Digital Kids 2012

Excited to volunteer tomorrow for 6th annual Digital Kids Conference!

Now in our 6th year, Digital Kids Conference 2012 takes place April 25-26, 2012 in Los Angeles, CA. at the Pasadena Convention Center. Digital Kids provides companies the critical information they need to build successful online and mobile products and services for kids. The show features 95 speakers in 5 conference tracks, including:

SafetyContentOperationsBusiness and Market Research.

Speakers include industry leaders such as DisneyWizard101/KingsIsleActivisionLEGO Group,Rovio/Angry Birds, Spin MasterNational Football LeagueCartoon NetworkUbisoftCookie Jar,Sony OnlineKIDZBOPMind CandyPeanutsGoogleYahoo! KidsThe NPD GroupFederal Trade CommissionCalifornia Atty General and many more.

These experts will share their insight on building, managing and monetizing services, products and interactive content for digital kids and connected youth. This is your opportunity to gain the latest insight on mobile and iPad apps, social games, social media, virtual worlds, and more – all targeting kids and youth.

I combed through the schedule and am particularly interested in these panels…

Wednesday:
***1. National Geographic, Smart Bomb & Microsoft: Gaming for Good (this relates directly to my research)

I’m sure that any/all assignments I receive will provide rich opportunities for edification and networking. What fun!

DML 2012

Last week, I jetted up to San Francisco to attend the 3rd annual Digital Media and Learning (DML) Conference.

The Digital Media and Learning Conference is an annual event supported by the MacArthur Foundation and organized by the Digital Media and Learning Research Hub located at the UC Humanities Research Institute, University of California, Irvine. The conference is meant to be an inclusive, international and annual gathering of scholars and practitioners in the field, focused on fostering interdisciplinary and participatory dialog and linking theory, empirical study, policy, and practice.

Themed “Beyond Educational Technology: Learning Innovations in a Connected World,” DML 2012 focused on the following categories:

Making, Tinkering and Remixing // MTR: To become full and active participants in 21st century society, young
people must learn to design, create, and invent with new technologies, not simply interact with them. What
are the pathways for becoming a maker and not just a user in a world of Connected Learning? What social and
technical infrastructures provide the best support for young people as they learn to tinker with materials, remix
one another’s work, and iteratively refine their creations?
The goal of this track is to explore the tensions between the design of emerging platforms and the practices that
unfold on them, with specific attention given to the policy challenges that emerge. How does the technology
respond practice and how do users repurpose technology? Who gets to set the community norms and how are
these norms negotiated? How are values— like privacy, safety, and transparency—embedded in the technology
and how does this shape socio-technical practices? What happens when conflicts emerge between the users and
the creators? How does the tension between technical design and personal practices configure these spaces?

Re-imagining Media for Learning // RML: What does it mean to think of media and games in the service of
diverse educational goals and within a broad ecology of learning? In particular, how can we balance the needs
of multi-stakeholder alliances against the challenges of designing engaging, playful and truly innovative media
experiences? Especially those that go beyond implementations of technologies and platforms to create real
communities of playful learning and rich opportunities for individual discovery and growth.

Democratizing Learning Innovation // DLI: Looking to the groundswell for massively collaborative innovation
and change, what does it take to pull from a participatory and networked ecology to push innovation from the
bottom up and from the outside in versus top down and inside out?

Innovations for Public Education // IPE: Too often cutting edge technology innovations serve the interests
of the already privileged “creative class.” What can we do to ensure that the most innovative forms of
learning are accessible to all educators and young people relying on public education infrastructures?
How can digital innovation directly impact disparities in achievement of students based on race and class?

The conference opened with an inspiring talk from USC visiting scholar John Seely Brown; several arguments and examples were drawn from his useful 2011 book (co-authored with USC’s Douglas Thomas) A New Culture of Learning: Cultivating the Imagination for a World of Constant Change:

I had the privilege of presenting on two panels, both in the Innovations for Public Education division. Kicking off the first session of Day 1, we colleagues (Henry Jenkins, Erin Reilly, Laurel Felt, Kirsten Carthew, Vanessa Vartabedian, Akifa Khan, Isabel Morales, Greta Enszer) from the PLAY! (Participatory Learning And You!) initiative offered a hands-on workshop entitled “Challenge-based Learning and the PLAYground: What is challenge-based learning and how can we use an online platform to explore it?” At least 100 individuals crammed into our wee conference room and spilled into the hallway…

This hands-on workshop will explore challenge-based learning opportunities using Project New Media Literacies’/PLAY!’s PLAYground on-line platform. Teachers, students and researchers will facilitate an exploration of challenges
created by our pilot program and demonstrate opportunities for workshop participants to create action-oriented curriculum for student participation/engagement in both formal (classroom) and informal learning environments.

