Guide to the Janese Swanson Innovative Lives Presentation and Interview
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Edutainment Case Study
What in the World Happened to Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned Carly Shuler The Joan Ganz Cooney Center at Sesame Workshop Fall 2012 1 © The Joan Ganz Cooney Center 2012. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to harness digital media teChnologies to advanCe Children’s learning. The Center supports aCtion researCh, enCourages partnerships to ConneCt Child development experts and educators with interactive media and teChnology leaders, and mobilizes publiC and private investment in promising and proven new media teChnologies for Children. For more information, visit www.joanganzCooneyCenter.org. The Joan Ganz Cooney Center has a deep Commitment toward dissemination of useful and timely researCh. Working Closely with our Cooney Fellows, national advisors, media sCholars, and praCtitioners, the Center publishes industry, poliCy, and researCh briefs examining key issues in the field of digital media and learning. No part of this publiCation may be reproduCed or transmitted in any form or by any means, eleCtroniC or meChaniCal, inCluding photoCopy, or any information storage and retrieval system, without permission from the Joan Ganz Cooney Center at Sesame Workshop. For permission to reproduCe exCerpts from this report, please ContaCt: Attn: PubliCations Department, The Joan Ganz Cooney Center at Sesame Workshop One Lincoln Plaza New York, NY 10023 p: 212 595 3456 f: 212 875 7308 [email protected] Suggested Citation: Shuler, C. (2012). Where in the World is Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned. New York: The Joan Ganz Cooney Center at Sesame Workshop. -
Well, She Sneaks Around the World from Kiev to Carolina She's a Sticky
1, 2, 3, yeah! Well, she sneaks around the world from Kiev to Carolina She's a sticky-fingered filcher from Berlin down to Belize She'll take you for a ride on a slow boat to China Tell me, where in the world is Carmen Sandiego? Steal their Seoul in South Korea, make Antarctica cry "Uncle!" From the Red Sea to Greenland, they'll be singing the blues Well, they never Arkansas her steal the Mekong from the jungle Tell me, where in the world is Carmen Sandiego? She'll go from Nashville to Norway, Bonaire to Zimbabwe Chicago, to Czechoslovakia* and back! Well, she'll ransack Pakistan, and run a scam in Scandinavia Then she'll stick 'em up down under and go pick-pocket Perth She put the "miss" in misdemeanor when she stole the beans from Lima Tell me, where in the world is Carmen Sandiego? Whoa, tell me where in the world? Hey! Come on, tell me where can she be? Botswana to Thailand, Milan via Amsterdam Mali, to Bali, Ohio, Oa-wa-hu! Aaahhhh!** The warrant, the warrant** The warrant, ba-ba-ba-ba-the warrant** Ooh, the chase** Ooh-woo-woo-woo, the chase** Monday through Friday at 5! Well, she glides around the globe, and she'll flim-flam every nation She's a double-dealing diva with a taste for thievery Her itinerary's loaded up with moving violations Tell me, where in the world is Carmen Sandiego? Whoa, tell me, where in the world is Carmen Sandiego? Tell me, where in the world is Carmen Sandiego? Tell me, where in the world is Carmen Sandiego? Tell me, where in the world is Carmen Sandiego? Tell me, where in the world is Where can she be, yeah? Whoa, where in the world is Carmen Sandiego? Tell me, where in the world is Carmen Sandiego? Watch your back! >> Look at a book about rocket ships. -
Finding Aid to the Brøderbund Software, Inc. Collection, 1979-2002
Brian Sutton-Smith Library and Archives of Play Brøderbund Software, Inc. Collection Finding Aid to the Brøderbund Software, Inc. Collection, 1979-2002 Summary Information Title: Brøderbund Software, Inc. collection Creator: Douglas Carlston and Brøderbund Software, Inc. (primary) ID: 114.892 Date: 1979-2002 (inclusive); 1980-1998 (bulk) Extent: 8.5 linear feet Language: The materials in this collection are in English, unless otherwise indicated. Abstract: The Brøderbund Software, Inc. collection is a compilation of Brøderbund business records and information on the Software Publishers Association (SPA). The majority of the materials are dated between 1980 and 1998. