard-bearer of quality, loved by children, parents and teachers alike for their emphasis on good stories and entertaining exploration. (From: A Conversation with Mark Schlichting, CSR March 1999). Kid Pix, the classic children’s drawing program, was born out of frustration when programmer/photographer Craig Hickman saw his three-year-old son Ben struggling to use MacPaint. “I was surprised at how quickly he got the knack of using the mouse and how easily he was able to select tools. The problem was that he didn't have total control of the mouse and would occasionally (like every five minutes or so) pull down a menu and bring up a dialog box that he couldn't dismiss without being able to read. Everything was fine as long as I was in the room, but if I stepped out for a few minutes I would come back and find Ben kicking on the floor in frustration. This was not what I had in mind for his introduction to the computer.” (http://pix- Imagine your app as a “dinner date.” Some dates talk way too much, can’t be interrupted, or don’t remember things you’d already discussed. Other dates tune in. elpoppin.com/kidpix/index.html). Thanks to Ben, Hickman went on to design Kid Pix, a rich, open-ended draw and paint program rating high in child control. Since Brøderbund’s first publishing of the of the interactive media in 1991, Kid Pix has been translated into dozens of languages and used by over ten million children around the globe. By playing with and observing children— programmers, product managers, CEOs and even reviewers can learn some powerful lessons. To borrow from Bob Hughes’ book on interactive media, Dust or Magic, (Addison Wesley) some of the stuff is pure magic, while some is nothing but dust. Here are some of the ingredients of “magic” interactive products. A “Magic” Product... Is easy to set up. Complex installation and registration routines on Windows computers have damaged the industry. Anything more than “Put the CD in the drive” should be outlawed. Hit Clips (by Tiger) exemplifies “ease of use”. Even the batteries are pre-installed. Just open the package, push the button, and it works. Lets kids “accidentally” succeed. Children, like grownups, want control! Early success in a program is like that great golf shot— it keeps you coming back for more. The program must provide the most direct path to what Hickman calls “the prime directive.” Take the typical racing game. You want to race cars, right? But some racing programs put roadblocks in between you and the racetrack, in the form of layers of customization menus. Let me race the car. Give me the preferences if I want them. Overdelivers and undersells. Few products build customer loyalty faster than interactive media. Parents and teachers can see the difference a well designed program makes for a child, and this builds an emotional bond to the product. Wants to please. Each program takes a child into its own little world, with its own set of rules, and a distinct emotional climate. We tell designers to imagine their program as a “dinner date.” Some “dates” talk way too much, can’t be interrupted, or don’t remember things you’d already discussed. Responsive. Author Bob Hughes offers another way to look at an interface, using a good dog as an analogy. Most computer interfaces are like “stuffed dogs”-- static, they don’t do anything. Other programs or toys are like hyperactive puppies—with so many wriggling, flashing icons, they look like the Las Vegas strip. A “good dog” interface is alert, alive and “ready to help,” but it doesn’t detract from your attention. Developers forget that children are very tuned into subtle messages that they get from the program. Tiny delays in the action, non-intuitive icons, or sluggish reactions to a click can convert feelings of control into irritation. 23 Capturing the Magic, continued. Consistent. Any experienced teacher can tell you… when children know the rules, they settle down and child management issues decrease. A good interface establishes the “rules” early on, and keeps them the same throughout. Want to make a child stop playing? Make an icon that works only after the narration has stopped. Worse, make the same icon do different things, or put two “exit” icons on the same screen. Hughes calls programs that change themselves around “Gestapo Interfaces” and compares the experience of trying to use a poorly designed app or web site (of which there are no shortage) with talking to a paranoid schizophrenic, where the rules can change at any time. “Do I click, or don’t I click? How do I get back to that screen I was playing a few minutes ago? Where’s the undo? ARGGGH!” Helps kids know where they are. Most interactive media uses some kind of “space” and that space needs to make sense to a child. One of the simplest approaches is to keep everything on one screen, like the classic video game Space Invaders. Other tried-and truetechniques include an hub and spoke structure, with different activities radiating out from a consistent menu screen. Getting back to the hub is as simple as hitting a “home” button. Many think this is the magic of the iPad. Maps are another useful navigational tool. Programs like School Zone’s On Track series keep a constant navigation strip on the bottom of the screen. In this case, the strip is made of footprints, each one representing a screen of progress. The longer a child plays, they more footprints are filled in. Once they get to the edge of the screen, they’ve completed the book. They define the space, define the goal, and have a visible reminder of progress. Doesn’t talk down to kids. A wise Mississippi preschool teacher once told me that “a young child can’t spell hypocrite, but they know what one is.” The same goes for interactive media interfaces. Even very young children can sniffing out play value. Media pioneers such as the late Walt Disney understood that children can be the harshest critics. Looks and sounds good. Kids respond to (and deserve) good art and music and original full-strength storylines. Follows play patterns. We call it “riding the horse in the direction it’s going.” Why are RPG (role playing games) so successful? Because children love to pretend. RPG games are natural extensions of what kids are already doing. Programmers and designers should spend some time at the playground. Things you notice there can end up as important elements in your products. Hickman writes “When Ben built something out of blocks, he enjoyed knocking his structure down almost as much as he did building it. Getting rid of the picture should be fun.” Hence Kid Pix’ exploding firecracker eraser, one of the greatest (and most controversial) menu tools ever created. Breaks the rules. A good interactive designer lets a child interact with a product in surprising or unexpected ways; another another hallmark of good play. Let a child solve a pattern puzzle backwards, or pile up thousands of stickers to create some on-screen chaos. These tell children that they have control of this world. Offers social experiences. Kids like games they can play together (ask Traveler’s Tales or Nintendo). They also like activities where they can share their progress on leaderboards or by saving a picture (see Toca Hair Salon). Club Penguin’s success is based on making it easy for children to type simple constructed messages, or play games with strangers. 24 Contributors to Dust It’s not accurate to classify children’s interactive media products into either “dust” or “magic.” It’s just not that simple. Few apps, toys or games are actually 1 to 2 stars; most actually fall into the 3.5 to 4.2 star range (per CTR’s scale). Only a dozen or so per year really stand out as 4.7 to 5 star, “pure magic.” Here are some factors commonly related to dust. ___ Frustration in the first five seconds. Hard to start, download or install. ___ Offers “faux control” mechanisms (things that look like hot spots or triggers don’t do anything). Sometimes called “phantom icons.” ___ Sluggish; less than crisp. ___ Mixes selling with editorial. ___ No sound control. ___ Talks too much. Narration “pushes.” ___ Not personally meaningful. Contains symbols or abstractions are not part of a child’s experiences. ___ Sacrifices ease of use for “cool” design — puts the frosting over the cake. ___ Talks down to kids (e.g., sugary narration). ___ Too hard, or too easy. ___ Lacks interactivity. ___ Poor navigation — not easy to get out of what you got into. ___ Laggy. ___ Compares poorly with the current state-of-the art; or comparably priced products. Contributors to Magic ___ Clear picture menus that with print labels that are easy to find and touch. ___ Multiple ways to do the same thing. ___ One layer menus that provide direct access to activities. ___ Limited wait times ___ Quick, clear response to keystrokes ___ Interruptible routines (e.g., opening sequences) ___ The ability to handle “machine-gun” inputs without buffer problems. ___ Online help via clear speech in the context of the problem. ___ Icons that are large, understandable to children (meaningful) and easy to select. ___ Picture-driven printing and saving routines (not text-driven). ___ Parents or teachers should have options for disabling the printing routines or links to social media services. ___ Feedback/help that goes beyond simple reinforcement messages such as “nice job” or “try again.” ___ The program may narrow the options (to increase the chance of success on a second try) or provide a hint to coach the child along. Engagement as a Variable: AKA “Warren’s Dissertation” T A Study on the Effects of Praise and Reinforcements on Engagement here is an established body of research that has examined the interaction style between humans and children. Some studies measured behavioral outcomes, such as various aspects of the educational effectiveness of the interaction. In the famous "waittime" study, Mary Budd Rowe (1974) observed that the average time teachers waited between asking a question and taking further action to elicit a response is about one second. When a student responds to the question, teachers wait, on the average, less than one second before reacting to the response. Rowe called these two time periods-- the period between asking the question and acting further, and the period between the student's response and the teacher's reaction-- wait time. By asking teachers to increase their wait time to between three and five seconds, she observed a 300% increase in the length of students' explanations (Rowe, 1974). Teacher/child interactions have been documented in intrinsic motivation literature (see Ames, 1990; Brophy, 1981; Lepper, 1985; Smilanski, 1968; Stipek, 1988 to name a few). Directly related to the study described in this dissertation is the literature that considers the quality and quantity of a child's engagement with a given task, as influenced by an adult/child interaction style. This relationship has been documented by Gerald Mahoney and James MacDonald (2003) with a population of young children with and/or at-risk for developmental problems. When children and parents or caregivers participated in two types of interactions (didactic and responsive), a positive relationship was identified between a responsive interaction style and children's social and linguistic development (Mahoney & MacDonald, 2003; Wolock, 1990; McWilliam et al., 2003). I was interested in looking at these relationships in an interactive media context. A computer classification activity was created that was modified to simulate two contrasting teaching styles, similar to the Mahoney & MacDonald technique. The first style, called "high computer control" attempted to simulate a teaching style where the teacher carefully introduced each problem, and provided frequent praise and encouragement throughout www.childrenssoftware.com/dis/dis.menu.htm Question: Are there observable differences in child behaviors in two versions of the same software sorting activity, one with a high level of instruction and reinforcement (high computer control), the other with relatively few instructions and reinforcements (high child control)? Answer: Designers and evaluators of interactive media products for children should pay careful attention to the degree to which the implementation of control mechanisms such as reinforcements can have substantial effects on children's interaction with the software. the experience. As a result, the child had less control over the flow of events, making the experience less responsive. The second style, called "high child control" presented the identical sorting experience with the instructions, praise and encouragement turned off. As a result, a child experienced more control over the events, resulting in a more responsive overall experience. Control was varied by changing the quantity of instructions and reinforcements. The engagement of the child was measured by counting observable child behaviors. These included 1) the number of tasks completed, 2) the number of clicks, or attempts to influence the instruction flow, and 3) the length of time the child chose to spend with each condition. The study population was 38 preschool-aged children. The Results in Brief The measures revealed some interesting, statistically significant (p < .05) relationships. MORE ACTIVITY: Children in the high child control treatment were more active, completing more tasks (mean = 64 vs. 20; p < .05), clicking the mouse more times (mean = 129 vs. 73; p < .05), and getting more tasks correct (mean = 41 vs. 16; p < .05). Children rated both experiences highly, and spent about the same amount of time with each condition. Children in the high child control setting performed more mouse clicks (129 vs. 73) and had lower accuracy rate for problems (68% vs. 85%), in about the same amount of time. In the high computer control set- HCI Bibliography : HumanComputer Interaction Resources http://www.hcibib.org/kids The HCI Bibliography is for designers, producers, researchers, and practitioners of interactive media for children and adolescents. 25 ting, there were more clicks per task (mean = 4.07 vs. 2.09; p < .05), and children had a higher accuracy level (mean = 85% vs. 68% respectively). MORE CORRECT ANSWERS Children attempted over three times more problems (64 vs. 20) and more than twice as many correct answers (41 vs. 16) in the high child control condition. While no significant differences were found by gender or session administration, the age of the children did matter in terms of the amount of time spent with the task. MORE CLICKS: Children clicked more in the HICHILD setting, but had fewer wasted clicks than in the HICOMP setting. For the purposes of this study, a click is defined as the two part motion (and up and down stroke) when children choose to interact with the interactive media interface. The click was easily counted due to the distinctive sound associated with stroke, as well as the visual clues provided by screen events. In the high child control setting, children clicked more (mean = 129.08 vs. 73.68 respectively; p < .05) over the same amount of time as the high computer control setting. This outcome has more meaning when interpreted in the context of the number of problems completed in each setting. In the HICHILD setting, children attempted more than three times (320%) the number of tasks (63.8 vs. 20.4; p < .05), resulting in a click per task ratio nearly two times (194%) that of the HICOMP setting (4.07 vs. 2.095; p < .05). To conclude, when responsivity was increased, children were much more active, clicking more frequently; and more of those clicks were related in some way to an intended outcome Engagement as a variable, continued. (from the perspective of the interactive media designer). In the HICOMP treatment, the added narration and reinforcement statements seemed to create a barrier to child's activity and problem solving effort. YOUNGER CHILDREN STAYED THAN THE STRUCTURED ACTIVITY LONGER THAN THE OLDER CHILDREN The ANOVA revealed some notable findings when the entire group of children was divided by younger and older age groups. The 14 younger children, aged < 50 months on average chose to stay with the experience longer than the 22 older children (p < .05) regardless of the experimental condition. An explanation for this may be the challenge level, which started with three objects to sort, based on one attribute, and increased to five objects and three attributes. Because most of the problems were geared toward the middle of the age group (46 to 52 months), the older, more competent children more quickly exhausted the novelty and challenge available in the experience than the younger group, resulting in a loss of interest, and less time on task. For designers, this helps illustrate the importance of having a fluid challenge level that either automatically adapts to the child's ability level, or that lets the child have some control over the challenge setting. CHILDREN TRIED MORE PROBLEMS IN ONE CONDITION. In the HICHILD condition, the children were 317% busier, attempting 63 problems in approximately the same amount of time spent in the HICOMP condition with only 20 problems solved (p < .05). When children experienced a more structured and controlled interface with a high level of narration and direction, they showed a decrease in activity, as measured by number of problems attempted. Anecdotal observations supported this observation, with more fidgeting, yawning, and placing head on the table during the HICHILD situation. Another observation relevant to this topic was that the HICOMP treatment work was more accurate, with a higher percentage of correct answers (84.95% vs. 67.97% respectively; p < .05). When there was increased activity, there was a decrease in accuracy. When the sum of correct answers, however, was compared between the two conditions, during the HICHILD condition children ended up with 393% more correct answers -- 41.0 vs. 16.1 (p < .05). Interpreting the significance of this finding is dependent upon the theoretical framework and associated instructional objectives of the interactive media designer. If the end goal is for the learner to solve a higher number of correct answers and increase the amount of experimentation, the HICHILD setting is the preferable design. If higher accuracy regardless of the number of problems is the only goal, the HICOMP setting is the preferable option. 