NEW YORK, May 9 /PRNewswire/ -- At today's first annual Joan Ganz Cooney
Center Symposium called "Logging Into The Playground: How Digital Media Are
Shaping Children's Learning," thought leaders from across research,
communications, education and policy convened to set a new benchmark for the
way in which digital media is used to improve children's literacy, learning
and development.
As a launching point for this critical dialogue, the symposium featured
panels moderated by journalists and experts in the field and revealed the
results of three compelling special reports: The Power of Pow! Wham!:
Children, Digital Media and Our Nation's Future focusing on the
recommendations of over 60 industry leaders who identified key research and
policy to accelerate children's learning; Getting Over the Slump: Innovation
Strategies to Promote Children's Learning, a report by Arizona State
University professor and gaming expert James Paul Gee, featuring potential
strategies to promote children's literacy and learning; and finally, a
national survey, (commissioned in association with Common Sense Media)
exploring the perception of parents and educators about new media's
educational potential. The day's events were streamed and viewers were
invited to participate on the Global Kids website and in Second Life.
The invitation-only event, sponsored by Electronic Arts (EA) and
McGraw-Hill Education (in association with the Corporation for Public
Broadcasting (CPB) and PBS KIDS Raising Readers), was held at The McGraw-Hill
Companies Building in New York City and featured a keynote speech by Bing
Gordon, in one of his last appearances as EA's Chief Creative Officer. It was
announced last week that Gordon would be joining the premier venture capital
firm Kleiner, Perkins, Caufield & Byers.
The event also marked the addition of a new Center sponsor, Mattel, Inc.
In a brief presentation, Gabriel Zalzman, SVP and General Manager,
Fisher-Price, announced the partnership and presented Executive Director
Michael Levine with a check for one million dollars.
Michael Levine, Executive Director for The Joan Ganz Cooney Center, said:
"Digital media is driving what is now a multi-billion-dollar business that
shapes the learning and entertainment experiences of most school-age
children." He added: "It is our mission to counsel the industry's movers,
shakers and policymakers and provide a needed bridge to what has become
traditional education's fourth and fifth 'Rs', reform and research. Wise and
informed investments will harness the growing power and full potential of
digital media's use in educating young children."
Gee's report indicates that the so-called fourth-grade slump, the point
where students fail to develop reading comprehension, consistently leads to
educational failure while the digital gap leads to a failure to develop
21st-century skills, especially the ability to use knowledge to solve
problems.
Gee's report finds that:
-- Digital media has the potential to increase vocabulary and the concepts
attached to such words, for children whose families are unable to do
so.
-- Digital media naturally elicits problem-solving behaviors and attitudes
in students.
-- Digital media can also be used to track and individualize how people
learn.
Gee's recommendations include: funding digital research and development to
invest in what works; establishing a digital teacher corps for the nation's
lowest performing schools; designing alternative assessments and new
standards; creating community-based literacy tech centers across the country;
establishing Governor's digital partnership schools; and finally, modernizing
public broadcasting investments in digital platforms for the next generation.
The potential and limitations for digital media's use in education are
also explored in The Power of Pow! Wham! report. Featuring 60 of the
industry's most respected leaders in child development, literacy, family
policy, digital media production and global knowledge and skills, the report
provides a blueprint to accelerate and deepen learning for elementary school
children who are immersed in new technologies. Furthermore, the paper
underscores that no single person, organization, or program can meet these
challenges and that it will take coordinated efforts by researchers,
educators, parents' groups, designers, business leaders, policy-makers, and
child advocates.
The three interrelated challenges highlighted in the report are:
-- Build a coherent research and development effort.
-- Use digital tools effectively and safely to help students read well,
think critically, broaden geographical and cultural knowledge, and
participate in collaborative learning communities.
-- Advance digital equity to reach all children.
Also presented was a national study, commissioned by Common Sense Media
and the Center, available on both www.commonsensemedia.org and
www.joanganzcooneycenter.org, which indicated that American parents agree by
wide margins that digital media skills are important to kids' success in the
21st century. They also expressed skepticism about whether digital media
contribute to the development of informal social skills like communicating and
working with others.