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, he has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Custodial History: The Brøderbund Software, Inc. collection was donated to The Strong in January 2014 as a gift from Douglas Carlston. The papers were accessioned by The Strong under Object ID 114.892. The papers were received from Carlston in 5 boxes, along with a donation of Brøderbund software products and related corporate ephemera. Preferred citation for publication: Brøderbund Software, Inc. collection, Brian Sutton- Smith Library and Archives of Play at The Strong Processed by: Julia Novakovic, February 2014 Controlled Access Terms Personal Names • Carlston, Cathy • Carlston, Doug, 1947- • Carlston, Gary • Pelczarski, Mark • Wasch, Ken • Williams, Ken Corporate Names • Brøderbund • Brøderbund Software, Inc. -
Girls & Technology
DOCUMENT RESUME ED 441 395 IR 020 291 TITLE Girls & Technology: An Idea Book for Educators & Parents. INSTITUTION National Coalition of Girls' Schools, Concord, MA. SPONS AGENCY National Science Foundation, Arlington, VA. PUB DATE 2000-00-00 NOTE 70p. AVAILABLE FROM National Coalition of Girls' Schools, 228 Main Street, Concord, MA 01742. Tel: 978-287-4485; Fax: 978-287-6014; e-mail: [email protected]; Web site: http://www.ncgs.org. PUB TYPE Guides Classroom Teacher (052) EDRS PRICE MF01/PC03 Plus Postage. DESCRIPTORS Computer Literacy; *Computer Uses in Education; Educational Resources; *Educational Technology; Elementary Secondary Education; *Females; Learning Activities; Lesson Plans IDENTIFIERS *National Coalition of Girls Schools ABSTRACT This booklet represents an effort to combine research findings, strategies, teaching and parenting tips, activities, career profiles, and print and online information that can help make technology more accessible to girls. Chapters include: "Why a Focus on Girls & Technology: New Priorities"; "Girls & Technology: Different Styles of Learning"; "Girls & Technology: Different Teaching Strategies"; "Technology Tips for Teachers & Parents"; "The Internet: An Incredible Resource!"; "Computer Games for Girls"; and "Girls, Work and the 21st Century." A final section, "Technology in the Classroom: A Sampling of Ideas from Teachers," presents over 40 pages of lesson plans, activities, assignments, and charts and diagrams to guide teachers in integrating technology into the curriculum. A selected bibliography and a list of additional selected organizational resources with contact information are also included. At the end of the booklet is a brief description of the National Coalition of Girls' Schools (NCGS).(AEF) Reproductions supplied by EDRS are the best that can be made from the original document. -
The History of Educational Computer Games
Beyond Edutainment Exploring the Educational Potential of Computer Games By Simon Egenfeldt-nielsen Submitted to the IT-University of Copenhagen as partial fulfilment of the requirements for the PhD degree February, 2005 Candidate: Simon Egenfeldt-Nielsen Købmagergade 11A, 4. floor 1150 Copenhagen +45 40107969 [email protected] Supervisors: Anker Helms Jørgensen and Carsten Jessen Abstract Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. This dissertation aims to be a modest contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. A framework that goes beyond the limitations of edutainment, not relying on a narrow perception of computer games in education. The first part of the dissertation outlines the background for building an inclusive and solid framework for educational use of computer games. Such a foundation includes a variety of quite different perspectives for example educational media and non-electronic games. It is concluded that educational use of computer games remains strongly influenced by educational media leading to the domination of edutainment. The second part takes up the challenges posed in part 1 looking to especially educational theory and computer games research to present alternatives. By drawing on previous research three generations of educational computer games are identified. The first generation is edutainment that perceives the use of computer games as a direct way to change behaviours through repeated action. The second generation puts the spotlight on the relation between computer game and player. -
