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Transcript of Levine DigitalPowerhouses
Global Education in a Digital Age
Michael H. Levine, Joan Ganz Cooney CenterAsia Society: Preparing Global Leaders Conference
July 2008
2
Overview
• How Digital Media are Engaging Children
• Transforming Global Education with Curriculum-Based Media
• Envisioning a New “Global Schoolhouse”
• Next Steps for Schools and Districts
Agenda
3
How many hours do they spend on media everyday?
.
Pop Quiz: How Digital Media are Engaging Children
What percentage of those who live in low-income, minority households own a game player?
What percentage of them own cell phones?
How much do you know about the digital lives of 10-year-olds?
What percentage of those who live in low-income, minority households read proficiently?
6 ½ hours
Over 80%
45%, up from 10% five years ago…
33%
4
Media Usage
Although TV remains dominant, other media are on the rise among 6-9 year olds
Source: Sesame Workshop (2006), Media Utilization Study.
Ho
use
ho
ld O
wn
ersh
ip
0
20
40
60
80
100
TV Cable orSatellite
LearningToys
Internet Game Boy Ipod VOD Treo
6 months - 2 years 3 - 5 years 6 - 9 years
5
Media Usage
Children’s media use increases dramatically with age
Source: Sesame Workshop (2006), Media Utilization Study.
0
20
40
60
80
100
TV DVD/ Videos Internet Video Games Reading
6 months - 2 years 3 - 5 years 6 - 9 years
Eve
r U
sed
(ty
pic
al w
eekd
ay)
6
Mexico 1972
Brazil 1972
Canada 1973 The Netherlands 1976
France 1978Spain 1979
Portugal 1989
Norway 1991
Russia 1996
Poland 1996
Germany 1973
South Africa 1998
Egypt 2000 Kuwait 1979
Afghanistan 2003
Turkey 1989
Israel 1983
Kosovo 2004
Philippines 1983
Sweden 1981
India 2006
United States 1969 Japan 2003
Bangladesh 2005
United Kingdom2005
Indonesia 2006
Australia 2004
China 1998
Palestine 2007
The Workshop’s coproductions benefit more children in more countries across more cultures than any single children’s program in history.
Largest Informal Educator of Children in the World
Jordan 2007
7.
Leveraging a Unique Legacy
Commitment to:
Championing children’s potential Research-based innovation Multidisciplinary collaboration Engaging the creative community
Our Mission
To catalyze and support knowledge development, innovation and investment in new media technologies to advance children’s learning.
8
D is for Digital: a market scan of informal digital media for ages 3-11
Research
Recommends actions to promote the development of quality educational media products within the children’s interactive media environment.
Scans the market for toys, video games, computer software and web destinations marketed as educational.
Identifies macro-factors that are influencing the environment in two areas: children’s media usage and consumer market trends.
►Analysis of the digital interactive media environment
American children ages 3 to 11
Mass-marketed, informal learning products
Looked at ~300 products
Released at The Sandbox Summit
9
The Power of Pow! Wham!Children, Digital Media & Our Nation’s Future
Dr. Rima Shore, Cooney FellowAdelaide Weismann Chair in Educational Leadership at Bank Street College of Education
“The Cooney Challenges”•Build a coherent R&D effort
•Rethink literacy & learning for the 21st century
•Advance digital equity, reaching all children with today’s most powerful learning tools
Research
10
Cooney Challenge Paper
BEYOND THE 3 R’S… WHAT EVERY 5th GRADER SHOULD KNOW AND BE ABLE TO DO
• Use digital tools, especially complex communication tools, effectively and safely.
• Think critically.• Understand key principles about how complex systems
work. • Know about other countries and cultures.• Participate in collaborative learning communities.• Invent, design & create — alone and with others.• Find wholeness in a remix world.
Research
11
• Student Engagement/Motivation
• Tested with Children in Different Settings
• Developing Key 21st Century Skills
• Leveraging Publicly Financed Assets
• Breaks down barriers across cultural, linguistic and geographic divides
Advantages of integrating educational media into global education
12
Transforming Global Education with Curriculum-Based Media
• Panwapa Virtual World
• International Children’s Digital Library
• Sesame Chinese
3 Exemplars
1.Awareness of the Wider World
2. Appreciating Similarities and Valuing Differences
3. Taking Responsibility for One’s Behaviors
4. Community Participation and Willingness to Take Action
5. Understanding of and Responsiveness to Economic Disparity
Educational Objectives (PK-3)
15
The Panwapa Experience
Panwapa is designed as…
• a child’s first online identity— his projection of self.
• a child’s first immersive online experience.
• a child’s first encounter with the world—its people, languages and geography.
• a child’s first community action project – her engagement with the world around them, starting right at home.
16
Key Elements
• www.Panwapa.com Initiative centerpiece. Users can travel Panwapa Island and the world, find other Panwapa children and participate in games and activities
• DVD Stories of new Muppet characters who build a community on Panwapa Island with live action films from around the world
• Print Package containing• DVD• Participatory poster of the world• Game board• Panwapa Magazine
17
Panwapa Languages
We are employing the following six languages to maximize the reach and impact of the project globally:
English Spanish
Japanese
Mandarin* Arabic
Baaah!
*Print materials will also be available in traditional Chinese
18
Panwapa and the Schools
• Panwapa Set of Teacher plans.– Formal Lesson Plans – ten-part scope and sequence– Informal Lesson Plans – Set of one-off activities– Information Booths – Six part, outcome-driven activity
• Apple Learning Interchange – Piloting Panwapa in Mt. Laurel, NJ…leading to an online community of teachers on ALI.
• iEARN – New global Panwapa classroom project, originating our Pakistan, starting in the Fall of ’08.
• Curriki – Full online presence there starting later this spring. • US Schools Districts – In discussion with pilot programs from
Oakland, Maine to Los Angeles, California.• Global – In discussions with the Department of Education in
Mexico, Japan and the UK.
19
Today’s ICDL…• research led by the University of Maryland
• 2,000,000 patrons
• 150,000 pages of digitized books
• books in 45 languages
• Website (www.childrenslibrary.org) in 16 languages
• users in 200+ countries
ICDL: Transforming Global Education with Curriculum-Based Media
21
• 10 faculty, staff, and graduate students• 18 children from New Zealand, Germany,
Honduras, U.S.• 6 children (7-10 yrs old) in U.S. lab• partners in brainstorming new ideas,
testing technology, cataloging and reviewing books
The ICDL Kidsteam
ICDL: Child Tested and Developed
22
Sesame Chinese: Transforming Global Education With Curriculum-Based Media
Introducing Sesame Street Chinese
What is it?A pilot program to introduce and integrate the teaching of Mandarin and
Chinese culture to young children ages 4-6
Goals•Expose teachers/ children to words and phrases in Mandarin•Help non-Chinese speaking teachers comfortably and easily introduce and integrate Chinese culture into their existing curriculum.
25
Next Steps for Schools and Districts
• Global Elementary School Prototype, including Inventory of Digital Assets (Asia Society and Cooney Center)
•Adapt Going Global: Preparing Our Students for An Interconnected World & Guide to Internationalizing Afterschool (Asia Society and Mott Foundation)
• Participate in Online Teacher Communities (Apple Distinguished Educators, iEarn)
• Test model elements ( Panwapa, Sesame Languages, Children’s Digital Library) in school and afterschool
Building a Global Elementary Model: Next Steps