4. The older group of children chose to spend less time in the HICHILD setting than the younger group of children. When the population was grouped into two parts by age (over 50 months and under 50 months), there was a significant and interesting difference in the amount of time the two groups choose to stay with the activity. Regardless of the experimental condition, the younger group stayed longer than the older children (p < .05) although the HICHILD setting held them longer. (610 vs. 442 seconds, whereas the HICOMP setting was 573 vs. 567 seconds). 5. Children rated both experiences highly, but anecdotal observations seemed to indicate that children generally preferred the HICHILD treatment over the HICOMP treatment. A formal measure of the child's feelings about each treatment was attempted using a Likert-type scale. There were no significant differences between the two groups (4.65 for HICHILD, 4.58 for HICOMP; p > .05). When children were asked "how did you like it?" immediately after a treatment, they would say either nothing or that they liked it, by touching one of the smiles faces. It was hypothesized that children would rate the HICOMP expe rience lower than the HICHILD setting. This was not supported by the survey ratings. Additional information was gathered less systematically, by observing children's reactions when their turn came up to play the second trial. In general, they would respond enthusiastically to the idea of coming back to the room to play the game some more, regardless of the first condition they experienced; high or high computer control. Nine of the children, generally older, were able to verbally compare the HICHILD and HICOMP treatments after the second session. From these videotaped conversations, it was possible to determine that these children had more positive things to say about the HICHILD experience. In order to more accurately understand children's reactions to each treatment, additional exposures to both the HICHILD and HICOMP treatments would be necessary, over a longer period of time. It is likely that children would have a more discriminating attitude toward between the two treatments after the novelty of the experience is reduced. CONCLUSION This study helps connect the established principles of human/child interaction to computer/child interaction, including the role of external reinforcements and the level of responsivity of the interaction. The results of this study suggest that designers and evaluators of interactive media products for children should pay careful attention to the degree to which the implementation of control mechanisms such as reinforcements can have substantial effects on children's interaction with the interactive media. 26 T Eight Lessons for Structured (Didactive) Activities he following elements of the Cookie Critters experience appeared to make a difference in the quality of the child’s time with the Cookie Critter’s activity. These non-systematic observations were taken as notes during the each administration session and while coding the tapes. 1. Include a brief, ten second "launching experience." The importance of providing a launching event, or an "anticipatory set" (Hunter, 1982) that could get a child's attention (Gagné, 1977) and then provide a clear path for the child Classification of Mouse Clicks Listed by Frequency During the Cookie Critters Activity This is an attempt to classify the types of mouse use observed in this study. 1. Double Stroke, Intentional Clicks. This click consisted of one complete down and up stroke while on the intended target. For example, the child sees a cookie, moves the cursor to it, and clicks. This type of click was more common in the older group of children (>50 months) who were more likely to have prior mouse experience. This type of click was common in both HICOMP and HICHILD settings. 2. Single Stroke, Intentional Clicks. Approximately 1 in 5 children used "drag and drop" or "hold and go" (Strommen) single stroke clicks in both the HICHILD and HICOMP settings, even though the activity used a "sticky mouse" making this technique unnecessary. A child using this type of click would first position the cursor over the target cookie, and then make one downstroke, holding down the mouse button, and not letting it come back up until it was over the target critter. This type of click requires the coordination of both fine motor and gross motor movements simultaneously. It was interesting that some children switched to this strategy in the HICOMP setting, from intentional clicks, after they learned that they could not speed the events along. Perhaps this was out of frustration. 3. "Hurry Up!" Unintentional Clicks. This click resulted when a child attempts to influence the temporal sequence of events on the screen by clicking the mouse. Commercial early childhood software activities that allow children to "click through" introductions or screen events may reinforce this behavior. This clicking behavior was observed only in the HICOMP setting. 4. "Rapid Fire" or "Machine Gun" Unintentional Clicks. This technique refers to when child sends a continuous stream of clicks, sometimes in a short burst and other times for longer sequences. The child's thinking seems to be along the line of "I’ll just keep clicking until the computer hears me." It was also a way to keep busy, perhaps creating a simulated feeling of control in the HICOMP setting. This was rare in HICHILD settings, much more common in the HICOMP setting when children did not have as much control. to take the next transaction in the interaction played a key role in a child's initial reaction to the Cookie Critters activity. In both the HICHILD or HICOMP treatment, a short, one sentence phrase such as "click a cookie" that is spoken as the clickable cookie is highlighted on the screen, advertised what was needed to do in order to get started. When the launching instructions were toggled off, or when they were set on the maximum setting, the younger children seemed more likely to become lost or distracted. 2. Insure quick success for every child, regardless of developmental level. Approximately five of the 41 children were resistant to participation. This may have been due to some past unsuccessful experience with a computer activity, but it is important to note that approximately 12% of this particular sample seemed to feel strongly that computer activities were not something for them. When the first few screens and the introductory sequence were short, clear and easily bypassed, children seemed more likely to experience some degree of "accidental success." There was one flaw that was identified in the Cookie Critter’s activity that affected ease of use for several children. The first screen starts with an inchwide round target with the printed word "start" on it (Figure 10). In order to unlock the activity screen, children are required to hit this target, which implies that they will know that the button means start. While this is logical to an adult who can read, a preschool child can’t, so there is no indication what to do. One way around this bottleneck would be to make the screen so that any click, regardless of where the cursor is, advances the program to the next screen. 3. Incorporate dynamic, or "living" features that are driven by, or respond directly to the child’s actions. In the starting screen in Figure 10, for example, children would be more likely to become engaged early on if the eyes in word "Cookie" followed the cursor around the screen. Dynamic animation properties such as these, that follow the initiation of the child, seem to be effective for increasing initial engagement. 27 4. Use humor carefully and intermittently. Children seemed to respond well to events such as when the critter burped after eating a correct match, and "bonk" sounds when cookie did not match. These small events worked very well to support children's engagement. 