Changers People, Products, and Policies That Empower 21St Century Kids
presents Gamechangers People, Products, and Policies That Empower 21st Century Kids April 28 and 29, 2011 Massachusetts Institute of Technology Cambridge, MA Sandbox Summit® is a series of conferences designed to address how technology affects the ways kids play, learn, and connect. As technology is woven into every aspect of our children’s lives, Sandbox Summit raises the bar on questions surrounding the use and development of their new toys and tools. Through high-energy panels, innovative demonstrations, original research, and thought-provoking discussions with industry and media leaders, analysts, journalists, educators and parents, each Summit strategically intermingles disciplines and viewpoints so that we never talk to a room full of nodding heads. The goal of every Sandbox Summit is to stimulate the means that encourage kids to become creative, critical thinkers in the 21st century. Our Mission: Play is how kids learn. By creating a forum for conversation around play and technology, Sandbox Summit strives to ensure that the next generation of players becomes active innovators, rather than passive users, of technology. ® 2 Sandbox Summit Game Changers Welcome. As we open our seventh Sandbox Summit®, and our second annual event at MIT, we can’t help but reflect on how the conversation has changed in the past three and a half years. We began talking about traditional toys and tech, wondering about the value of adding a chip or going online; now, both the vocabulary and the toys have evolved. Today, toys include tools, and the technology extends to multiple platforms, 24/7 connections, touch screens, and body language.
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