Showing posts with label edutainment. Show all posts
Showing posts with label edutainment. Show all posts

Monday, November 23, 2009

Reimagining Learning Puts LittleBigPlanet in the (MacArthur) Spotlight

Earlier today, the MacArthur Foundation and the HASTAC Initiative announced the upcoming launch of the 2010 Digital Media and Learning Competition, on the theme "Reimagining Learning." The $2 million open competition officially starts on December 14, and seeks proposals that outline "creative ideas to transform learning using digital media." In particular, the competition description emphasizes project that link STEM (science, technology, engineering, and math) curricula and other experiences to digital games. As per the competition description, this means "any game, especially but not limited to LittleBigPlanet™ on PlayStation®3." Proposals are furthermore sought in two different but deeply interrelated categories, one of which revolves almost entirely around LittleBigPlanet. The DMLC invites proposals from designers, inventors, entrepreneurs, researchers, and others engaged in building digital media experiences (what the organization is calling "the learning labs of the 21st Century") that aim specifically to "help young people interact, share, build, tinker, and explore in new and innovative ways." In addition to the obvious sponsorship of Sony and LittleBigPlanet, the competition is further supported by a grant to the University of California at Irvine. There are also some important political links to US President Obama's call for new efforts to reimagine and improve education in STEM subjects, and the competition was coordinated in partnership with National Lab Day.

A key focus of the competition, and of the MacArthur Foundation generally, is to identify and promote new ways of fostering participatory learning experiences for kids and teens. The organization defines participatory learning as "a form of learning connected to individual interests and passions, inherently social in nature, and occurring during hands-on, creative activities." As such, the competition will function as part of MacArthur’s ongoing "digital media and learning" initiative, which explores existing and potential ways in which digital technologies can be used to change how young people play, learn, socialize and engage in traditional and emerging forms of citizenship. For an example of some of the previous work done under this rubric, you might want to check out the "Kids' Informal Learning with Digital Media: An Ethnographic Investigation of Innovative Knowledge Cultures" project that wrapped up last year (a joint project carried out at the University of Southern California and University of California, Berkeley, that drew on the expertise of a number of key children's scholars, including Mimi Ito and Barrie Thorne, among equally notable others).

Anyway, here are the competition category descriptions as posted on the DMLC official competition website:
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.]

Proposals submitted to either category will then be posted for public comment at three different stages of the selection process. According to the competition website, multiple awards will be given in each category (including People's Choice Awards for proposals that receive the most votes from the public at large), the winners of which will be announced this coming Spring 2010.

Seeing as I was planning on making LittleBigPlanet a key case study in my planned future investigation of UGC games and player-creator communities, this is a pretty exciting announcement. The profile raising, well-funded, wide-reaching nature of the competition will mean some pretty interesting things in terms of the evolution of the LBP community, the types of people involved, as well as some likely opportunities for investigations into the demographics of the competition entrants, and the thematic and formal features of the levels they submit (thinking specifically about the Game Changer category here, but of course the broader competition holds even more potential for new and exciting forms of content). On the one hand, of course, I can't ignore the underlying sponsorship and corporate branding dimensions of the competition. This is definitely a great PR move on Sony's part, coinciding as it does with the launch of the newest installment of what is fast becoming an LBP franchise. The question remains, how will the presence of "TM" (trademarks) limit & appropriate the creativity of the submissions?

That said, there are very few programs quite like LBP, both in terms of accessibility (by which I mean usability, affordability and access to the hardware requirements/platform) and in terms of playability. The game and its ever-growing community are fantastic examples of user-centred design. The game and level-builder are also highly accessible to children and novice users, and seem to be used by users of both genders (using anecdotal evidence and observations - some real examination of the demographics involved in these games would be immensely useful at this point), which only enhances the appeal and potential that the game carries for opening up these types of competitions to new voices, youth voices, etc.