5. Opt for context sensitive "roadside assistance" in place of lengthy segments of spoken instructions. Ideally, interactive media products designed for young children could be able to sense outlier behaviors, such as series of errors, and respond appropriately. This assistance cannot disrupt the current activity; for example, by launching a new path with a help sequence. It needs to happen out of the way, while respecting the child's current problem solving space. 6. Put children in the role of being in control. In this case, it was being able to be in charge of feeding the cookies, determining which cookie was able to eat, and which wasn’t. 7. Capitalize on a children's initial motivation. Each child started both HICHILD and HICOMP experiences with some level of motivation. It is up to the designer to determine how this motivation will be spent. This study illustrated that this motivation can be either used for more accurate responses and less activity, or more activity with more correct answers and more mistakes, depending on quantity of the reinforcements and instructions. In the case of an activity like Cookie Critters, it is a question of the instructional design priorities. 8. Provide a meaningful context, from the perspective of the child, not an adult. The first administration session used a version of Cookie Critters with a visual progress tracking feature turned on. This made it possible for children to see how many problems they had solved, and how many more they had to do before the next challenge level. This technique has been used successfully in apps like Math Park and Tap Zoo. Select Articles on Design by Warren Buckleitner Here are some articles on design that appeared as columns in KidScreen or Children’s Technology Review. Instructions on Giving Instructions When it comes to designing children's interactive media, former US President Harry Truman might have been on to something when he said, "I have found the best way to give advice to your children is to find out what they want and then advise them to do it." Unfortunately, too many of the products I review were designed by people who've forgotten this free advice. In countless kids apps, the first few screens are filled with introductions, non-descript login icons, or other control-sapping hoops. Instructions aren't inherently bad things. On the contrary, when it comes to assembling a bicycle or baking a cake, they can be lifesavers. But when it comes to interactive products for young children, excessive instructions can just gunk up the works. In fact, interactive product designers should take their cues from decidedly non-digital but skilled instruction givers - the people who design children's rides for amusement parks. The Big Rigs ride, found at the Waldameer Amusement Park in Erie, Pennsylvania, is a good example. While standing in line at a nearby roller coaster, I noticed a chorus of goose-like honks pealing through the park at five-minute intervals. Curious about the noise, I wandered over and watched a batch of eager kids climbing into a train of double-decker truck cabs. Each truck was equipped with two steering wheels and two horns with rubber squeeze bulbs. There were no instructions or helpful early childhood educators waiting with a mini-orientation. However, instantly, the children started busily exploring the controls with wide eyes and busy hands. Most tested the steering wheel first. Kids over age four seemed to know it wasn't functional, but quickly learned the air horn was no fake. A squeeze made the sharp goose-like honk. Better yet, if you squeezed harder, you got a louder sound. And if you squeezed it several times, several honks followed. And nobody said stop! Soon, another chorus of honks filled the air, as each child signified their understanding of the task: "I'm an active learner, I'm alive, this is my space, and I'm in control." Contrast this with the WordGirl maze game (http://pbskids.org/wordgirl/index.html#/games/game_4/). The activity would be better if it just showed a maze and didn't assume children need to be told to use the arrow keys something they probably picked up from Webkinz long ago. Besides, if they can read that much text, they probably don't need practice matching words, right? To make matters worse, the same instructions are parroted at each level. The dos and don'ts There are many types of interactive media, so there's no one way to give instructions. That said, here are some general dos and don'ts for incorporating directions into a children's interactive media product: 28 • Don't incorporate directions. • If you do, keep them Twitter-sized, and remember that children have limited buffers. "Click to start" is better than a mini- lecture on the QWERTY keyboard. • Do embed the instructions in the activity, but get children busy doing something like popping balloons or spinning a steering wheel first. If nothing is happening, then provide an "over the shoulder" instruction, such as "Try the arrow keys to move." If you front-load kids, they just tune out. • Don't parrot. In a sorting game, it's okay to state "Sort the shapes" the first few times. But after the third prompt, disable the feature. • Don't assume ignorance as the default condition of the end user. The world's most successful interface, Google, has no instructions, yet it is used successfully by millions of children every day, including preschoolers who aren't supposed to know how to type or read. Google replaces prompts with white space. • Make every first level a tutorial, but don't call it a tutorial. • Support the traditional "I read the instructions" type of person by including a complete set of text-based instructions (e.g., the user's manual) in the help icon on the first screen - it's fine to lecture here. • Kid test. The younger the children, the more they differ from one another. If your interface works consistently for 20 kids, you're likely to get similar outcomes with 200,000. Finally, remember that all of us, no matter how old we are, want to honk the horn. By Warren Buckleitner, from the Jul 27, 2009 issue of KidScreen Magazine. Five Ingredients of Active Learning makes a big honking noise, and the wipers seem glued to your fingertip when you slide over them. The first approach assumes toddlers are too young to understand these relationships, but nothing could be further from the truth. Julia Child understood the magic of butter - a substance that can pull together diverse ingredients to create a delightful culinary sensation. And if there's a butter-like equivalent in the creation of children's interactive media, it's active learning. While active learning may be harder to taste than butter, it can have an equally transformative effect on multimedia ingredients. • Choice In approach #1, children are given no choice in the pace or version of the song or the ability to stop and start over. In the second game, children get to choose the song version or language, and complete silence is also an option. And if you have an iPhone, it's possible to record personal vocals in the dialect of your choosing. Years ago, early childhood curriculum designers at the High Scope Educational Research Foundation, where I trained teachers, distilled active learning into five components materials, manipulation, choice, language and support. While we had teachers in mind, these key points work nicely with kid's interactive experiences. To illustrate, let's examine two similar, but differently designed activities. One is made with active learning in mind, the other without. Can can tell which is which? (Warning: this will require some active learning on your part.) • Words As recognized by cognitive scientists like Robert Gangé and Jerome Bruner, for a young developing child, language facilitates cognition. In other words, if you want to get a child thinking, get them talking. The Sesame app talks at children, while the Duck Duck Moose one gives children the option to talk as they listen to different forms of language. • Support Both activities make it impossible to fail. However, the second one does a better job of supporting a child's natural instinct to poke, slide and touch - minus the lecture. As such, a child is better-supported from a developmental perspective. First, watch this three-minute video (http://www.youtube.com/watch?v=p0wcBcPc4xE) OK. Now we're ready. Approach #1: Wheels on the Bus from Sesame Workshop (available at Sesamestreet.org/game). The activity opens with Elmo saying, "Let's play silly songs. Elmo the bus driver is ready to play. This song is, `The Wheels on the Bus.' When you hear the music, press the key." But which key? And if Elmo is ready to play, you're probably asking why can't I just push the keys? Did you notice how you can't control the pace of the song, and how the actions on the bus are pre-scripted? It makes this a flavorless