A Truly Great Company, with the Very Best People, a Compelling Underlying Strategy and Resources for Sustainable Growth
A TRULY GREAT COMPANY, WITH THE VERY BEST PEOPLE, A COMPELLING UNDERLYING STRATEGY AND RESOURCES FOR SUSTAINABLE GROWTH. MATTEL, INC. 1999 ANNUAL REPORT On the Cover: Robotic Puppy, from Fisher-Price, is a puppy who actually listens and responds to his owner’s voice with life-like actions, emotions and sounds. Jewel Girl Barbie features a belly button and also bends and twists with her new soft waist. Hot Wheels Stunt Track Driver CD-ROM was a top seller in 1999, providing kids with the ultimate in stunt driving excitement. A new version of the game hits stores in 2000. 1 LETTER TO SHAREHOLDERS The bad news for 1999 unfortunately has overshadowed the good news. We are all painfully aware of the negative effect the acquisition of The Learning Company and its subsequent perfor- mance had on our results for 1999. These well-reported difficulties obscured the fundamentally strong performance of Mattel’s core brands and sectors. In the seasonally important fourth quarter, core product sales were up 13 percent in the U.S. – Barbie grew by 11 percent and Fisher-Price by 14 percent. Mattel Entertainment was up 70 percent, Wheels recorded a world- wide sales increase of 6 percent and Pleasant Company achieved a 4 percent growth in sales. These solid performances represent a strong endorsement of Mattel’s strategy, and serve as the underpinning for our optimism for the future. This gives us confidence that Mattel remains a truly great company, with the very best people, a compelling underlying strategy and resources Mattel’s five business unit presidents include, for sustainable growth. -
G Media Library and Archives
“ WGBH has created an unparalleled Selected Collections From the MLA Media Library public media archive with over 350,000 With some 350,000 media resources in various forms, the MLA represents one and Archives master-level materials on various formats of the nation’s most important archives of public media history. The following including videotape, film and audiotape. are just a small sampling of programs and series in the extensive collections. The Campaign for WGBH These materials, many vulnerable EDUCATION AND CHILDREN’S MEDIA JOURNALISM to complete deterioration, must be Arthur The Advocates Curious George Basic Black* preserved and digitized so that they can If You Live in a City, Where Do You Live?* FRONTLINE* The Kindergarten Child* FRONTLINE Special Report: Comrades* be available for future generations. We Long Ago and Far Away* Louis Lyons and the News Rebop* The March on Washington are literally in a race against time.” Teaching Math: A Video Library The Nader Report KAREN CARIANI, DAVID O. IVES EXECUTIVE DIRECTOR, The New Voice* Say Brother* WGBH MEDIA LIBRARY AND ARCHIVES Where in the World Is Carmen Sandiego? War and Peace in the Nuclear Age Zoom WGBH Ten O’Clock News* HISTORY, ART & CULTURE SCIENCE American Experience* Discovering Women* American Playhouse* Evolution Antiques Roadshow Fast Cars and Science Ascent of Man The Machine That Changed the World Boston Symphony Orchestra NOVA* Julia Child and Company* NOVA/FRONTLINE Special Report Korea: The Unknown War* NOVA ScienceNow Masterpiece Of Science and Scientists Rock and Roll Race to Save the Planet* Vietnam: A Television History Science by the Sea *Indicates items supported by NEH challenge grant. -
Gina Rodriguez “Adult Elena”
Gina Rodriguez “Adult Elena” Gina Rodriguez plays adult Elena, the current President of the United States in the Disney+ original series “Diary of a Future President.” Born and raised in Chicago, Rodriguez currently lives in Los Angeles and is a graduate of New York University’s Tisch School of the Arts. She is best known for the title role on the series “Jane the Virgin,” for which she won a Golden Globe for Best Actress in a Television Series Musical or Comedy in 2015. Her voice can be heard as “Carmen Sandiego” in the Netflix animated series playing the title character and reviving the popular character which audiences fell in love with in the 1980s and 1990s. Gina Rodriguez’s profile has been rising steadily since her breakout