My primary research questions will necessarily include a focus on the proprietary implications that arise whenever creativity is invited and facilitated under a system of corporate governance (which are almost always driven by profit and copyright concerns). However, in the case of the DMLC competition, it seems that the goal is to create and promote the submissions under some form of Creative Commons, as indicated by the stipulation that the game levels be offered to the player community free of charge. Admittedly, this might be wishful thinking on my part, but it's definitely one of the possibilities I'll be examining as I follow the developments and outcome of the competition over the next few months. I wish now that I had stuck with my original proposal for the upcoming DMLC conference, which was to talk about my research plans for LBP, Spore, Metaplace and Kodu (and now Playcrafter). *sigh* Oh well, there's always next time!

**Update: Though this wasn't mentioned in either of the press releases I read last week, it seems that the Joan Ganz Cooney Centre (the research arm of The Sesame Workshop) is also involved in this initiative. Here's an excerpt from their press release:
"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."

Great to see the Cooney Center is involved with this - they do excellent work and have all the required expertise when it comes to merging high quality educational content with fun, as well as a great mandate when it comes to involving & addressing the needs of marginalized groups.

Saturday, January 19, 2008

"D is for Digital" But Not Educational

****Originally drafted on January 9th****

By way of Josh Golin at the CCFC, an announcement this week from the newly formed Joan Ganz Cooney Center, which has recently completed a report on the kids' (ages 3 to 11) digital media industry. Focusing on educational content and marketing, D is for Digital makes a pretty clear argument for government-driven standards when it comes to digital products claiming educational value. According to the Center's press release:
The 50-page study, the first to analyze the current interactive media environment for preschool and elementary age children, documents how the recent aging down and exponential growth of digital products are shaping how children, ages 3-11, live and learn. Of the 300+ products studied, the paper found that most do not take advantage of available research regarding children's educational needs particularly in a global economy where literacy and learning requirements are fast evolving. Among the findings, the survey yielded only two educational video games (in an industry that generated $500 million in 2006 for the top 20 titles alone) based on explicit educational curriculum design available in the market.

The report also identified influential market trends with strong potential for education; examined the type of informal learning products on the market; and recommended ways to expand the availability of quality educational media for children.

The report also makes a number of recommendations for industry, researchers and policymakers including:

- Better partnerships should be built between research and industry, to foster quality educational products;

- More emphasis should be placed on educational videogame development;

- Intergenerational interaction should be encouraged through product design;

- Evidentiary standards for "educational" products need to be created; -- and here the report refers back to the Kaiser Family Foundation's 2005 report A Teacher in the Living Room?, stating that in the time that has lapsed since the KFF's study, the market has become (as the KFF predicted) "dominated by products that advertise unsubstantiated educational claims." In response, the Joan Ganz Clooney Centre recommends the following "Action Step":
Federal regulatory bodies such as the Federal Trade Commission, voluntary industry groups such as The Better Business Bureau, and parent advocates such as Common Sense Media should collaborate on a consumer protection initiative to better describe educational effectiveness in interactive media products for children.

- Policies should be implemented to protect children from digital commercialism; -- a recommendation which the Centre suggests can be achieved by better coordination of regulatory bodies:
Federal regulatory bodies, such as the Federal Communications Commission, and voluntary industry, public interest advocacy, and philanthropic organizations, should initiate the advancement of policies that protect children from commercialism in a digital age. A revitalization of The Children’s Television Act needs to be undertaken to modernize the child protections now called for in a digital age.

The report also offers two recommendations specific to academics:
- A research agenda should be established that addresses the implications of market trends on product development;
Academic researchers need to investigate the implications of the current environment on children’s informal learning, and recognize “what works” in educating children through digital media products.

- Academic research should be made more accessible to industry;
Academic institutions should disseminate research findings to industry through industry publications and events.

There's a fine line between praxis or collaborating for a better media environment, and full-on commercial research, which really isn't addressed here. Read one way, it sounds like a great idea, read another way, it sounds like research for profit, or at the very least enhancing the one-way street that currently exists between academic and commercial research. Academic research findings may usually only be available through journals and academic texts, but at least it's published freely and made part of the public domain. In the world of kids' media, it's the commercial sector who sits on the research goldmine, and I'd like to see these "partnerships" result in a more open and accountable commercial research sector as well.