experience. The lesson here? In the quest to craft the perfect interactive beef bourguignon, good ingredients like popular licensed characters, funny writers and famous narrators certainly can't hurt. But when they're bathed in active learning, a child is much more likely to come back for seconds. Buckleitner, Five Ingredients of Active Learning, The KidScreen, Oct 1, 2009 Digital Play-Doh and the Principle of Accidental Success This activity suffers from "TV writer's disease," according to veteran digital designer Erik Strommen. "The dialogue was written as if for TV, not for interactive media, so it's longwinded and not very focused or directive," he says. Can you recall peeling the lid off a fresh container of PlayDoh? Remember that distinct smell and feel of the fresh stuff squeezing through your fingers? Once you started, it was hard to stop - it's even rumored that some kids may have had a taste or two. Approach #2: Wheels on the Bus from Duck Duck Moose Design (available in the US at the iTunes app store). The only instructions for this iPod Touch/iPhone app involve a silent finger, suggesting where you might touch the screen to open the doors or move the wipers. This activity exemplifies the ingredients of active learning much better than the first. If ever there was a material that delivers on the promise of an immediate no-fail experience, Play-Doh is it. You can roll it, squish it and poke it full of holes. Mistakes are easily reversed by rolling it back into a ball, and your ideas can be can be saved forever when you put your project on a shelf to dry overnight. It is the ultimate interactive play substance, and failure is not an option. Now let's examine both games through the active-learning lens. It'll help to run each experience through the following checklist to find out just how tasty it is. • Materials How much content is there to explore? In the first experience, there is just one version of the song and few surprises from page to page. The bus always does the exact same thing. Contrast that with the second approach, where, along with a variety of versions of the song, there are multiple things to click on each page - there's just much more to actively manipulate. • Manipulation You have the content, but what can you do with it? Manipulation encompasses both little things, like rolling over an icon to see what's highlighted, and big things, like the ability to change the background graphic, record your own song, or start a giant bus rolling. The slightest tap Now consider the first screen kids encounter on their favorite website, toy or app. Besides Play-Doh's strange salty flavor, do they have similar attributes? Do they have what's become known around our office as the "accidental success" factor that mirrors that of the famous molding compound? It's what we look for in every interactive children's product we review. Here's our checklist. 29 Accidental success defined A good product has to meet many requirements, but few are as essential as accidental success - especially when it comes to interactive devices and software designed for kids. • Is it responsive? If you jab it, do you get something? • Can you operate it with your elbow? Try this. Close your eyes and start touching things. Can you do something right, or more accurately, non-wrong? • Is it smart? Can it tell if you are simply guessing and provide help as needed? • Does it require reading? Could a non-reader succeed within the first few screens? • Is it reversible? Can you get out of anything you get into? • Does the first level ensure success for even the youngest child? • Could your cat make it work? With checklist in hand, it's now time to look at two examples. Both apps are designed to give children a musical experience. One exceeds the criteria for accidental success, while the other is cluttered with instructions. Go, Diego, Go Musical Missions The music and the main menu are certainly nice, but the activities are frustratingly didactic in this iPhone/iPad app designed for Nickelodeon by Chewy Software. There are six songs, including "Jingle Bells" and "Mary Had a Little Lamb" each set in a different environment (i.e. the Savannah or the Arctic). The instructions are excessive and Diego talks too much. Also, the notes on the flute don't line up with the notes on the musical staff, which is confusing. One child in our review group even noticed that you can get through a level faster by randomly pressing notes instead of acting on Diego's clues. (Available at www.nick.com, US$1.99.) Magic Piano Ideal for children, adults or cats (according to YouTube), Magic Piano turns the iPad's multi-touch screen into a twistable, turnable, resizable piano keyboard. In default mode, it starts with the press of a key and emits a clear note. At any time, you can switch to a different keyboard layout, or squeeze stretch the keyboard to add or subtract keys. You can also play chords, just like on a real piano. An interesting and somewhat spooky feature of the program is the duet mode. If your iPad is online, you can play a tune with someone else who is also connected to the net. In the "world" mode, you can see where the songs are being played on a map of the globe. A control panel lets you control such things as auto- sustain and pitch mapping. If you're looking for an excuse to purchase an iPad, Magic Piano just might bend your arm. (Available at www.smule.com, US$0.99.) To be fair, it is not entirely accurate to compare such differently designed experiences, especially when one has the advantage of featuring a popular licensed character. However, it is fun to think about how to redesign Go, Diego, Go Musical Missions, mixing in a dash of accidental success. And if you need reminding what I'm talking about, go out and pick up a fresh eight pack - of Play-Doh, peel back the lid and enjoy a sniff. Buckleitner, From the Oct 2010 issue of Kidscreen The Waterline Principle: What it Means for Children's Interactive Design When I was doing teacher training for ECE classrooms, I came up with the "waterline principle" to help teachers visualize material access. This means that you set up an environment for children where everything they can reach is "on limits" rather than “off limits.” You create an imaginary line that represents the tallest child's reach. All toys and materials that are above that line should be out of site, and out of mind, as to not tease a child with choices they can't have. Everything below the line should be fair game for use. What does this mean for children's interactive designers? First, designers need to take a global look at their experience, starting with the packaging and installation and ending with the exit routines. Most trouble happens when starting or ending an interactive experience. Typing in a registration code or reading an acceptable use policy is above the complexity waterline. Preferences such as network settings or your computer's clock are the equivalent of your classroom's supply closet. You don't want children to be playing in there. So they need to be out of site, and beyond a child's line of site. If you have preferences, say for changing players or for adjusting the sound, you need to make sure they are usable by the intended audience. Otherwise, you open the possibility for frustration. Instead of the tallest child, think about the most bored and curious child. They're the ones that are likely to test the limits of your interface. How to Build Feelings of Ownership in an Interactive Space Everyone wants to attract kids to a website, or keep them interested in a new video game. The secret? You just need to employ the FOO factor. Instilling FOO (a.k.a. Feelings of Ownership) in children within their first few minutes of using a game, website or interactive application may be one of the most important keys to digital success. It works like magic. Just ask game designers Shigeru Miyamoto of Nintendo or Will Wright from Emeryville, California-based Maxis. Neither are strangers to the concept of FOO - or money. Not sure where to start? Keep the following in mind. 30 Pondering Pokémagic • Can you turn up, or turn down the music or sounds, or is there an obvious "mute" button? • Can you pause the game at any point? • Does the program ask for your name upfront, and then use it at various points in the game (e.g., on a bill board in a racing game, or hidden in an I SPY puzzle?) • Let kids choose the gender and ethnicity of their individual digital characters. • Give the child a variety of "skins" or customizable elements to choose from. For example, if the game or environment provides users with a room, give the kids the ability to click on the walls and toggle between different wallpaper designs. Also, make sure one is white, in case they don't feel like having any