PRESENTS

APRIL 15 AND 16, 2013 MASSACHUSETTS INSTITUTE OF TECHNOLOGY CAMBRIDGE, MA

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 presentations, 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 collaboratively 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 Pixel the Possibilities welcome Returning to MIT for this, our ninth Sandbox Summit, and fourth event in Cambridge, underscores how far we’ve come in our exploration of technology and play. What were once (a mere childhood ago) considered groundbreaking innovations (Furby! iPods! The !) are now mainstream items, or worse, last year’s news. Imagining the future in a world that changes at the speed of a tweet is a daunting task. Pıxel The Possibilities: Nurturing kids’ imagination in the digital age is more than an attempt to map the future; it’s an opportunity to control the future. By sharing our diverse intelligences in a collaborative venue, we hope to inspire new thinking, new relationships, and yes, even new companies to lead the way we entertain, educate and engage kids today and tomorrow. Over the next two days, you’ll hear amazing predictions and presentations from media mavens, education experts, and geek gurus. Sit back and listen (or stand up and shout), and go back to your office and act. We know Sandbox Summit will nurture your imagination. Then it’s your job to nurture others.

Claire a nd Wendy

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team

claire s. green, cofounder pClaire is the president of Parents’ Choice Foundation, the nation’s oldest nonprofit guide to quality children’s media and toys. Since taking the helm in 1999, Claire has been determined to preserve and promote the organization’s reputation as a leading authority in and advocate for quality children’s media and toys. One of the ways she does that is by getting down on the floor and playing with her minions of mini testers. Claire serves on the selection committee for the National Toy Hall of Fame® at the Strong National Museum of Play® and is a member of the TOTY nomination committee. Prior to heading Parents’ Choice Foundation, Claire wrangled the national press corps for Presidential visits, the international press for the 1996 Olympics Broadcasting Unit, and produced award-winning film and video projects. Claire lives in a cabin in the middle of the woods in Maryland with her husband Tom and dog Sammy.

wendy smolen, cofounder pWendy has been an astute player in the children’s toy and media industry for nearly 20 years. She tests, evaluates, and critiques products and brands, and often blogs about them on Kidscreen.com. Because her office is wall-to-wall toys, she refers to her business appointments as “playdates.” Wendy has held senior editorial positions at Nick Jr. Family Magazine, Parents, and Toy Wishes. She has appeared on numerous television shows, and has been interviewed by national publications discussing parenting, play and media. She is a member of the TOTY nomination committee and was a judge for the 2012 iKids Awards. She and her husband Paul live in Westport, CT. They have three children whom she credits with keeping her up to speed in social media, since they now text more often than they call.

scot osterweil pScot is Creative Director of the MIT Education Arcade, a research director in the MIT Comparative Media Studies Program, and a founding member of the Learning Games Network. He is a designer of award-winning educational games, working in both academic and commercial environments, and his work has focused on what is authentically playful in challenging academic subjects. He is the creator of the acclaimed Zoombinis series of math and logic games, and leads a number of projects in the Education Arcade, including Vanished, the MIT/Smithsonian game (environmental science), Labyrinth (math), Kids Survey Network (data and statistics), Caduceus (medical science), iCue (history and civics) and the Hewlett Foundation’s Open Language Learning Initiative (ESL). It was while designing Zoombinis, that he kept recovering his earliest memories of childhood play, and began to recognize all the ways those play experiences continue to be a significant component of his work. Scot is married to Marcia Hulley, an award-winning TV producer at WGBH. They are the parents of sons Willie and Peter.

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advisor y boa rd

ALICE CAHN Vice President, Social Responsibility,

ALEX CHISHOLM Executive Director, Learning Games Network

DREW DAVIDSON, PH.D. Acting Director, Entertainment Technology Center, Carnegie Mellon University, and Editor of ETC Press

CARLACARLA ENGELBRECHT ENGELBRECHT FISHER, FISHER, ED.D. PH.D. President and Founder, No Crusts Interactive

TERRY FITZPATRICK Chief Content and Distribution Officer, Sesame Workshop

JANE GOULD Vice President, Consumer Insights, /MTV Networks

ANDY KAPLAN Chief Financial Officer, DonorsChoose.org

ERIC KLOPFER, PH.D. Associate Professor and Director, MIT Scheller Teacher Education Program and Director, MIT Education Arcade

STACY LEISTNER Vice President of Strategic Communications, Toy Industry Association

SCOT OSTERWEIL Creative Director, MIT Education Arcade

MITCHEL RESNICK, PH.D. Professor of Learning Research, MIT Media Lab

NANCY SCHULMAN Division Head, Early Learning Center, Avenues: The World School

SCOTT TRAYLOR Chief Kid, 360Kid

CARLA F. P. SEAL-WANNER, ED.D. Director of Education and Curriculum, FlickerLab

ALICE WILDER, ED.D. Chief Content Officer, Speakaboos, and Head of Research and Education, PBS Kids Super Why!