In 2009, the New Media Consortium collaborated with Apple to define a new pedagogical framework called
challenge-based learning. This combines project-based learning, problem-based learning and the importance of taking action in solving real-world problems to share with the world. With information and sharing with others at the tips of our fingers, challenges encourage participants to search, synthesize, collaboratively remix and disseminate information central to questions that are open-ended and serve as a framework for student-centered learning and inquiry on specific topics that they are passionate about (Johnson, Smith, Smythe, & Varon, 2009).

The PLAYground is an online platform for the curation, creation and circulation of user-generated challenges, where the majority of participants are teachers and students from various disciplines and ages. It is designed to cultivate and promote challenge-based learning experiences. In large and small groups, participants are able to: design and participate in learning-rich activities; identify these activities’ potential contributions to teaching and learning; reflect upon their own pedagogical practices; and discover intersections and practical take-aways.

The innovation of the PLAYground is embedded in both its content and design as a technological tool that serves teachers and students within the learning eco-system. The platform is free, user friendly, and has been piloted with Los Angeles Unified School District (LAUSD) public school teachers and students from a range of disciplines (e.g., special needs, math and sciences, health, literacy, social studies, etc). Every teacher who participated in the pilot phase testing of the PLAYground derived benefit, regardless of classroom access to technology. Those who lacked digital tools utilized the challenge content within the PLAYground to create dynamic lessons off-line using the 21st century skill sets implicit to challenge-based learning.

WORKSHOP OUTLINE
1) Introduction to Challenge-Based Learning in the context of PLAY!: PLAY! framework; Working Definition of “Challenge-based learning” – What key nuances distinguish it from other types of learning?; Introduction to the PLAYground

2) Playful polling — How recently and often have you used play as a vehicle for learning? How, if at all, does co-learning appear in your practice?

3) Challenge Creation — Each group, divided by the foci of the conference + key interest areas, creates a paper prototype of a challenge

4) Share out — Group discussion/presentation of the challenges: How can this be used in the classroom and beyond?

Here is our presentation. Participants’ brilliant and unique creations illustrated the value (even the imperativeness) of flexibility in education. When we provide open-ended means for accessing learning goals, as well as support learners with tools for pursuing passions, the richness of their products is inestimable.

After lunch, I joined USC colleagues (Zoe Corwin, Elizabeth Swensen, Sean Bouchard, Jenna Sablan,
Tracy Fullerton, Vanessa Vartabedian, Laurel Felt, Vanessa Monterosa) to present “Divide and Conquer: Examining and Confronting the Digital Divide.”

The “digital divide” creates an additional layer of challenge for students already facing inadequate services in their schools. But what does the digital divide look like? And what strategies are being employed to provide greater access to meaningful technologies?

The intent of this panel is to bolster understandings of how students from low-income backgrounds use technology and explore what digital and game innovations are being developed for under-served students. Panelists hail from education, communications, interactive media and sociology programs and all are currently working with game and social media projects designed to provide high quality digital resources to low-income communities. The panelists will: 1) share quantitative and qualitative research findings that describe the digital divide and 2) discuss how researchers and game designers are addressing the digital divide through innovative programs. A moderator will facilitate a questions and answer segment with the aim of stimulating discussion among audience and panelists about what we know about the digital divide and how we are confronting it.

1: Digital snapshot of urban high school students
This paper describes digital profiles of students at three urban Los Angeles area schools. Data derive from focus groups, questionnaires, and observations. Study findings outline what types of technology students use at school and at home, ease and speed of Internet access, social networking behaviors, mobile device usage, influence of technology on interactions with peers and family members, and students’ willingness and ability to learn about college through technology.

2: Serious problem, seriously fun game
Through the Collegeology Games project, researchers and game designers from the University of Southern California have utilized new media forms, such as digital and tabletop games, to boost college aspirations and promote college-going strategies for underserved students. The focus of the presentation will be on identifying potential aspects of a problem space, and adapting educational games for different platforms and audiences.