designs pushed at them. • On-the-fly control. If there's music playing in the background provide a radio icon so kids can choose the channel, just like Grand Theft Auto does in the adult digital space. • A space of one's own. One of the most compelling things about Club Penguin is that it lets kids have their own igloo, where they can store their stuff. Kids come to depend on having a place to sock away meaningful items, so it's worth building that into an application, even if it isn't the focus. Note that if you let them collect stuff, make sure you don't use it as blackmail to get their parent's to subscribe. See the Code of Ethics. OK class, it's time to learn about effective interactive design. Today's case study? Pokémon. I was reminded of the power of the Pokémon brand recently when I spotted three style-conscious high school boys, each with a red-and-white Pokéwalker pedometer hanging off their belts. These guys are supposed to be too old for Pokémon, but apparently they didn't get the memo. The gadgets, which are included with the recently released Pokémon SoulSilver and Pokémon HeartGold video game titles (US$40 apiece for Nintendo DS and DSi), are part of the property's interesting recipe for creating interactive design that works. And adhering to the recipe is what's helped the Pokémon franchise hold up so well against the continual ebb and flow of video game technology. It also helps us understand why there's a Pokémon store in Rockefeller Center in New York City. Of course, the best way to understand why Pokémon works so well is to cough up 40 bucks and play it yourself. But if you don't have the time or money, start by watching the first 12 minutes of one of the new Pokémon demo spots filmed in real time (http://www.youtube.com/watch?v=IJ2YWmdHzQ8). Kids aren't always good at articulating what they need to adults, so let me try to translate for them. TVs, books and movies are your (the producers) space. Interactive media, on the other hand, is as much MY space as YOUR space. Please give me some. Miyamoto's Mii avatars populate the millions of Wiis installed in houses across the globe and represent the underlying philosophy of the revolutionary console-every player is instilled right off the bat with FOO on every game. Instead of filling the grandstands with animated characters in Mario Kart, for example, kids get to see their best friend's Mii avatar cheering them on. They feel part of the game. Now consider these eight ingredients. 1. Success, right up front: All DS Pokémon games start the same familiar way. The MUC (Minimum User Competency), in this case reading, is well-matched with the task at hand. All introductory videos can be skipped, and it is possible to experience success in the first few seconds of the game. 2. Hooks to a child's life (a.k.a. meaningfulness): Pokémon games let players explore towns, talk to mentors, have friends and take care of pets, which start out weak and become stronger with the player's help. And the fight against bad guys could be pulled right out of Carl Jung's archetypal playbook. 3. Free exploration: Pokémon takes place in maze-like sets of connected villages, and players can go where they please, using a map for help. So Pokémon provides structure, within which players can exercise creativity they can always get out of whatever they get into and there's no single way to play the game. 4. Feelings of ownership: The Pokémon players I interviewed while reviewing this title described their Pokémon experience as "mine." This sensibility is engendered right at the outset. Children enter their names at the start and they're then embedded into the game's dialogue. This tried-and-true technique is applied with mastery here. Kids can also customize their persona, play as a male or female and give their Pokémon creatures silly (or serious) nicknames. Wright has famously applied FOO to SimCity and the bestselling social game The Sims, which includes a powerful set of face and body editors. And Maxis is looking for lighting to strike again with Spore. This month, the company started giving people a sneak-peek with the Spore Creature Creator, a 300MB mini-application available as a free download from www.spore.com. Maxis is also giving would-be users some free server space to share their creatures with others. Wright has ensured that people will fall in love with Spore by entrusting them with the tools they need to create a creature at the very start of the relationship. But the best part of FOO is it's royalty-free. No one entity owns the concept. And it's not new. Remember Mr. Potato Head, Play-Doh, Lego and sandboxes? All are high in FOO. Buckleitner, W., FOO fighters instilling feelings of ownership yields big returns. KidsScreen Magazine, August 2008, p. 28) 31 5. Surprises: You never know what is going to spring out of the grass, or when it will happen. This element of surprise is enhanced by the knowledge that there's a special Pokémon creature waiting for the player at the end of the game. 6. Collectibility: A big part of the Pokémon experience is accumulating items that represent the game experiences. Critics might call it consumerism (see a child's collection of Pokémon swag at http://bit.ly/94m89Q) or digital trick-or-treating, but the idea of collecting pulls kids in like magic. 7. Emotional attachment: As players progress, they bond with their little critters, which travel from screen-toscreen and continually get stronger. They also get messages like "You're really good" and "You treat your Pokémon with such kindness." There's a lot of positive energy in Pokémon. It makes players feel like family. 8. Real-world skills: Any teacher knows a child becomes a better reader by reading, and Pokémon's game script is presented via myriad bite-sized sentences that must be read in sequence to participate fully in the game. There are also graphs to read and interpret, plus numerical quantities - up into the thousands - to compare and contrast. Spatial memory is exercised while reading the maze-like maps. Socially, Pokémon competence can earn bus-stop credibility and give children an excuse to trade, negotiate and gossip. Finally, the Pokéwalker counters criticisms that video games can't promote the pursuit of fresh air and sunshine. al penguins are noisy, social creatures - just like the real animals and kids themselves, for that matter. SeaPals World (www.seapalsworld.com) is based on a line of plush sea creatures who come to life in a virtual fish tank that can be decorated in a multitude of ways. And they never die! Rule 3 - Load quickly. At 3 p.m. on a Tuesday afternoon, I launched Club Penguin in four seconds. Webkinz loaded in five. Compare that with the 25 seconds I waited for BarbieGirls.com to get up and running. Kids simply don't have that kind of patience. Rule 4 - Make it social. What's the point of going online if you can't toss a snowball at a friend? Future collaborative options could include pair vs. pair or teams vs. team play, cooperative modes, and webcam or microphone connections à la Nintendo's Animal Crossing for the Wii. Also smart are virtual versions of existing games with perceived educational value, like checkers, hangman and story-creation templates. Rule 5 - Make a great first impression. Getting started on the right foot doesn't include posting a "coming soon" sign. Our kid testers were disappointed with Russ Berrie's Shining Stars (www.shiningstars.com), for example, because they were expecting a Webkinz experience. Instead, there was little to do other than register a star. While the US$15 plush toys are well-made, my research found the web companion isn't. Rule 6 - Don't paint yourself into a hardware corner. Remember the Barbie Girl device? It was a Barbieshaped MP3 player that Mattel hoped would sell like Webkinz since it similarly doubled as a key to premium features at www.barbiegirls.com. It didn't work. Today the site has fallen back to the tried-and-true velvet rope subscription model. Anyone knows that plugging a USB device into a Windows computer can be like spinning a roulette wheel - it might work, or it might require a 40minute call to tech support. Rule 7 - Get them busy right away. When I was a preschool teacher, I'd start a group activity by giving every child an impossible-to-fail activity like squeezing a ball of clay. The electronic equivalent might be finding hidden items on the first screen, or turning the cursor movement into a micro-game. At Moshi Monsters (www.moshimonsters.com) the monsters' eyes follow your cursor. A bit creepy for us grown-ups, sure. But it's a very effective way to tell a young child "you're in charge." Seven Rules for Making a Solid Web/Toy Connection The meteoric rise of Webkinz and its related virtual world should remove any doubt that younger children