Nuturing kids’ imagination in the digital age 5 the game plan I monday, april 15

STATA CENTER AUDITORIUM 7:45 AM I BREAKFAST Sponsored by FableVision 8:15 AM I WELCOME Presented by Scot Osterweil, Creative Director, MIT Education Arcade 8:30-9:15 AM I In the Beginning: Building creativity from the ground up Presented by Andy Clayman, Creative Director, Avenues: The World School pppWhen Andy joined founders Benno Schmidt, Chris Whittle and Alan Greenberg in 2009, Avenues had little more than an extremely discriminating parent body being asked to entrust their most prized possessions to a school that did not yet exist. After hundreds of hours observing curriculum and building design sessions, Andy was challenged to not only create a marketing and branding campaign interpreted across multiple media, but a way to translate creativity to the school, making it an integral part of its culture. As quite possibly the first Creative Director named to a school, Andy will discuss the process behind developing both the Avenues brand of education as well as the brand itself. His insights will illustrate the importance of building creativity into any product—especially one for children—from the foundation up. 9:20-10:00 AM I New Games/Old Rules: How we play today Presented by Margaret Robertson, Managing Director, Hide & Seek pppGames don’t just use technology; they are a technology. In her work, Margaret has used games to get comic book fans to help 8 year-olds learn about Saxon etymology, introduce iPhone gamers to opera, and help teens understand Chlamydia. At Hide & Seek, gamers play with everything from Kinect cameras and AI parsers to cardboard boxes and beer coasters. In each case, they build on an understanding of the rules games use to redefine space and time. “It’s the principles, not the platforms that teach,”says Margaret. 10:05-10:50 AM I Hacking How We Learn: Everyday lessons in good design Presented by David Sherwin, Principal Designer, frog design pppLocal communities often aren’t empowered with the skills, tools, and time designers have to untangle problems and act on them. How can we take the critical thinking, creativity, and collaboration skills that designers wield and open-source them to our communities? And how can we leverage everyday technologies in ways that make these skills accessible at scale? As the principal designer of a global innovation firm, David will share a set of tools to effectively integrate collective creativity and play into youth and adult education. 10:55-11:15 AM I BREAK 11:20-12:05 PM I A Conversation with Howard Gardner: Creating media for a complex world Howard Gardner, Ph.D., Professor of Cognition and Education at the Harvard Graduate School of Education and Carla F. P. Seal-Wanner, Ed.D., Director of Education and Curriculum, FlickerLab pppHoward Gardner has spent a lifetime thinking about the multiplicity of intelligences that each child brings to learning. His recent work addresses the complexities of education in the age of digital media, relentless change, globalization and cultural confrontation. He argues that in the fast-paced present, multifaceted minds are essential for creative, innovative, and moral citizenship. Carla Seal-Wanner met Gardner as a doctoral student at HGSE, and credits him with influencing her career from the first class she attended. Together, they’ll discuss the ways Gardner envisions ideal formal and informal learning experiences. 12:10-12:55 PM I Growing Up Weird: A story told with words and sounds Presented by Fred Newman, President, Barking Dog Productions pppFred Newman, who creates the sounds and voices for Garrison Keillor’s A Prairie Home Companion, offers a very personal look at starting out as an odd child in small-town in the ’60’s and growing up to become an odd, semi- adult in New York City. Drawing upon the folk art of sound making and its Southern storytelling roots (with extensive testing behind the backs of teachers), he lays bare the scam of actually becoming a Sound Mime—being paid to create voices, sound and music across an array of digital media. Sit back and listen.