While the fact that the study was focused on "educational" media explains much of its emphasis on purposive play/media use, I think that an underlying bias for productive leisure is also driving much of the Center's activities and positions. This is clear from the company's mission statement (which describes the Center as "Focusing especially on the needs of disadvantaged children, the Center conducts and supports research, creates educational models and interactive media properties, and builds cross-sector partnerships to scale-up best practices"), and is also pretty explicitly expressed in Michael Levine's (the Center's Executive Director) statements about the report (as quoted in the press release), which included the following:
"Kids today are spending almost as much time with media as attending school, so there is an opportunity to create more engaging educational products than ever before. Unfortunately, most of the new digital products we reviewed, with notable exceptions, do not yet promote the vital literacy, creativity and problem-solving skills children need to succeed. The report documents how industry leaders, working closely with experts in child development and research, can develop interactive educational products that can leverage key market opportunities and promote a new vision for learning and entertainment."

A very fascinating first contribution from the people who brought us Sesame Street -- definitely going into my chapter on kiddie-tech and "educational" play.

Wednesday, November 21, 2007

From No Cells to "Edu"Cells...Hmmmm

This story from AdAge about the continuing saga of kids and cells in NYC gave me serious pause. Last year, NYC put a ban on mobile phones in schools, causing quite an uproar among students and their parents. Now, the New York City Department of Education is working with advertising agency Droga5 on a new program (termed "The Million" in reference to the number of kids in the NYC public school system), that would see the distribution of free mobile phones to NYC students. The twist? The phones would come equipped with "educational" content, and would be plugged into a learning reward system. The real twist? Content would be sponsored, incorporate ads and other forms of cross-promotion, and the reward system limited to a bunch of "discounts," undoubtedly for sponsored products. Yikes! Here's the description from the AdAge article:
"[T]he program involves giving away free mobile phones packed with learning tools such as a thesaurus, spell checks and an extra-help tip line to each student. The more a student uses these learning applications, the more rewards -- discounts for movies, sneakers, clothes and music downloads, as well as air-time minutes and text messages -- are unlocked. Additional incentives for achievement and attendance, including congratulatory voice-mail messages from, say, Derek Jeter or a wake-up call from Jay-Z, are also planned.

"What's cooler than the iPhone is something that has almost as many applications but is free," Mr. Droga [founder of Droga5] said. In addition, the phone's exclusive nature -- only public-school students will be able to reap the benefits of it -- may drive up the "badge factor," adding to its appeal.

Naturally, there'll be room for brands to latch onto the cause. The hardware provider, based on the video Mr. Droga showed at the conference, appears to be Motorola, though he wouldn't confirm it. He also declined to name the service provider that's been chosen. There'll also be some room for advertising on the phone. After all, the phones, while provided for free to the students, won't be completely without cost. As such, marketers will be able to infiltrate the students' world through "responsible" sponsorships."

This sounds like corporate monopoly to me...ban kids from bringing in their own cell phones, and then enforce this "free" system that essentially grants Droga5 and their sponsors exclusive reign over kids' mobile use outside of school? It looks like I'm not the only one who smells a rat. Anastasia from YPulse had this to say:
So we're replacing students phones that they can't bring to school with new phones (that they still may not be able to bring to school) packed with branded content.

What about incentivizing students with innovative new ways of learning in the classroom using blogs, wikis, iPods and cellphones? How about integrating the technology they already have or use into existing lesson plans? If students aren't engaged or interested in learning, bribing them with phone bling feels like a Band Aid solution and another opportunity for marketers to reach kids in class.

I agree...this really does just seem like another case of commercialization in (or in this case via) the classroom. Check out Commercial Alert's ongoing campaign for a discouraging number of comparison cases, as well as Jill Sharpe's new documentary Corporations in the Classroom (or here) for more info.