3: After-school digital literacy, Part 1: Explore Locally, Excel Digitally
How one negotiates digital tools and norms impacts citizenship on and offline. USC Annenberg’s Participatory Learning And You! (PLAY!) initiative’s after-school program “Explore Locally, Excel Digitally” (ELED) used hardware, software, and team-building activities to investigate ethics, mapping, and their intersections. Students examined their own communities and the nature of their participation within these networks, looking at ELED, their friendship circles, schools, and neighborhood. Ethnographic fieldnotes, video footage, student-generated multimedia content, and survey measures demonstrated that this pedagogical framework supported a participatory learning culture and facilitated students’ development of self- and collective efficacy.

4: After-school digital literacy, Part 2: Laughter for a Change
Play On! Workshops are a series of after-school programs facilitated by USC Annenberg’s PLAY! initiative, operated out of RFK-LA’s MediaLab at the Robert F. Kennedy Community Schools. Among these workshops, improvisational theater-focused Laughter for a Change provided its high school-aged participants with opportunities to develop performance skills, boost self-confidence, practice collaboration, and co-learn in a trusting, multi-aged community of practice.

While I had prepared an elaborate PowerPoint presentation, I opted to breeze past most of it in favor of practicing what I preached. Climbing atop a chair, I exhorted the (post-lunch lethargic) audience to find a partner and risk public silliness. Each pair’s “A” individual (who self-identified by raising the roof while whooping “Whoo whoo!”) kicked off a mirror exercise, slowly moving arms, legs, torso, and face while his/her “B” mate (who self-identified by pressing it down while grunting “Whoa whoa!”) moved in synchrony. I called out “B!” and the “B” individual took the lead while “A” followed. They passed control back and forth according to my command, striving for eye contact (an intimate, uncomfortable, and valuable connection) and monitoring action.

Reflecting on the exercise, participants commented on their varying levels of engagement and comfort and identified the utility of play/games as a context for learning and community-building. Dr. Sarah Vaala, a fellow member of the International Communication Association (ICA)’s Children, Adolescents, and Media division and Research Fellow at the Joan Ganz Cooney Center at Sesame Workshop, included my presentation in her recap of Day One at DML:

“…In one panel, Laurel Felt of USC Annenberg School for Communication & Journalism described how LA high school students boosted their self-confidence and communication skills through an afterschool improv class. “Laughter for a cause” [sic], she claimed, gave kids the space they needed to look silly, goof around, fail, and have fun. The students essentially were given permission to play, free of peer pressure, societal expectations, and academic assessment, all while building trust with each other and co-learning the basics of improv comedy” (Vaala, 2012, para 7).

Throughout the conference, in an uncharacteristic move, I Tweeted! It seemed the thing to do — when in Rome and all that — and this backchannel provided access to super note-taking and rich interrogation, annotation, and reflection.

In DML’s aftermath, several participants have penned sense-making essays, Mimi Ito‘s of particular note. Action and continued community-building must follow. With USC Impact Games colleagues Zoe Corwin and Tracy Fullerton, I will gather USC’S DML attendees and interested/like-minded individuals to debrief, identify, and innovate. Specifically, we will: reflect on DML 2012; list out our projects to increase transparency and synergy across the university; support the development of conversations and working groups; and take over the world!

Wednesday, March 21, 2-3 pm, Game Innovation Lab (GIL), located on the second floor at Robert Zemeckis Center for Digital Arts (RZC), 3131 S. Figueroa

USC’s DML attendees (in no particular order):
Bill Tierney (Education)
Sean Bouchard (Cinema)
Elizabeth Swensen (Cinema)
Jeff Watson (Cinema)
Henry Jenkins (Communication, Journalism, Cinema, Education)
Ben Stokes (Communication)
Alex Leavitt (Communication)
John Seely Brown (at-large)
Brendesha Tynes (Education)
John Pascarella (Education)
Otto Khera (Education)
Erin Reilly (Communication)
Vanessa Vartabedian (Communication)
Jenna Sablan (Education)
Vanessa Monterosa (Education)
Melissa Brough (Communication)
Meryl Alper (Communication)
George Villanueva (Communication)
Ronan Hallowell (Education)
Akifa Khan (Communication)
Kirsten Carthew (Communication)
Francois Bar (Communication)
Gabriel Peters-Lazaro (Cinema)
Tracy Fullerton (Cinema)
Zoe Corwin (Education)
Laurel Felt (Communication)

An old activist adage encourages us to “think globally, act locally.” Riffing on this, my colleagues and I developed an after-school program called “explore locally, excel digitally.” I’d like to think that our USC-based, digital media & learning-oriented coalition combines both complementary values. With the goal of impacting the wider world on- and off-line, we disparate denizens of a single institution will cross the quad for face-to-face encounters, asynchronous cyber conversations, and collective intelligence-enriched innovation. The question is, If we build it, will they come?