6 Pixel the Possibilities 1:00-2:15 PM I NETWORKING LUNCH 2:30-4:00 PM I INTERACTIVE WORKSHOPS Timeboxing: Better ideas faster Led by David Sherwin, Principal Designer, frog design pppHaving less time to work on a project can lead to more creative results if you’re smart about how you use that time. One way to speed things up is by timeboxing. This technique is regularly used in the world of software development, but it’s also useful for anyone looking to produce better work faster. In this workshop, you’ll practice timeboxing by solving fun challenges that test your creative abilities and help you switch on your A-game at will. Play by the Book: Exploring classic stories in games Led by Anne Richards, Creative Director, No Crusts Interactive pppeBooks and storytelling apps are everywhere, but transitioning an existing story to an interactive format requires careful stewardship and design. Anne will discuss how to bring story, character, and gameplay from linear narrative to interactive, exploratory masterpiece. You’ll look at examples of the best interactive adaptations, as well as best practices for supporting literacy in emergent readers. She’ll focus on the most effective tools and techniques that foster children’s imaginative relationships with stories and characters they already love. Attendees will gain a set of strategies to bring their favorite stories to digital life, whether they’re classic tales or brand new adventures. Art Smarts: How MoMA inspires creativity in kids� Led by Elizabeth Margulies, Assistant Director, Family Programs, The Museum of Modern Art and Cari Frisch, Associate Educator, Family Programs, The Museum of Modern Art pppThe interactive MoMA Art Labs offer a gateway to MoMA’s collections, allowing kids and adults to go beyond looking and talking about art to actually engaging with it in new ways. This Art Lab workshop will let you channel your inner child using the building blocks of modern art—line, shape and color—to create your own work of art. After displaying your creations, you’ll discuss what makes an engaging interactive activity, and consider how these lessons can be applied to other initiatives and products for kids and families. A Kids’ Property Playbook: Turning ideas into icons Led by Susan Miller, Founder, Mixed Media Group, Bolder Media and Cupcake Digital Inc. pppTelevision, smart phones, tablets, iBooks, paper books, YouTube, , …the list goes on. Deciding how and where to launch a kids’ entertainment product today is as important as your original concept. Having a realistic understanding of your options, capabilities, cash and goals are crucial. Drawing on her own wild successes (and a few mistakes), Susan will give you the 411 on introducing your property to the children and the adults who love it. Walk away with an action plan to help assess your audience, media and device options, and run a P&L. Ah, if only it were that easy! To See Or Not To See: A look at provocative kids’ television from around the world Led by David Kleeman, President of the American Center for Children and Media pppWhy do kids’ television shows in other countries feel so much more real than in the USA? Boys cry. Kids do bad things. Grownups aren’t always in the picture. David will open this workshop with a screening of several international television programs shown at Prix Jeunesse. He’ll then discuss the intersection of media and culture, exploring where and how we can take creative risks. Be ready for an eye-opening experience!

MICROSOFT NERD CENTER 5:00–7:00 PM

Cocktail reception and new product showcase pppSee, test, and talk about the most innovative kids’ products over cocktails and food. The NERD Center is located down the street at One Memorial Drive.

Nuturing kids’ imagination in the digital age 7 the game plan I tuesday, april 16