"Forty years ago, in a paper about the untapped potential of television
that became the foundation for Sesame Street's creation, I noted that children
are conditioned to expect a pow! wham! factor ... highly visual, and
expensively produced material that inspires them to learn," Joan Ganz Cooney
said. "Now, the pow! wham! factor has taken a different form, in interactive
and electronic games, but the challenges are the same. The Center's mission
to fund research, to prod industry leaders in the development of quality
products and to bring together some of the industry's greatest minds, will
hopefully help the next generation learn the skills they need to be successful
in the digital age."
The agenda for the day-long symposium also featured child-led
demonstrations of new technologies and a hands-on forum promoting two dozen of
the best digital media initiatives in the world. Attendees were shown one of
the first demonstrations of BOOM BLOX, a new game for Nintendo Wii developed
by EA in association with director Steven Spielberg along with promising
emerging technologies from exhibitors including: Community Building with
Google Earth by Google Earth creator and Google Chief Technology Advocate,
Michael T. Jones; Web-based books in English and Spanish by the Center for
Applied Special Technology, to help individuals, especially those most at
risk, to gain knowledge, skills, and enthusiasm for reading; IBM's Traducelo
AHORA! ("Translate Now!") that uses IBM WebSphere software to translate web
sites from English to Spanish for schools, community organizations, as well as
parents so they can correspond directly with teachers no matter what language
is spoken at home; and an Apple in the Classroom demo by Kathy Shirley, an
Apple Distinguished Educator, on using iPods to strengthen reading fluency and
comprehension.
Journalists and experts in the field of digital media for children
including Time Magazine's Claudia Wallis, author Lisa Guernsey and Children's
Technology Review Editor and New York Times columnist Warren Buckleitner,
moderated and participated in panels on a variety of topics including the ways
in which digital media shapes literacy development, critical thinking,
creativity and cultural awareness. In addition, they discussed how to meet
the new challenges that come with the growth of digital media, emerging
learning technologies and which priorities the next President and the critical
sectors should tackle first.
About McGraw-Hill Education
McGraw-Hill Education, a division of The McGraw-Hill Companies
(NYSE: MHP), is a leading global provider of instructional, assessment and
reference solutions that empower professionals and students of all ages.
McGraw-Hill Education has offices in 33 countries and publishes in more than
40 languages. Additional information is available at
http://www.mheducation.com.
About Electronic Arts
Electronic Arts Inc. (Nasdaq: ERTS), headquartered in Redwood City,
California, is the world's leading interactive entertainment software company.
Founded in 1982, the company develops, publishes, and distributes interactive
software worldwide for video game systems, personal computers, cellular
handsets and the Internet. Electronic Arts markets its products under four
brand names: EA SPORTS(TM), EA(TM), EA SPORTS BIG(TM) and POGO(TM). In fiscal
2007, EA posted revenue of $3.09 billion and had 24 titles that sold more than
one million copies. EA's homepage and online game site is www.ea.com. More
information about EA's products and full text of press releases can be found
on the Internet at http://info.ea.com.
About the Joan Ganz Cooney Center
The Joan Ganz Cooney Center at Sesame Workshop
(www.joanganzcooneycenter.org) is an independent, not for profit research
center that examines the role of new technologies in learning and literacy
development both in and out of school. The Center conducts and supports
research, creates educational models and interactive media properties, and
builds cross-sector partnerships to scale-up best practices. Based at Sesame
Workshop, the center is named for Sesame Workshop's visionary founder, who
revolutionized television with the creation of Sesame Street. Core funding for
the Center is provided by the generous support of Peter G. Peterson, Genius
Products, Mattel, Inc. and Sesame Workshop.
Contacts:
Jodi Lefkowitz
Sesame Workshop
212-875-6497
jodi.lefkowitz@sesameworkshop.org
Stephanie Baumoel
FerenComm for Sesame Workshop
212-983-9898
stephanieb@ferencomm.com
SOURCE McGraw-Hill Education; The Joan Ganz Cooney Center