Tag Archives: Sesame Workshop

White House Science Fair Acknowledges the Importance of Video Games

By Jordan Shapiro, Contributor

Young video game designers will be included in the 3rd White House Science Fair to be held on Monday, April 22nd. This is the second time that winners of the STEM Video Game Challenge have been invited to the Science Fair. Now in its third year, the National STEM Video Game Challenge is a competition among middle school and high school kids who design their own video games. Presented by the Joan Ganz Cooney Center at the Sesame Workshop and E-Line Media along with partners like the AMD foundation, Microsoft’s XBOX 360, and the Entertainment Software Foundation, the STEM challenge “aims to motivate interest in science, technology, engineering and math (STEM) by tapping into students’ enthusiasm for playing and making video games.” There’s still time for young people to enter this year’s STEM challenge before the April 24th deadline. Perhaps your kid could be honored at next year’s White House Science Fair. President Obama hosted the first White House Science Fair in late 2010. The fair is part of his Educate to Innovate campaign, which aims to encourage excellence in math and science. As the President said at the first Science Fair, “If you win the NCAA championship, you come to the White House. Well, if you’re a young person and you produce the best experiment or design, the best hardware or software, you ought to be recognized for that achievement, too.” Geeks, gamers, and developers should all be thrilled by Obama’s recognition of young game designers. It is further evidence that the video game stigma is waning. Gamification is already a hot buzzword in business management and product development. Game-based learning is quickly becoming a regular supplement to our education strategies. Including STEM Challenge winners as part of the White House Science Fair shows that developers are getting the kind of recognition they deserve. Although the common view is that video games are simply entertainment–an escape from the real world, I think video games function as interactive mythology. They can be understood as non-linear stories that help individuals derive meaning from the complicated paradoxes of everyday life. Obama’s decision to acknowledge excellence among young game designers celebrates the exceptional multidisciplinary thinking that’s involved in making interactive stories. Hopefully, this is another indication that we are moving away from the misguided divisions that permeate our education system. We can only hope that we inch toward a more holistic integrated concept of “knowledge.” Our current system creates rigid separations between the ways the sciences and the humanities define truth. Video games (in particular, the design and creation of games) have the potential create a world of adults who are practiced at using the deterministic technologies of scientific thinking to interact with the fuzzy ambivalent metaphors of the humanities. The White House Science Fair will take place on April 22nd around 2pm ET and will be webcast live at http://www.whitehouse.gov/live Jordan Shapiro is author of FREEPLAY: A Video Game Guide to Maximum Euphoric Bliss and co-editor of Occupy Psyche: Jungian and Archetypal Perspectives on a Movement. For information

From: http://www.forbes.com/sites/jordanshapiro/2013/04/19/white-house-science-fair-acknowledges-the-importance-of-video-games/

How to Invest in Game Based Learning

By Jordan Shapiro, Contributor

When I was a kid, time spent with the Atari 2600 console was tantamount to dodging responsibilities. Today, video games are no longer just an instrument of procrastination. For my kids, playing video games is often their homework. Last night they spent hours with Jiji, the adorable penguin who is the centerpiece of the Mind Research Institute’s ST Math software. ST Math is just one example of a learning game that supplements a traditional K-12 school curriculum. Increasingly, game based learning is becoming a central component of the school experience. At the end of January, the Joan Ganz Cooney Center at the Sesame Workshop published a report that aims to understand “the market dynamics for digital learning games in K-12 schools” and identify “areas of innovation that are ready for new investment.” The “Games for a Digital Age: K-12 Market Map and Investment Analysis” report, written by John Richards, Leslie Stebbins, and Kurt Moellering, provides “information and recommendations for investors, game developers, and publishers hoping to succeed in the K-12 institutional space.” Despite the many systemic obstacles to moving new products into the K-12 marketplace–”a few multi-billion dollar players, a long buying cycle, selling costs, a byzantine decision-making process, demand for curriculum and standards alignment, requirements for proof of effectiveness, and a need for professional development”–the game-based learning space, which is still in the formative stages of technological evolution, is clearly a sector fertile for investing. As Dave McCool, President and CEO of Muzzy Lane observed, “the stigma of games seems to have pretty much fallen away at this point,” suggesting that serious school district and institutional spending on games is about to skyrocket. Muzzy Lane is one of the big name developers in game based learning, working closely with long established players in the education market like McGraw Hill Education. Last week I wrote about Muzzy Lane’s collaboration on “Government In Action,” a role-playing strategy game designed as a practical supplement for high-school and college classes teaching the basics of U.S. Government. Check out my review: “Government in Action” is the educational game-based version of Netflix’s “House of Cards” series. Not only has the stigma around gaming lessened, schools in general have become receptive to technological innovation. For example, it is becoming increasingly common for every K-12 student to have a computing device, interactive whiteboards are now commonplace, cloud computing is lowering the costs for software implementation, and social networks are increasingly playing a part in our everyday social and educational lives.  It seems likely that game-based learning will no longer be a novelty, but rather a normal part of the school experience in the coming decade. Games are no longer just entertainment. The Cooney Center report distinguishes between long-form and short-form games. Long-form games “are focused on higher order thinking skills” and continue for long periods of time–perhaps a semester, a full school year, throughout a multi-grade curriculum. Short-form games ”provide tools for practice and focused concepts,” fitting neatly into classroom time, perhaps supplementing a core curriculum in …read more
Source: FULL ARTICLE at Forbes Latest

AVG Technologies Chief Policy Officer Siobhan MacDermott to Speak as "Visiting Future-ist" for the F

By Business Wirevia The Motley Fool

Filed under:

AVG Technologies Chief Policy Officer Siobhan MacDermott to Speak as “Visiting Future-ist” for the Future of Information Alliance at the University of Maryland

–(BUSINESS WIRE)– AVG Technologies (NYS: AVG) :

WHAT: The University of Maryland’s Future of Information Alliance will host invitation-only discussions in a series entitled, “The Big Picture of Big Data.” Visiting Future-ists will give 10-minute presentations on the topic as it pertains to their respective industry or discipline.