8:00-9:30 AM I INTERACTIVE WORKSHOPS Apportunity Knocks: Science + Games = <3 <3 <3 Led by Carla Engelbrecht Fisher, Ed.D., Founder and President, No Crusts Interactive pppExplore best practices for children’s game design through the lens of STEM learning. and a desire to explore are core STEM concepts, and the building blocks of the scientific method, from trial and error to cooperative teamwork, are regularly found in game play. By looking at kids’ games such as LEGO’s Life of George and Sandra Boynton’s Blue Hat, Green Hat, as well as games adults play (Plants vs Zombies, anyone?), Carla will help decipher how STEM and gaming go hand-in-hand from developmental, educational, and commercial perspectives. If you’ve ever wanted a reason to play more World of Goo with a 7-year old, this is the workshop for you. From Easel to iPad: The evolution of creativity tools Presented by Geoff Nelson, Co-Founder and President, Cricket Moon Media pppAll creativity tools are not created equal; some let kids explore their musical inclinations with virtual pianos while others tap into their artistic nature with digital art studios. Whether the activity centers around storytelling, video creation or artistic expression, encouraging creativity is a pillar of early learning curriculum. This workshop will survey the array of creativity tools available across multiple platforms. You’ll learn how these tools have evolved into a social medium through the ability to share and collaborate. And you’ll take a deep dive into understanding how tablets and touch devices are redefining creativity. The 21st Century Folktale: A character-building experience� Led by Doris C. Rusch, Assistant Professor, DePaul University and Allen Turner, Instructor, DePaul University pppExplore the process of creating meaningful stories that engage participants on multiple levels. The focus lies on shifting perspective from story structure to psychological concepts, determining how they can spur imagination. Be prepared to live happily ever after once you learn: • How to build dynamic experiences molded to user input. • A quick and easy language of symbols that convey archetypal ideas and facilitate story creation. • How to create psychologically-minded toys that facilitate imagination. A Geek’s Guide To Gaming: A look inside the SMALLab System� Led by Drew Davidson, Ph.D., Acting Director, Entertainment Technology Center, Carnegie Mellon University, and Anisha Deshmane and Dave Faulkner, Graduate Students, Carnegie Mellon University pppThe SMALLab System is a unique interface that transforms a classroom from a textbook tutorial to a digital and physical arena for kids to play and learn. Drew and members of Carnegie Mellon’s ETC BrainSTEM team will take you through the process – from brainstorming to completion – used while designing educational, kinesthetic, and collaborative games at the Elizabeth Forward School District. Workshop attendees will be given a learning objective and target audience, and be challenged to design their own experience for a SMALLab. Are you game? Creativity vs. Privacy for Tweens Online: The debate heats up� Led by Bill Shribman, Senior Executive Producer, WGBH Digital, with Linnette Attai, President and Founder, PlayWell LLC., Anastasia Goodstein, Vice President of Digital Services, The Advertising Council, Rey Junco, Ed.D., Associate Professor, Purdue University Libraries and Faculty Associate, Berkman Center for Internet & Society, and Joi Podgorny, Director, Community Engagement, Animal Jam pppMore kids than ever have access to Internet-enabled devices, especially mobile ones. Parental oversight of usage, if it were ever possible, is even less feasible now. Add to that, the recent FTC discovery that many of the most popular kids’ apps have scant regard for privacy. And yet, tools like the ubiquitous digital camera offer powerful opportunities for educational games, social connections, and creativity. This panel of experts will explore the balance between privacy and freedom, and between COPPA rules and media literacy. They’ll dig into just why Instagram is the new tween social hangout, poke the seedy underbelly of social apps that your kids are probably using every day, and decide just how much of this new hyper-social landscape is a brave new frontier or a rerun of Lord of the Flies.

8 Pixel the Possibilities STATA CENTER AUDITORIUM 9:30-9:55 AM I BREAK 10:00-10:45 AM I STORYTELLING 2.0 Presented by Evan and Gregg Spiridellis, Co-Founders, JibJab Media Inc. and StoryBots pppTechnology is not only changing the way content is produced and distributed, it’s enabling new forms of storytelling not possible in a linear, one-size-fits-all world. Evan and Gregg changed the way we think about stories (and politics) in 2004 with their video. They then rewrote cards by turning the word “elf” into a verb. Becoming fathers led them to change their stories yet again. They launched StoryBots, bringing the JibJab style of personalization to a (much) younger audience. These creative brothers share their 13-year ride re-inventing formats to appeal to an increasingly connected world across the web, smart phones and tablets. 10:50-11:35 AM I After the Sandbox: Everything you didn’t learn in kindergarten Presented by Mathias Crawford, Stanford Graduate Fellow, Department of Communication, Stanford University pppIn a world populated by playgrounds that consist of little more than the 3 S’s —Sandboxes, Slides, and Swings — the physical world seems unequipped to compete with an environment mediated by glowing screens. Drawing from his experience in designing digital games, and studies of historic and contemporary physical play spaces, Mathias will explore the core features of both digital and physical architectures that promote social interactions, collaborative play, and creativity. From playgrounds to theme parks, community centers to museums, learn how integrating interactive technology into physical spaces can provide opportunities for play that exceed even the most immersive virtual worlds. 11:40-12:25 PM I It’s a Brand New World: Moving from storytelling to storyscaping Presented by Alan Schulman, Chief Creative Officer, SapientNitro pppDigital technologies and devices now offer brands and marketers ways to inject new life and interactivity into traditional franchises. Some invent new categories of storytelling that move from creating a linear story to building entire worlds where kids can participate in the narrative, plot and characters, and drive the outcome themselves— all while enhancing learning and development skills. From his corner office at the largest digital agency in the country, Alan examines the shift from linear storytelling to non-linear storyscaping. There’s no one better to introduce us to this new world, where brands are no longer just advertisers—but content creators, curators and crowdsourcers as well. 12:30-1:30 PM I NETWORKING LUNCH 1:40-2:25 PM I Make It Happen: Turning ideas into innovations Presented by Dale Dougherty, President and CEO of Maker Media, Founding Editor and Publisher, MAKE Magazine, Co-Creator, Maker Faire pppThe growing Maker Movement is a catalyst for change in industry, culture and education. “Making” has the magic to transform passive consumers into active producers, uninspired students into engaged learners. Makers design and create, build and tinker, explore and discover, fail and recover, all of which develop the skills and mindsets of creative people. Dale will look at the ways and means of creating maker spaces in schools, and using online tools to extend the value of making to the broader community. By enabling us to view the world as filled with endless possibilities, he’ll also encourage us to discover problems worth solving. 2:30-4:00 PM I PITCH SESSION

Moderated by Brian Cohen, Chairman, New York Angels pppWatch a select group of start-ups pitch Shark Tank-style to a panel of angel investors in hopes of securing additional rounds of funding. Co-hosted by LearnLaunch.

