PlayCollective: 10 Things You Need to Know About Kids as Digital Learners
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Transcript of PlayCollective: 10 Things You Need to Know About Kids as Digital Learners
Taking a Byte of the Teacher’s
Apple
David KleemanSVP Insights Programs and PlayVangelist
Lesson 1:“Transmedia” begins with curriulum and pedagogy,
not platforms
There are digital ways to Learn, Practice, and Play
Videos
Music
Interactive
Games Print
Activities
Transmediated Learning
Curriculum goals across a property ≠ teaching the same thing on all platforms
Ideally, transmedia “pushes” kids to the
✓ right content, on the ✓ right platform, at the✓ right time
and allows them“pull” content from the platformthey want
Case Study in Transmedia Learning
Lesson 2:The medium
does not define the (learning)
message
1-5 scale5= Strongly Agree
An ebook can be more than a book…
…but still needs core literacy features
Back To School In An E-reading World, Volume 2 Of The Abcs Of Kids And Ebooks, PlayCollective and Digital Book World, 2013
Offline is a medium too
Kids as makers
MaKey MaKey
Lesson 3:We don’t need no stinkin’ badges
Gamification is not a panacea
Gamification can help with short-term engagement, but is not a long-term solution
Intrinsic Motivation
Extrinsic Motivation
Instead, focus on the learning design behind games
• Producing and collaborating, not just consuming• Opportunities for informal assessment without “testing”• “Leveling up” and “Failing Up”• Personalization• “Learning Positioning Systems” (LPS) – orientation via a visual
display of progress, with instant feedback
Lesson 4:Kids do love to
learn, but it needs to be byte-sized
Kids are natural learners and explorers
We have to keep time spent playing in mind as we develop
About 1/2 of preschoolers spend 11-20 minutes playing per session; 2/5 only spend 5-10 minutes
Source: Cooney Center. (2010). Learning: Is there an app for that?
Lesson 5:Learning needs to live somewhere along the
Closed-Creativity Continuum
The Closed-Creativity Continuum
Closed Creative
We don’t just want interactive flash cards….
…but how do we assess fully open creative?
Kids make their own play (no matter what you do)
So empower them to PLAY
“Make it theirs, not yours” – Lane Merrifield
Lesson 6:We’ve still got a long way to go with social-
emotional learning
Communication is a key skill
Being able to chat doesn’t mean that kids are learning communication
And as we move to virtual learning, we need
to spend time teaching virtual social skills
We still tend to develop intra-culturally, not with the global world kids live in digitally in mind
Lesson 7: Parents are still figuring it all out
• 900,000 iOS apps / 150,000 in Education• 48,000 kid app developers
The Challenges of Scale
Parents are preparedto believe in Ed Tech…mostly
Parenting in the Age of Digital TechnologyNorthwestern University Center on Media and Human Development, 2013
Parents still place value on non-digital
But, they will pay33% less for ebooks than
for print books.
Parents will pay more for educational ebooks than
for those intended to “entertain.”
But that is still 40% more thanwhat they are
willing to pay for an app!
Back To School In An E-reading World, Volume 2 Of The Abcs Of Kids And Ebooks, PlayCollective and Digital Book World, 2013
Parents still place value on non-digital
Parenting in the Age of Digital TechnologyNorthwestern University Center on Media and Human Development, 2013
But their definition of “educational” value is changing
Accre
dited by t
eachers
No games / enterta
inment
Tests or a
ssessm
ents
Focu
sed on sp
ecific s
kills
Relate to cu
rrent le
sson plans
Teach to
pics in
a subject
area
Encoura
ge creativit
y
Multiple ch
oice questi
ons
Problem so
lving sk
ills
Endorsed by s
chools
22%
4%
25%
66%
18%
73% 74%
29%
81%
18%
Chart Title
So, what makes an app educational for
parents?1.Promotes problem
solving skills2.Encourages creativity3.Teaches topics in a
subject area4.Focus on specific skills
Core 21st Century Skills
Subject area focus
Source: PlayScience, Ruckus Reader Study
Back To School In An E-reading World, Volume 2 Of The Abcs Of Kids And Ebooks, PlayCollective and Digital Book World, 2013
But their definition of “educational” value is changing
Parents want data…but not too much data!
..but when they get too much data they get overwhelmed and “turn off” (or feel guilty).
When parents have data, they become more engaged in the learning process…
Lesson 8:We have to focus
on the ecosystem of
learning
We know that co-play enhances and reinforces learning
Siblings & Cousins
Parents & Kids
Grandparents & Kids
Provide simple-to-use, multidimensional resources
We have to keep teachers in the loop
Reading on Old Tablets?
Back To School In An E-reading World, Volume 2 Of The Abcs Of Kids And Ebooks, PlayCollective and Digital Book World, 2013
Lesson 9:Contextualized learning builds
engagement
Case Study on Context:
Lesson 10:We have a long way to go in understanding how to teach
across platforms
We’ve got smaller tech “generations”
Platforms for play change by age
Younger kids lean toward tablet use, whereas older kids are more computer
and gaming system oriented.
Source: PlayScience, Global Gaming Generations study – includes U.S., Mexico, Germany, China
Enter the (Research) Matrix
Curriculum AreasM
ed
ia/M
ech
anic
sAges
Let’s Play!
David [email protected]
mwww.playcollective.comwww.playsciencelab.co
m
Sign up for LabNotes @
playsciencelab.com/labnotes/