spend a lot of time online and that parents are willing to pay for their kids to have these experiences. A bumper crop of Flashbased virtual playgrounds have come to market in the 18 months since Webkinz started attracting attention, but the novelty window has closed on those looking to enter the space. Kids have become much more discriminating when it comes to online content, especially when it involves a cash transaction. After all, there's always a free option just a click away. If you're looking to build a virtual world and attract loyal paying visitors, it helps to understand the rules of this game and avoid others' mistakes. It just so happens that I've dipped into my reviewer's notebook and pulled out seven rules to follow that can make for a solid toy/web marriage. From Kidscreen, October 1, 2008 Rule 1 - Think outside the box. Does the world really need another version of Bejeweled or a frustratingly safetyconscious chat system? What's in demand today are sites that let kids explore and do things they could only dream of doing, like owning a horse (www.bellasara.com), steering a pirate ship (www.piratesonline.com) or building amazing structures Rule 2 - Make a bridge to the online world that makes sense. Online play spaces are symbolic representations of the toys. Children must make the object/symbol connection in a flash. Club Penguin works for me because the virtu32 A Code of Ethics for the Publishers of Children's Interactive Media Make interactive products that you’d want your own children or grandchildren to use. If you care about young children, a look at the ten random hours of young children (ages 3-8) using online content would make you livid. Some sites behave like a manipulative salesman working an angle. Of course not all sites children’s sites are like this. But the reality is that in the unregulated wild west environment of online content, hits = money, and webstats don’t care about age. When this thinking drifts into preoperational and concrete operational thinking, trouble can begin. When we started collecting video footage for the report the Consumer Reports WebWatch study “Like Taking Candy From a Baby: How Young Children Interact with Online Environments” (Buckleitner, 2008) we didn’t have a title, and we didn’t know what we’d find. Once we watched the footage, collected by parents in ten homes, the hard-edged title was necessary and accurate. The study confirmed that the digital world offers a wealth of opportunity for young children to play and learn. But even in this small sample of 10 families there were repeated examples of attempts to manipulate children for the sake of commerce. Some sites such as Millsberry.com, EverythingGirl.com, M&Ms.com and Hasbro MonkeyBar TV, for instance, appear to exist solely to extend a brand name, or to influence the purchasing decisions of busy parents. Publishers of children’s Internet content need to be reminded they are dealing with an audience that “thinks different.” Considering how easily millions of adults are regularly fooled by offers of “free credit reports,” deceptive advertising, and “order before midnight” commercials, it is unreasonable and irresponsible to subject children to the same hardsell tactics. Publishers of children’s Web sites need to understand there’s more at stake than simply making money. Publishers of interactive media need to better consider the developmental level of their audience. In addition, they should disclose the publisher, author and studio information. It’s hard to imagine buying a children’s book without being able to find out who’s the publisher, author or illustrator. Yet many children’s Web sites bury this information or don’t list it. Prices for services should be displayed at the start of a transaction, not the end. The time remaining in a game should be displayed on all main screens in a way that makes sense to a young child. In addition: · Keep free trials free. Publishers shouldn’t require a credit card for a free trial. If there are “hidden” fees, don’t hide them. Disclose them clearly. · Don’t use free trials to entice children into buying subscriptions. Club Penguin regularly displays subscription only items to children playing on free accounts. Our observations demonstrated an instance in which a child clicked on a common object in the game environment which led to the following message: “Oops, you’re not a member, but we’d love to have you become one.” Sites should only display “free” options in free trials. · Don’t try to cover up or play sleight of hand with junk food ads. Our observations noted pictures or graphics proclaiming healthy themes like “get exercise,” or “eat healthy foods,” juxtaposed with junk food ads. This tactic, probably designed to neutralize concerns of parents, is confusing and misleading. Child obesity is a serious health concern in the United States and other countries. Be open about these kinds of ads, avoid manipulation and disclose nutritional value of advertised foods. Don’t dress them up with pictures of broccoli stalks. See the complete study at: http://www.consumerwebwatch.org/dynamic/families-reports-kidsonline.cfm See the Moms With Apps Banner Program, at http://momswithapps.com/privacy-icon/as one way to clearly mark apps with 33 A Code of Ethics for the Publishers of Interactive Media for Children • I will not sell development, e.g., “smarter, brainy kids,” without specific references to valid studies. • I won’t hold a child’s past work or experience hostage, as an incentive to renew a subscription or purchase an additional product. • I’ll understand the difference between informing and selling, especially when embedding brand names and/or including in-app sales techniques. • I won’t exploit a tired, flustered parent for my own profit. • I will identify (with name and affiliation) the authors, writers and developers who created my product. • I will disclose costs in clear language at the start of the consumer/publisher relationship. • I’ll read and abide by the Consumer Reports WebWatch guidelines. • If I sponsor a contest that will involve the public school system (e.g., students, teachers, classroom time that is funded by public money) I will not use products with indirect costs (a) require an additional subscription or (b) tease or tempt children with add-on content that costs money after the school year ends. I will also make sure that every child has equal access to the same set of tools and content. • I will not confuse marketing with educating. • My product or service will treat every child the way I’d treat my own child or grandchild. Technology changes quickly. If you want to add a suggestion, send me an email or edit the page directly, and please identify your contributions. Citation: Buckleitner, W. (2011), A Code of Ethics for the Publishers of Interactive Media for Children, online at http://bit.ly/eo9cui Why Tap Zoo is a Morality Fail A pretend* letter from Daniel Terry and Harlan Crystal, who published Tap Zoo, currently one of the top Grossing Apps. Psssst. Hey you. Wanna make some ca$h? A LOT of cash (like $millions?). Here’s what you do, and we promise, no laws or bones will be broken. First, find yourself an innocent slightly bored 5 to 7 year old kid with an iPad or iPod touch. Now come up with an item that kids can’t resist. We’ve had good luck with cute looking animals— stuff that makes a kid say “awwww!” Now make a free app with an icon that has kid appeal. That’s your lure; design it carefully. It needs to shout “come play with me!” You can copy a game (we used the Zoo Tycoon and FarmVille) and offer up a pair of free gorillas. Make it a snap to download and get started. You need to get the little kids invested and feeling like they own the zoo at the beginning. This is very important. If you want ideas for roping in a child, visit a casino and watch some compulsive gamblers. You can learn how to trick a little kid into wanting to keep playing. For example, every four minutes or so, we deliver a little bit of pretend money, making them think they can buy more animals if they stay with their zoo. It’s like a digital M&M, and those little suckers fall for it! After they are lovey dovey with their gorillas, it’s time for the big tease. Show them other peoples zoos, teaming with tigers, penguins, sea turtles, monkeys -- or perhaps even “the Big Castle!” It’s mean but it works. You can’t have supply unless you have demand, right? Associate the cool stuff with an order form, so those penguin-loving kids start getting on their parents. You see, a six or seven year old kid is too young to understand abstract things like passwords and credit cards. To them, its just part of the “get mom to give me stuff” game that every child is born with. And stop thinking of this kid as a person. She’s your mule to get