Nuturing kids’ imagination in the digital age 9 the speakers

Linnette Attai I President and Founder, PlayWell, LLC pppLinnette is a media and marketing compliance executive with extensive expertise navigating regulatory and self-regulatory environments surrounding advertising, marketing, content, privacy, safety and ethical concerns. At PlayWell, she focuses on guiding clients through compliance issues related to child- and teen-directed media and marketing, including digital and mobile privacy and safety. Linnette is on the advisory board of iKeepSafe, and is an adjunct professor of marketing at Parsons School of Design and the Gabelli School of Business at Fordham. Prior to founding PlayWell, Linnette served as Vice President of Standards and Practices at Nickelodeon. Andy Clayman I Creative Director, Avenues: The World School pppAndy’s creativity in all areas of media has spanned more than 30 years, beginning at the Palo Alto Research Center (Xerox PARC), home of the modern graphical user interface. In 2009 he became part of the leadership and start-up team of Avenues: The World School. As Avenue’s Creative Director, he and his team created the name, identity, advertising, website and blog. He continues to oversee all interactive media development and communications with parents, students and the broader Avenues community. Prior to joining Avenues, he founded Mediaworks, a New York City creative firm that works across all media, including film, web design, installation and animation. In 2004, Mediaworks produced the Academy Award-nominated documentary My Architect. Andy lives in Montclair, NJ with his wife Nancy and upon occasion, their three children, Max, Harry, and Molly. Brian Cohen I Chairman, New York Angels, Co-Founder, CEO, Launch.it pppBrian is a mentor to entrepreneurs, and was the first investor in Pinterest and numerous other startups. His new book is What Every Angel Investor Wants You to Know: An Insider Reveals How To Get Smart Funding For Your Billion Dollar Idea (McGraw Hill, April 2013). In May 2012, Brian co-founded Launch.it, the first direct-to-consumer, self-publishing PR news platform; in 2009, he founded iFluence PR, a behavioral-based communications consultancy for the social media community; in 1983, he co-founded Technology Solutions, Inc., which was sold to The McCann Erickson World Group in 1997. Brian is the recipient of the Distinguished Alumnus Award, holds a Masters in Science Communications from Boston University and serves on the Dean’s Board of Directors. Mathias Crawford I Stanford Graduate Fellow, Department of Communication, Stanford University pppMathias learned game design at the Institute for the Future, working with Jane McGonigal to create the award-winning Foresight Engine ideation platform. He is currently Lead Game Designer at Natron Baxter Applied Gaming, where he has designed games for clients such as the American Heart Association and Peruvian economist Hernando de Soto. Mathias’ writing has appeared in Kill Screen Magazine, GOOD.us and BoingBoing, and in infrequent musings on twitter@mfcrawford. Mathias is pursuing his Ph.D. at Stanford, where he researches Recreation Architecture and Infrastructures of Play. He sincerely enjoys watching and playing cricket. Drew Davidson, Ph. D. I Acting Director, Entertainment Technology Center at Carnegie Mellon University pppDrew is a professor, producer and player of interactive media. His background spans academic, industry and professional worlds and he is interested in stories across texts, comics, games and other media. Drew helped create the Sandbox Symposium, an ACM SIGGRAPH conference on video games and served on the IGDA Education SIG. He works with SIGGRAPH on games and interactive media and serves on the ACTlab Steering Committee, and many advisory boards, program committees and jury panels. Drew is the lead on several MacArthur Digital Media and Learning Initiative grants, the Editor of ETC Press, and has written and edited books, journals, and articles on narratives across media, serious games, gameplay, and cross-media communication. http://waxebb.com Anisha Deshmane I Graduate Student, Carnegie Mellon University pppAnisha is an artist and designer working in tangible and kinesthetic technological experiences. Her graduate work at the Entertainment Technology Center has included developing a tangible programming system for the Childrens’ Museum of Pittsburgh and creating games for Elizabeth Forward School District’s SMALLab system. Her current work involves developing embedded computing systems that create connections between people and their physical space. She has a BSAD from the Massachusetts Institute of Technology School of Architecture, with a concentration in computational design and computer graphics, as well as a minor in Comparative Media Studies.