performance as the titular character in “Filly Brown” at the Sundance Film Festival in 2012. Named the “Next Big Thing” and one of the “Top 35 Latinos Under 35” by The Hollywood Reporter, Rodriguez continues to be noticed by many due to her incredible acting ability, philanthropy, producing and directing. The Los Angeles Times has referred to her as “forthright and formidable, a festival ingénue who deserves to be discussed in the same breath as Elizabeth Olsen and Jennifer Lawrence.” She was recently named by Time Magazine as one of the 100 most influential people in the world and awarded Variety’s Humanitarian Award. Rodriguez recently wrapped production on the independent film “Unititled Heist Thriller” starring opposite Evan Rachel Wood and Richard Jenkins. Other film credits include “Annihilation,” “Ferdinand,” “The Star,” “Deepwater Horizon,” “Smallfoot,” “Miss Bala,” and the Netflix film “Someone Great,” which she starred in and served as a producer. -
Free Online Educational Resources
FREE ONLINE EDUCATIONAL RESOURCES PRE-K LEVEL: VOOKS: https://www.vooks.com - Offering free temporary memberships - online storybooks for younger children SAN DIEGO ZOO: The San Diego Zoo has a website just for kids with amazing videos, activities, and games. Enjoy the tour! https://kids.sandiegozoo.org/ PHONICS SKILLS: https://www.starfall.com/h/ DR. SEUSS THEMED READING AND GAMES: https://www.seussville.com/ MATH PRACTICE (COUNTING TO ALGEBRA): http://www.mathscore.com/ FAVORITE CHILDREN’S BOOKS READ BY FAMOUS PEOPLE: https://www.storylineonline.net/ CRAFTS, ACTIVITIES, MAZES, ETC: https://www.allkidsnetwork.com/ MATH AND READING GAMES: https://www.abcya.com/ VOICE-BASED LEARNING VIA ALEXA: https://bamboolearning.com/resources FUN GAMES, RECIPES, CRAFTS & ACTIVITIES: https://www.highlightskids.com/ DAILY SCIENCE AND COOKING EXPERIMENTS: http://www.clubscikidzmd.com/blog/ PREK – 2ND GRADE FREE PRINTABLES: https://www.teacherspayteachers.com/…/Lite…/Price-Range/Free CHILDREN 0 TO 6 – FREE PRINTABLES LIBRARY W ACTIVITIES: https://www.littlesparkcompany.com/printables-library FREE AT-HOME KIDS YOGA LESSON PLANS: https://littletwistersyoga.com/online-store/ INTERACTIVE STORYTIME ENHANCEMENT WITH SOUND EFFECTS, MUSIC AND CHARCTER VOICES: https://noveleffect.com/ (Novel Effect makes storytime a little more fun for kids (and grown-ups too!) As you read out loud from print books (or ebooks!) music, sound effects, and character voices play at just the right moment, adjusting and responding to your voice) PRE-K TO 8TH GRADE LESSON PLANS FOR NEXT -
Technology, Togetherness, and Adolescents 109 Revolution by Calling Iphones “Isolators” and Calling the Proliferation of Handheld Computers M.A.D
TECHNOLOGY , TOGE T HERNESS , A ND ADOLESCEN T S : CRE at ING A ME A NING F UL ADOLESCEN T LE A RNING CO mm UNI T Y IN T HE DIGI ta L AGE by Ben Moudry Ben Moudry has written a comprehensive overview of the current challenges facing parents, schools, administrators, and students regarding what he calls “handheld computers,” commonly known as smart phones. His annotated statistics and description of American society in 2015 are frightening in their clarity, while the percentages and numbers of technology overuse and distraction are increasing. From his position at The Grove School, Moudry describes a path to creating a community-informed technology policy that is aligned with the school’s mission, vision, and values and serves to improve communications and cooperation models for managing a farm. I was born in the 1970s and grew up in the television, cable, and VCR era. I watched a lot of television and played many hours of home video games on the early game systems and computers. I also attended a computer camp, which I promptly left in the middle of the first morning crying because the technical side of computers did not intuitively make sense to me. I am not a luddite, but I don’t really use social media and my online life is purposefully limited or ignored. I also like to poke fun at the personal technology and online Ben Moudry is the head of school at The Grove School in Redlands, CA. He holds an AMI Primary Diploma, the certificate from the AMI Montessori Orientation to Adolescent Studies, a BA in sociology, and an M.Ed. -
Carmen Sandiego?