RSVP!

Literacy

This story misses the story. I don’t have access to the original research so I’m unsure as to whether the reporter is spinning an oft-told, irresponsible tale — “Kids these days are lazy and stupid!” — or the investigators employed an inadequate data collection tool.

Here’s what happened: The UK’s National Literacy Trust asked 18,000 seven- to 16-year-olds about their out-of-school reading habits. The article basically argued that children are not reading very much, and concluded with the British secretary of education’s opinion that children need to read more books — specifically, 50 per year.

I like books. I think they’re neat. But they’re not the only “game” in town.

Offering literacy experiences alongside books are: newspapers, magazines, blogs, forums, corporate websites, ads, social media profiles, games, TV, mainstream films, indy films, amateur films, radio, podcasts, comics, manga, fan fiction, ebooks, SMS texts, etc, etc, etc. Arguably, the sheer amount of text — and texts — in young people’s environment has exploded. So too has the amount of time they spend doing literacy: decoding, meaning making, and creating. We need to value the reading of multiple texts, for each has its own nature, and engaging in the experience of reading these texts has merit, both practical and theoretical.

According to the article:

“The research also found that the older the children are, the less likely they are to read. The 14- to 16-year-olds were 11 times more likely than the seven- to 11-year-olds to say they had not read a book in the last month.

Half said they read emails and websites at least once a month. Only just over a quarter – 27% – flick through comics.”

I take issue with the ambiguities and hidden assumptions here. Are older kids really less likely to READ, or just to read the products enumerated by the researchers? Are they less likely to read YouTube videos, Facebook profiles, or text messages? Are they less likely to read school-related non-fiction, such as textbooks or online sources (whose credibility may or may not be sterling (another issue entirely))? I think not. In these domains, older children’s participation dwarfs that of younger children’s. And while the older kids reported reading fewer books, it is entirely possible that, in terms of word count or cognitive challenge, they read the equivalent (or more!) via other platforms. It is also possible that these older kids, hoping to seem cool, under-reported their book-reading; the opposite is also possible, that the younger kids, eager to please/impress the researchers, over-reported their book-reading. Even without conscious manipulation, the accuracy of monthly estimations is poor for any demographic — people are just bad at remembering. For seven to 16-year-olds, you’ve got to figure that they’re even worse.

As for emails vs. websites vs. comics — who cares? Only a few decades ago, children’s comic book reading inspired moral panics. And now its (purported) diminution is also alarming? Which one is it? And is it even occurring at all? When the researchers say “comics,” do the kids understand this to mean online and offline, professional and amateur, anime, manga, and graphic novel? As for websites — what does it even mean to read a website? What kind of website? The language is too imprecise to even take on. Finally, emails. Many youths report that emails are seldom sent among their cohort, just as senior citizens claim low rates of text messaging amongst their peers. So, does this “low” (compared to what?) figure of email reading merely reflect the modest number of emails circulated? What is the value of this context-less data?

I know this much is true: To overlook multiple texts and the role they play in young people’s lives, and then conclude that children aren’t reading, is intellectually irresponsible. To fail to support children’s literacy skills around these texts is professionally irresponsible.

Our task is twofold, “local” and “global.” First, readers of all stripes should grapple together with the unique affordances of each text/literacy experience, helping one another to become savvier vis-a-vis specific sites. Some sample considerations: “Here’s what you should consider when you read a Wikipedia post.” “What does this podcast’s very existence tell us about its author?” “What do you know about the anime hero’s world by looking at the art in the background?”

Second, readers (and those who seek to teach and assess them) should focus on the underlying, universal skills required and developed by engaging with texts, such as: comprehending, synthesizing, and responding. They should also seize upon the perspective-taking that naturally occurs when readers connect with stories/storytellers, and help readers to improve their proficiency therein. Better ability to perspective-take will not only enrich individuals’ enjoyment of literature, but it will boost their efficacy as communicators and their capacity for sensitive social negotiation.

As the tide of texts surges, I don’t want to lose the book baby in all of this bathwater. But neither do I want to zero in on the baby and ignore the fact that she’s swimming in a sea of possibility…