10 Pixel the Possibilities Dale Dougherty I President, CEO of Maker Media, Founding Editor and Publisher, MAKE Magazine, Co-Creator, Maker Faire. pppDale is passionate about fostering a new generation of “makers” who are creative, innovative, and curious. In 2011, the White House recognized Dale as one of the “Champions of Change: Make It In America,” for his work in helping to create high-quality jobs in the . In May 2012 he led the launch of Maker Education Initiative, a non-profit dedicated to creating opportunities for young people. Prior toMAKE , Dale was the developer of Global Network Navigator (GNN), the first commercial website, launched in 1993 and sold to America Online in 1995. He was the developer and publisher of Web Review from 1995-1999, and the publisher of the O’Reilly Network. He also developed the Hacks series of books. He is the author of sed & awk. Carla Engelbrecht Fisher, Ed. D. I President and Founder, No Crusts Interactive pppCarla is a game designer with a research obsession. Having spent more than a decade making children’s digital goods, she’s produced, researched, and consulted on a wide variety of commercial and educational products, from Web to mobile to console. Prior to starting No Crusts Interactive, she worked for Sesame Workshop, PBS KIDS, and Highlights for Children. Carla speaks internationally about developing children’s games at industry and academic events and is the co-author of the Kidscreen blog, Kids Got Game. She holds a doctorate in instructional technology from Columbia University, where she studied technology and its relationship with human cognition and development, particularly as it applies to children and games. She holds a master’s degree in media studies from the New School University. On occasion, Carla has been known to twist balloons into animals and hats. Dave Faulkner I Graduate Student, Carnegie Mellon University pppDave is specializing in educational game design at Carnegie Mellon’s Entertainment Technology Center. He holds degrees in psychology from the University of Montana and in digital media from the Art Institute of . Dave’s recent work consists of designing educational experiences for the SMALLab system, developing educational lessons and best practices for working with MinecraftEdu in the classroom, architecting a next- generation student assessment platform for online learning systems, and the development of Rockominoes, an educational tabletop game. Dave also runs summer game design boot camps for high school students. He is currently working with Filament Games as an educational video game designer. Cari Frisch I Associate Educator, Family Programs, Department of Education, The Museum of Modern Art pppCari has been working in the Education Department at MoMA since 2005, where she helps coordinate family programs, including gallery conversations, art workshops, film programs, and artist talks. She creates content for families across a variety of platforms, including activity guides, kids’ web sites, and mostly recently, an award- winning app for this audience. Cari has co-created four interactive Lab spaces at the Museum and is the co-author of Make Art, Make Mistakes: A Creativity Sketchbook. Howard Gardner, Ph. D. I John H. and Elisabeth A. Hobbs Professor of Cognition and Education at Harvard Graduate School of Education, Adjunct Professor of Psychology at Harvard University, Senior Director of Harvard Project Zero, Professor of Cognition and Education at the Harvard Graduate School of Education pppHoward holds multiple positions at Harvard, has received honorary degrees from twenty-nine colleges and universities throughout the world, and has received numerous honors including a MacArthur Prize Fellowship in 1981. In 2005 and 2008, he was selected by Foreign Policy and Prospect magazines as one of the 100 most influential public intellectuals in the world. Most recently, he received the 2011 Prince of Asturias Award for Social Sciences. The author of twenty-eight books translated into thirty-two languages, and several hundred articles, Gardner is best known in educational circles for his theory of multiple intelligences. During the past two decades, Gardner and colleagues at Project Zero have been involved in the design of performance-based assessments; education for understanding; the use of multiple intelligences to achieve more personalized curriculum, instruction, and pedagogy; and the quality of interdisciplinary efforts in education. Among new undertakings are a study of effective collaboration among non-profit institutions in education and a study of conceptions of quality, nationally and internationally, in the contemporary era. His latest book is Truth, Beauty, and Goodness Reframed: Educating for the Virtues in the Age of Truthiness and Twitter.