WHERE IN THE U.S.A. IS CARMEN SANDIEGO? USER'S MANUAL A Mystery Exploration Game for Macintosh, Apple 1165, Amiga Acknowledgements: The Macintosh version was programmed by Chris Jochumson. The Apple IIGS and Amiga versions were programmed Jby Sculptured Software. Designed by: Gene Portwood and Lauren Elliott Product Managers: Katherine Bird, Janese Swanson, Kim Walls Clue and Text Development: Susan Meyers, Katherine Bird Graphics: Don Albrecht, Mark Schlichting, Leila Bronstein, Julie Glavin~ Michelle Bushneff Theme Song: Louis Ewens Music and Sound: Tom Rettig Where in the U.S.A. is Cannen Sandiego? is a registered trademark of Br0derbund Software, Inc. Macintosh and Apple IIGS are registered trademarks of Apple Computer, Inc. Amiga is a registered trademark, and Kickstart and Workbench are trademarks of Commodore-Amiga, Inc. © Copyright 1986, 1990 Br0derbund Software, Inc. All rights reserved. R081 1 And you were dreaming of palm trees and sunshine••• 8 a.m., a miserable, stormy morning. After an hour-long commute in the pouring rain, you slosh into the Acme Detective Agency, grunt hello to your secretary, pour yourself a cup of scalding coffee and slump at your desk. It's been a tough year. The only thing good about it is that you've earned a vacation and you're scheduled to leave at 5 p.m. today. You take a swig of coffee and grab a travel brochure from your desk. Visions of sandy beaches, swaying palms, and cool blue waters fill your head. Suddenly, you're snapped back to reality by a newspaper slammed down on your desk. "Read it and weep," a voice growls. -
Who Is Hank Howie?
From Console to Facebook: Blue Fang Games and the Big Pivot Hank Howie President Blue Fang Games • Period 1998 to 2009: – Founded in 1998 – Shipped the Original Zoo Tycoon for Holiday, 2001 – 8 Million Units sold – Over $200 Million in revenue Who is Hank Howie? • Grew up playing Avalon Hill and Strategy & TacIcs (SPI) board games • Began playing D&D when it was first published in 1974 • Over 17 years in the game industry, 13 as Blue Fang’s President • Closed more than $35M in development deals • Secured $3M investment in 2006 & 2007 Situaon: Late Summer 2009 • Finishing first (and last) console Itle • TradiIonal game industry in free fall – Financial markets almost closed – Ongoing layoffs and reorgs – Few deals • Rush to online gaming • Farmville launches on Facebook • Began shi[ing team mix – Small mobile/online swat team – Paring down the console team Situa7on: Fall 2009 Abandon Ship? “If nothing pops soon on the console side, we’re going to Facebook” Learnings… What we did right: •Had the bandwidth and perspecIve to see the online/social space taking off •Recognized that the bulk of our customers were already on Facebook or headed there •Acknowledged our current business was not sustainable Learnings, conInued… What we did wrong: •Didn’t transiIon the team and cut costs aggressively enough – Talented, long-standing employees – Strung along by potenIal game deals that didn’t materialize – Investor concern about the abandonment of the tradiIonal business – There was clearly a real business in Facebook/social games, but could we take advantage? Situaon Today… • Have shipped 3 games on FB – Zoo Kingdom – The Oregon Trail – Carmen Sandiego • ZK popular and self sustaining, but poor moneIzaon • The Oregon Trail new users incredibly profitable, but retenIon poor • Carmen – disaster! Key Learnings… • A partner who can effecIvely drive customer acquisiIon is a requirement • MoneIzaon needs to be core focus for enIre team.