Wednesday, October 31, 2007

Uruguay Places First Official Order of OLPC's $100 Laptops

Courtesy of the MAGIC Network, BBC News reports that Uruguay has first become the first country to place an order for 100,000 of the One Laptop per Child's (OLPC) controversial $100-laptops for kids. If all goes well, the country will purchase another 300,000 to "provide a machine for every child" in the country between the ages of 6 and 12 by 2009. According to the BBC article:
The order will be a boost for the One Laptop per Child (OLPC) organisation behind the project which has admitted difficulties getting concrete orders.

"I have to some degree underestimated the difference between shaking the hand of a head of state and having a cheque written," Nicholas Negroponte, the founder of the organisation, recently told the New York Times.

However, he said he was "delighted" with the first deal.

"We commend Uruguay for being the first country to take concrete actions to provide laptops to all its children and teachers and look forward to other countries following this example," he said.

Some of the problems that the organization has had include the steadily rising cost of the machines, which are supposed to sell for $100 or less, but have now (according to the BBC) increased to $188. Governments were also initially limited to purchasing batches or lots of 250,000 units, in green or white...a stipulation that has now been removed. In addition to making lower lot quantities available, starting November 12, individual members of the public will also be able to buy a machine "for themselves as well as one for a child in a developing country" (an initiative called "The Give 1 Get 1 (G1G1) program). Prices for individual machines start at $299. This last part is great news for researchers interested in exploring the technology first hand, and I'm now seriously considering including a design analysis of the computer in my thesis.

Along with the OLPC laptops, the Government of Uruguay will also provide internet access to all of the schools involved.

Check out the BBC's "Clickable guide to the key features of the "$100" laptop".

Tuesday, October 23, 2007

Massively Preschooler Online Games

David Kaplan has written a piece on PaidContent.org about Nickelodeon's MyNoggin (which launched yesterday) and Disney's upcoming Bunnytown (to be launched later this week[???] -- the article says yes, but I can't find confirmation). Both are virtual worlds, and both are aimed squarely at preschoolers.

Nick's MyNoggin, which launched yesterday, is described by Kaplan as:
[A] casual game that is the main feature of a subscription-based, ad-free service for preschoolers and their parents. The game is described as “curriculum-based learning through game play.” The game also serves to promote Nick Jr. and Noggin characters, which game players use as icons.

The site itself advertises games that "progress with child's achievement", and reports that will let parents monitor their child's in-game learning. Meanwhile, Disney is expected to release further details about its Bunnytown site, which will tie into a new Saturday morning Disney Channel puppet show premiering next month (check out the trailer here).

Although Kaplan argues that the sites have different strategies in mind -- emphasizing that MyNoggin will be ad-free, while ignoring 'character branding' as its own highly effective ad strategy -- it's clear that both aim to cross-promote ancillary products and media (For a different incarnation of the same article and argument, check out Daisy Whitney's post at TV Week, which positions the sites as the "two different approaches" to creating virtual worlds for preschoolers). Nickelodeon might couch this in educational/participatory culture discourses, but Disney is much more upfront about their expectations around branded play. As the article explains:
Disney’s online offerings, on the other hand, are intended to drive viewership and product purchases. Mindy Stockfield, VP of digital media at Disney Channel and Jetix, tells TVWeek that the entertainment giant is giving kids exactly what they want. Stockfield pointed to research, commissioned by Disney, that showed viewers have a particular affinity for particular shows and brands, saying, “By playing our games and being part of the content, it engages them so much they want to watch the show more.”

What Kaplan and Whitney don't mention is that Nick and Disney are not alone in creating immersive online experiences for preschoolers. Just last week, Sesame Workshop launched its much anticipated Panwapa, a virtual world that seeks to teach 4-to-7 year olds about global citizenship, and introduce a new transnational team of Sesame muppets. For a great description of the site's contents, check out this posting at Children's Media Consultant. Similarly, if I heard correctly at last week's aoir conference, PBS Kids is also planning a virtual world or community for preschoolers. So far, all of these initiatives appear to emphasize "educational" content -- likely as a strategy to get parents on board with letting their 4-year-olds play online. And I'm sure we'll be hearing a LOT about "safety" as well, though how either of these dimensions are to be defined and implemented remains to be explored.