Sara

(via Geeksugar)


More than 155 million registered avatars controlled by users 19 and younger are part of the global Habbo community and Habble will enable marketers to measure brand names, slogans or key phrases used over a defined period. Data is updated daily, displayed and analyzed in a chart that maps activity peaks. The tool does not grant access to personal info of Habbo users, but monitors the level of brand mentions and then cross-references them with other measurement data.
Brands not directly engaging within the virtual world can also use Habble to analyse teen perceptions amongst product categories. This allows brands to see conversation levels related to messages targeted at young people, which could help shape future marketing plans.
Teens today expect to engage with brands online and are aware of online marketing and advertising campaigns. Habbo research shows that 75% of users accept advertising promotions in Habbo and 56% tell their friends about promotions they have seen; 17% say they do this often.

[A] web video series at Disney.com/PossibilityShop produced with the Jim Henson Co. and exclusively sponsored by Clorox. The series was customized in part to promote Clorox brands, including Clorox disinfecting wipes, toilet-bowl cleaners and the new Clorox 2 laundry pre-treater, but the episodes will not feature any use of the products themselves. Instead, each episode will be accompanied by a Clorox-branded vignette showcasing how each brand can help clean up the home, a common task among the characters in "The Possibility Shop."
The FCC’s rules permit the sale of merchandise featuring a program-related character in parts of a related Web site that are sufficiently separated from the program to mitigate the impact of host selling.
Disney sites have gotten more flexible in partnering with advertisers in recent months. A partnership with Walmart called "Rock Out Your Zone" made its debut in June on Disney.com and promoted Walmart's teen-targeted furniture line, Your Zone.
"Everything we've created before that has been Disney-driven. Now we've flipped that model where in our case we're creating the product with the advertiser's needs in mind and with the [online] guest's benefit," Mr. Davis said.


21st Century Learning Lab Designers
The 21st Century Learning Lab Designers category is aligned with National Lab Day. Winners will receive awards for learning environments and digital media-based experiences that allow young people to grapple with social challenges through activities based on the social nature, contexts, and ideas of science, technology, engineering and math. Digital media of any type (social networks, games, virtual worlds, mobile devices or others) may be used. Proposals are also encouraged for curricula or other experiences that link or connect to any game, especially but not limited to LittleBigPlanet™ on PlayStation®3 (PS3™).
Game Changers
Winners in the Game Changers category will receive awards for creative new games or for additions to Sony's LittleBigPlanet™. These games and game expansions should offer young people highly engaging game play experiences that incorporate principles of science, technology, engineering and math. One aim of the Game Changers category is to create new game play experiences using the existing popular video game, LittleBigPlanet™, winner of numerous "game of the year" awards in 2008. Sony Computer Entertainment of America (SCEA), in cooperation with ESA and ITIC, will team with MacArthur to support this component of the Competition. Sony Computer Entertainment of America will donate a significant number of PlayStation®3 (PS3™) consoles and copies of LittleBigPlanet™ to community-based organizations and libraries in low-income communities. They will also make the winning levels available to the game playing community at no cost. [****SMG: As described in the press release, Sony will also donate 1000 PlayStation 3 consoles and copies of LittleBigPlanet to libraries and community-based organizations in low-income communities across the US.]
"ESA and ITI are also working with leading education stakeholders on the competition, including The Joan Ganz Cooney Center at Sesame Workshop, Games for Change, and E-Line Ventures. ESA, ITI and their partners will challenge America’s best and brightest, including children, to enter the competition with ideas that can be designed into web-executable, browser-based, STEM-related computer and video games in three age-based categories: 4 to 8 year olds, 8 to 12 year olds and 12 to 16 year olds. In addition to funding, ESA, ITI and their member companies will provide judges, mentorship, and technical expertise to the winning teams to maximize their utility, outreach and effectiveness."
What is a dossier?
A teaching dossier is a professional document that provides evidence of your teaching beliefs, experiences and abilities. It is generally six to 12 pages long, plus appendices. It includes three types of evidence:
Personal materials
* a statement of your philosophy of teaching and learning [he adds that this usually consists of a 250- to 750-word statement that defines you as a teacher, and if you haven’t taught yet, you can replace this temporarily with a statement of teaching goals and ideas.]
* an account of your teaching experiences and related responsibilities [title of the course + one line description of its content + size of class + specific teaching responsibilities – lecturing, labs, marking, facilitation; a course outline as an appendix, if you designed the course yourself] [newer instructors might have to define experience broadly. Chapnick recommends that you consider other types of teaching experiences, listed in order of importance: course instructor; seminar facilitator or lab leader; marker (specify what kind of marking); guest lecturer; and guest workshop conductor.]
*a summary of your commitment to professional development [note whether you have given a talk or published an article on teaching and learning issues; subscribe to teaching-related listservs; attend departmental workshops or brownbag lunches on teaching and learning themes; have completed a teacher training course.]
Materials from others
*evidence of teaching effectiveness (evaluations; letters of support; nominations/awards received) [include a chart that summarizes any formal, numerical teaching evaluations you might have collected. Include an explanation of what the numbers on the scale mean. If you have access to departmental or institutional averages, include those for context.]
Products of teaching
* examples of teaching materials [vidence of pedagogical innovations (include a hand-out explaining a new assignment you have developed), complete copies of older teaching evaluations, solicited letters from colleagues or former students]
* course outlines [course outlines that you've designed yourself, or a model outline of your dream course]
[...] A teaching dossier always includes a statement of your philosophy of teaching and learning, is presented in narrative form, makes few explicit references to research, and typically includes a table of contents.
Participants in this community share ideas and encouragement through websites, blogs, boutiques, galleries, and craft fairs. Together they have forged a new economy and lifestyle based on creativity, determination, and networking.
The movement brings together knitters, embroiderers and quilters who see parallels between the way they create their crafts and how open source software creators share their ideas. At the BildMuseet at UmeÃ¥ University in Sweden, an exhibition — also called Open Source Embroidery — showcases artworks that use embroidery and code as a tool for participatory production and distribution.
“The idea of collaboration has been made cool by open source software,” says Carpenter, the curator of the exhibition. “But artists have been working like this for a long time.”
Even the differences between needlework crafts and open source software are alike, she says. Embroidery is largely dominated by women, while software is created mostly by men, she says. In embroidery, tiny stitches come together to create a pattern visible on the front of the fabric, while its system is revealed on the back. It’s similar to how software is created.




Editor's Note by Jordan Deam
The Hidden Playground by Yours Truly
Gamer-Size Me by Craig Owens
Step Into the Light by Chris LaVigne
Waggle Therapy by Lauren Admire
Imagine this emerging genre as the digital equivalent of a "seeing stone." The seeing stone shows up in a number of modern fairytales, including Tony DiTerlizzi and Holly Black's The Spiderwick Chronicles and Neil Gaiman's Coraline. A primitively carved totem, its key feature is the eye-sized hole in its center. By looking through this hole, the children in these stories are able to see aspects of the world that are usually invisible to humans: magic, fairies, portals to other dimensions, ghosts and goblins and even other people's souls. The idea that the world around us is much more magical than it seems has clear links with childhood traditions of outdoor play and make-believe.