Nuturing kids’ imagination in the digital age 11 the speakers

Anastasia Goodstein I Vice President of Digital Services, The Advertising Council pppAnastasia manages digital and social strategy for all Ad Council campaigns as well as AdCouncil.org. Prior to joining the Ad Council, she led the product development and marketing for the Inspire USA Foundation’s primary service, ReachOut.com, a digital space for teens struggling with depression or other mental health issues. She has worked in media for over fifteen years and has helped launch several youth-oriented web and television properties for brands including Oxygen, AOL and Current TV before founding the influential youth marketing site Ypulse.com. Anastasia earned an MSJ from the Medill School of Journalism’s new media program at Northwestern University. Her book about teens and technology is Totally Wired: What Teens & Tweens Are Really Doing Online. She lives in the NYC suburbs with her husband and daughter. Reynol Junco I Associate Professor, Purdue University Libraries, Faculty Associate, Berkman Center for Internet & Society pppRey focuses on how youth interact with digital media. His primary research uses quantitative methods to analyze the effects of social media on psychosocial development, engagement, and learning. He also concentrates on informing best practices in using social technologies to enhance learning outcomes. He has shown that technology—specifically social media such as Facebook and Twitter—can be used to improve engagement and academic performance. Rey also examines digital identity, online civil discourse, digital inequalities, and digital media to promote formal and informal learning. He blogs at Social Media in Higher Education. David Kleeman I President of the American Center for Children and Media pppDavid is President of the American Center for Children and Media, which promotes the exchange of ideas, expertise and information as a means for building quality. David is Advisory Board Chair to the international children’s TV festival, Prix Jeunesse, and led North American Advisors to five World Summits on Media for Children and Youth. In demand as a strategist, analyst, author and speaker, David has advised producers, broadcasters, government organizations and NGOs. He has written book chapters, strategic studies, and numerous articles for trade, academic and general press. David blogs for The Huffington Post. In 2012, he became both a Governor of the Academy of Television Arts and Sciences and a Senior Fellow of the Fred Rogers Center for Early Learning and Children’s Media. While traveling the world, David discovers new places through distance running. He’s run 18 marathons, from Boston to Beijing. Catch him here before he heads to London for his 19th marathon next week. Elizabeth Margulies I Assistant Director, Family Programs, Department of Education, The Museum of Modern Art pppWorking in MoMA’s Department of Education for over thirteen years, Elizabeth designs, develops and coordinates a wide array of family programs including gallery talks, workshops, artist talks, film programs, interactive spaces, web sites, audio, and printed activity guides. She collaborates with MoMA Retail and Chronicle Books on MoMA Modern Kids, a line of children’s books and products. In 2010 she co-authored with Cari Frisch, Make Art, Make Mistakes: A Creativity Sketchbook. In 2012, she and Ms. Frisch collaborated with the Museum’s Digital Media and Graphic Design Departments as well as Rendor Monkey, to launch MoMA Art Lab, an app for the iPad. Elizabeth holds a BS in theater from Skidmore College and an MS in Early Childhood Education from Bank Street College of Education. Susan Miller I Founder, Mixed Media Group, Bolder Media, and Cupcake Digital, Inc. pppSusan is an entrepreneur and producer of children’s television, film, books and digital content. She is a founding partner of three companies: Mixed Media Group, Bolder Media and Cupcake Digital, Inc., all specializing in producing and licensing world-class media properties, lifestyle and corporate brands. Susan is the Executive Producer and co-owner of the Emmy-Award winning series Wow! Wow! Wubbzy! and Wubb Idol!, a television movie staring Beyoncé. Wubbzy! Android and iOS apps continue to be top sellers. Susan is the co-producer of the filmElla Enchanted starring Anne Hathaway. In 2007, she was invited to join the Producers Guild of America (PGA). Susan also works extensively in book publishing and has generated seven New York Times’ bestsellers. Susan has held executive positions with Warner Bros., American Express, Colgate and Xerox. She is a frequent speaker about media and entrepreneurship, and has presented at University of Michigan, Columbia University, NYU, KidScreen Summit, Licensing Expo, and Association of American Publishers .