to mommy’s bank account. The best part of this whole robbery is that you’re going to have Apple driving your getaway car! They keep a cut, but they also cut the checks. Apple is like is your Swiss bank account. Make sure you use a currency system that sounds fake and harmless. Don’t call it “dollars” because that could tip off mom or dad. We use “stars” and one of our competitors, CapCom’s The Smurfs’ Village, uses “Smurfberries.” Another thing you don’t want to do is to tell the parents that a simple, functional zoo might cost well over $400, about the cost of a dish washer. Keep these dirty little secrets as hidden and cryptic as possible. Also, sell a lot of starter items for just $.99, to numb them up, so a parent will think, “well, that isn’t much, OK, squirt, here’s my iTunes password, now keep quiet.” Believe me, kids are great at getting that password. We’ve seen four year olds do it. The buying part needs to be really thought out carefully. Make it so that when the kid touches the “Buy Stars” you tease ‘em with a model zoo, teaming with animals and then deliver them to iTunes as quickly and as frequently as possible. Sure, they’ll see the “Do you want to buy one Vial of Stars for $0.99?”warning, and they might hit “cancel” but non-readers have fair chance of hitting “OK.” Here’s another great trick. Sell stars by the barrel for $99.99! To a kid, a barrel sounds like more fun. Finally, make sure all sales are final. No refunds. How much money can you make? We’re over a $million bucks A MONTH! Dude, it’s so easy, it’s like stealing candy from a baby! Sincerely, Daniel Terry and Harlan Crystal, Co-Founders of Pocket Gems (www.pocketgems.com) 34 A Generic Evaluation Form Title __________________________________ Publisher ______________________________ Copyright Date __________________________ Publisher’s Phone/URL______________________ Price __________________________________ Platform ________________________________ Ages __________________________________ Teaches ________________________________ Instructions: Spend a few hours testing all aspects of the interactive product, preferably with a child, making note of key strengths and weaknesses. Then use this instrument, and calculate your rating. I. Ease of Use (Can my child use it with minimal help?) V. Design Features (How smart is this program?) Always SE Never NA Always SE Never NA 1. ___ ___ ___ ___ Skills needed to operate the program are in range of the child 2. ___ ___ ___ ___ Children can use the program independently after the first use 3. ___ ___ ___ ___ Accessing key menus is straightforward 4. ___ ___ ___ ___ Reading ability is not prerequisite to using the program 5. ___ ___ ___ ___ Graphics make sense to the intended user 6.___ ___ ___ ___ Printing routines are simple 7.___ ___ ___ ___ It is easy to get in or out of any activity at any point 8.___ ___ ___ ___ Getting to the first menu is quick and easy 9.___ ___ ___ ___ Controls are responsive to the touch 10.___ ___ ___ ___Written materials are helpful 11.___ ___ ___ ___ Instructions can be reviewed on the screen, if necessary 12.___ ___ ___ ___Children know if they make a mistake 13.___ ___ ___ ___ Icons are large and easy to select with a moving cursor 14.___ ___ ___ ___ Installation procedure is straightforward and easy to do ___ ___ ___ ___ TOTAL EASE OF USE 1.___ ___ ___ ___The program has speech capacity 2.___ ___ ___ ___Has printing capacity 3.___ ___ ___ ___Keeps records of child’s work 4.___ ___ ___ ___"Branches" automatically: challenge level is fluid 5.___ ___ ___ ___A child’s ideas can be incorporated into the program 6.___ ___ ___ ___Sound can be toggled or adjusted 7.___ ___ ___ ___Feedback is customized in some way to the individual child 8.___ ___ ___ ___Program keeps a history of the child’s use over a period of time 9.___ ___ ___ ___Teacher/parent options are easy to find and use ___ ___ ___ ___ TOTAL DESIGN FEATURES VI. Value (How much does it cost vs. what it does? Is it worth it?) Considering the factors rated above, and the average retail price of software, rate this program’s relative value. Poor...................................Good 1 2 3 4 5 6 7 8 9 10 II. Childproof (Is it designed with child-reality in mind?) ___ TOTAL VALUE Always SE Never NA 1.___ ___ ___ ___Survives the "pound on the keyboard" test 2.___ ___ ___ ___Offers quick, clear, obvious response to a child’s action 3.___ ___ ___ ___The child has control over the rate of display 4.___ ___ ___ ___The child has control over exiting at any time 5.___ ___ ___ ___The child has control over the order of the display 6.___ ___ ___ ___Title screen sequence is brief or can be bypassed 7.___ ___ ___ ___When a child holds a key down, only one input is sent to the computer 8.___ ___ ___ ___Files not intended for children are safe 9.___ ___ ___ ___Children know when they’ve made a mistake 10.___ ___ ___ ___This program would operate smoothly in a home or classroom setting ___ ___ ___ ___ TOTAL CHILDPROOF Adding Up the Scores Step 1: Count the totals under each column. Step 2: Assign point values, as follows: Always = 1 point each Some Extent = 1/2 point each Never = 0 points each NA = Not counted III. Educational (What can my child learn from this program?) You can use this formula (X + (Y/2)) x 100 = S n-Z Always SE Never NA 1.___ ___ ___ ___Offers a good presentation of one or more content areas 2.___ ___ ___ ___Graphics do not detract from the program’s educational intentions 3.___ ___ ___ ___Feedback employs meaningful graphic and sound capabilities 4.___ ___ ___ ___Speech is used 5.___ ___ ___ ___The presentation is novel with each use 6.___ ___ ___ ___Good challenge range (this program will grow with the child) 7.___ ___ ___ ___Feedback reinforces content (embedded reinforcements are used) 8.___ ___ ___ ___Program elements match direct experiences 9.___ ___ ___ ___Content is free from gender bias 10.___ ___ ___ ___Content is free from ethnic bias 11.___ ___ ___ ___A child’s ideas can be incorporated into the program 12___ ___ ___ ___The program comes with strategies to extend the learning 13___ ___ ___ ___There is a sufficient amount of content ___ ___ ___ ___ TOTAL EDUCATIONAL VALUE Where X = Total of checks in the “always” column Y = Total of checks in the “some extent” column Z = Total of checks in the “NA” column n = Number of items in a category (such as Childproof) S = Score for a component of the program (as a percent) Step 3: Get each Component Score, or S, add them up, and use the formula below to calculate the overall star rating. ______Ease of Use ______Childproof ______Educational Value ______Entertainment Value ______Design Features ______Overall Value ______ ÷ 6 = (______ x 5) ÷ 100 = ______ stars IV. Entertaining (Is this program fun to use?) Comments: Always SE Never NA 1.___ ___ ___ ___The program is enjoyable to use 2.___ ___ ___ ___Graphics are meaningful and enjoyed by children 3.___ ___ ___ ___This program is appealing to a wide audience 4.___ ___ ___ ___Children return to this program time after time 5.___ ___ ___ ___Random generation techniques are employed in the design 6.___ ___ ___ ___Speech and sounds are meaningful to children 7.___ ___ ___ ___Challenge is fluid, or a child can select own level 8.___ ___ ___ ___The program is responsive to a child’s actions 9.___ ___ ___ ___The theme of the program is meaningful to children ___ ___ ___ ___ TOTAL ENTERTAINMENT VALUE Please note. Permission is granted to use this instrument for educational use, e.g., teacher training. All other uses or adaptations must be done with permission only. Please contact CSR at 908-284-0404. © 2002 Children’s Technology Review 35 To Help You Remember Easy to use Five Elements of a 5 Star Product Educational Entertaining Features Overall Value 36 iPad Mini Kindle Fire HD Nice Touch: Making a Menu Do Double Duty as a Progress Reporting Mechanism How can you work progress reporting and navigation into the same icon? Consider Room on the Broom, and app by Stormcloud Games. In this case, I’ve just completed the easy level of the frog game, and I’ve earned a small star. (Small = easier). The size/difficulty relationship is also interesting. This technique fosters self reflection and self evaluation. It also gives a child an “at a glance” idea about how much content is left in the activity. I propose that this might foster feelings of control, which has been show to increase engagement. Nice Touch: Unveiling One of the menu items from Room on the Broom (and App for iPad) by Stormcloud Games There’s nothing better than a hidden surprise. Rather than giving children the full richness of a page all at once, let them uncover it. The Monster at the End of this Book is the best example. Another is Alphabeasties Amazing Activities (shown below). 38 iPad 1 39 iPod Touch 5, iPhone 5 40