The Future of Information Alliance was launched at the University of Maryland in 2011. It was created to serve as a catalyst for dialogue across disciplines and to promote research on issues related to the evolving role of information in our lives. By identifying shared challenges and encouraging innovative solutions, the Future of Information Alliance seeks to facilitate a future in which information in all its forms can be an effective resource for all. The founding partners include the Library of Congress, the National Archives, the Smithsonian Institution, the National Geographic Society, the Newseum, Sesame Workshop, the U.S. National Park Service, the Barrie School, the Online Academy, WAMU 88.5 and Maryland Gov. Martin O’Malley. The Future of Information Alliance is co-directed by Ira Chinoy, a University of Maryland Philip Merrill College of Journalism associate professor and associate dean, and Allison Druin, a professor at the University of Maryland College of Information Studies (iSchool).

WHO: Siobhan MacDermott is a respected thought leader on the future of Information Technology, consumer dynamics, cybersecurity, privacy, and business leadership. She is currently Chief Policy Officer of AVG Technologies (NYS: AVG) , having worked in senior leadership positions at many reputable U.S. and global technology companies. MacDermott is both a US and EU national, and has worked on four continents and speaks five languages. She received her MBA from Thunderbird School of Global Management, is working on her second Masters degree at the Fletcher School, and serves on and advises several boards including the Internet Security Alliance and the Fund for Peace.

AVG‘s mission is to simplify, optimize and secure the Internet experience, providing peace of mind to a connected world. AVG‘s powerful yet easy-to-use software and online services put users in control of their Internet experience. By choosing AVG‘s software and services, users become part of a trusted global community that benefits from inherent network effects, mutual protection and support. AVG has grown …read more
Source: FULL ARTICLE at DailyFinance

Big Bird Visits the White House

By Marissa Duswalt

Editors Note: This blog was originally posted on letsmove.gov.

First Lady Michelle Obama invited Big Bird to to the White House to learn how easy and delicious it is to eat fruits and vegetables. Check out the latest PSAs from Mrs. Obama and Sesame Workshop celebrating Let's Move!'s third anniversary!

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Source: FULL ARTICLE at The White House

First Lady Michelle Obama and Big Bird Team Up to Help Get Kids Healthy

By The White House

New Let’s Move! Public Service Announcements Filmed in the White House
Encourage Kids to Eat Healthy and Get Active

Washington, D.C. – First Lady Michelle Obama and Sesame Street’s Big Bird teamed up to film two public service announcements encouraging kids to eat healthy and get active. The new PSAs, which can be viewed HERE and HERE, are launched as part of the third anniversary celebration of Let’s Move! – Mrs. Obama’s initiative to ensure that all our children grow up healthy and reach their full potential.

The new PSAs feature Mrs. Obama and Big Bird in the White House showing kids how easy and delicious it is to eat healthy snacks like fruits and vegetables and demonstrating fun ways to get active like dancing and jumping. Sesame Workshop, the nonprofit educational organization behind Sesame Street, will distribute these PSAs to 320 PBS Stations, Sesame Workshop’s partner channels as part of their Healthy Habits for Life Initiative. The PSAs are also posted on the Sesame Street and Let’s Move! websites.

These PSAs are part of the celebration of Let’s Move!’s third anniversary. Next week, the First Lady will kick off a two day nation-wide tour celebrating the anniversary by showcasing progress and announcing new ways the country is coming together around the health of our children.

Mrs. Obama launched Let’s Move! on February 9, 2010 to unite the country around our kids’ health and create real support for families to live healthier lives. Since then parents, business leaders, educators, elected officials, military leaders, chefs, physicians, athletes, childcare providers, community and faith leaders, and kids themselves have stepped up to improve the health of our nation’s children.

Thanks to these efforts, families now have access to more information to make healthier decisions for their children. Young people now have more opportunities for physical activity in their communities. Food in schools has been dramatically improved. More Americans now have access to healthy, affordable food closer to home. And the national childhood obesity rate has leveled off, and even declined in some cities and states.

More information on three years of healthy changes can be found here: http://www.letsmove.gov/blog/2013/02/08/lets-move-three-years-working-towards-healthier-generation-children

About Sesame Workshop

Sesame Workshop is the nonprofit educational organization that revolutionized children’s television programming with the landmark Sesame Street. The Workshop produces local Sesame Street programs, seen in over 150 countries, and other acclaimed shows to help bridge the literacy gap including The Electric Company. Beyond television, the Workshop produces content for multiple media platforms on a wide range of issues including literacy, health and military deployment. Initiatives meet specific needs to help young children and families develop critical skills, acquire healthy habits and build emotional strength to prepare them for lifelong learning. Learn more at www.sesameworkshop.org.

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Source: White House Press Office