12 Pixel the Possibilities Geoff Nelson I Co-Founder and President, Cricket Moon Media pppGeoff champions the development of innovative, youth-focused interactive solutions for major media clients including Disney, Hasbro, Nickelodeon, Scholastic, and Discovery Communications. He excels at closing the gaps between innovation and practicality, educational and entertaining, and technical and creative. Before co-founding Cricket Moon Media, Geoff served as President of Jet City Studios, an early pioneer of web-based multimedia, from 1995-2003, and as Producer at the children’s interactive education company, Edmark. Fred Newman I President, Talking Dog Productions, Inc. pppFred honks for a living, creating live sounds and voices on Garrison Keillor’s A Prairie Home Companion. On public television, he is often featured on segments for Between the Lions and . Fred grew up in a big family in small-town Georgia, in the 60’s, at the foot of great storytellers who taught him to spin tales and scatter sounds. He graduated with honors from the University of Georgia and Harvard Business School. Then, at Newsweek, he wrote his award-winning, multi-media book Mouthsounds (www.mouthsounds.info), before becoming a writer and puppeteer for Jim Henson. Fred hosted several series for Nickelodeon and Disney, including Livewire and The New Mickey Mouse Club (with Britney and Justin) and has created many voices and characters, sounds and music for stage and television, including , DOUG and dozens of films including Gremlins, Who Framed Roger Rabbit?, Cocoon, Practical Magic, Wolf, and Men in Black. Joi Podgorny I Director of Community Engagement, Animal Jam pppJoi specializes in online community and marketing for kids under 13. Her mission is to create an online destination that is a leader in child safety, parental engagement, and pure fun. Joi began championing and implementing COPPA compliance tactics and monitored networks at Kidfu, a safe online community that she co-founded, and FreeZone, one of the first safe online communities for children. Throughout her career, she has articulated corporate integrated digital marketing strategies for six children’s entertainment properties and designed organizational structures for multiple web content and marketing departments. She has led international remote teams in the US, UK and China. Among properties Joi has worked on are Moshi Monsters, Chuggington, Marvo the Wonder Chicken, Edgar & Ellen, Highlights for Children, Carmen Sandiego, and Play 60. Anne Martin Richards I Creative Director, No Crusts Interactive pppAnne is a writer, producer, and game designer with over a decade of experience developing and producing children’s properties in all media. She specializes in educational content, combining rigorous integrated curricula with great entertainment value. Prior to joining No Crusts, she was Director of Development for Wainscott Studios where she developed such high-profile preschool series as Bear in the Big Blue House, The Book of Pooh, and It’s a Big Big World. She also worked as a creative and production consultant for companies including Discovery Kids, MGM, BBC, The Kids Block, Classic Media and others. Anne brings her expertise to interactive projects, ensuring that story and character are married to usability, making games accessible and entertaining. Margaret Robertson I Managing Director, Hide & Seek pppMargaret is a game designer and consultant who has worked on award-winning games for the commercial, cultural and educational sectors. She has worked on projects ranging from AAA console titles, through download and mobile/handheld games, to indie and art-house projects. She’s consulted with brands, broadcasters, and film studios to develop game strategies, and was part of the team that built the Channel 4‘s multi-BAFTA-award winning game slate. She was previously Editor-in-Chief of Edge magazine, and part of the team behind the GameCity festival. Margaret speaks at conferences and companies throughout the world on game design theory.

Nuturing kids’ imagination in the digital age 13 the speakers

Doris C. Rusch, Ph.D. I Assistant Professor, DePaul University pppDoris is a game designer, researcher, play aficionado, and assistant professor at DePaul University. She was a co-founder of the Austrian game prototyping company Game Gestalt–Play for Change and has served as interim head of the Applied Game Studies Department at Danube University and as an instructor at both the University of Technology, Vienna, and Vienna University. Doris focuses on the theory and practice of game design and investigating games’ potential as conceptual tools that tackle the human experience. She is an expert in modeling abstract ideas (love, addiction, trust, etc.) in games via metaphors. Her games Akrasia and Zombie Yoga were featured at the IndieCade Festival. Elude, her game on depression, won “most meaningful game” at the 2010 Meaningful Play Conference. Alan Schulman I Chief Creative Officer, SapientNitro pppAlan is a thought leader in the evolution of branded storytelling for new and emerging digital platforms and devices. Prior to SapientNitro, Alan served as creative director at McCann-Erickson NY, leading traditional advertising and branding for clients such as Coca-Cola and . In 2004, Alan co-founded Brand New World, a creative shop that specialized in emerging platforms, including iTV, mobile and digital out-of-home (OOH). The company attracted the attention of imc2, where Alan became the executive creative director of digital programs and emerging media deployments for such global brands as Procter & Gamble, The Coca-Cola Company, Samsung, Johnson & Johnson and Nestlé. Carla F. P. Seal-Wanner, Ed.D. I Director of Education & Curriculum, FlickerLab pppCarla’s career demonstrates a commitment to quality children’s media, the importance of giving young media consumers the tools to create empowering user-generated content, and developing content to improve children’s lives. She has worked with public and commercial television, government agencies, new media publishing groups, interactive television, and online service providers creating educational media for toddlers to adults. Carla has helped develop award-winning children’s shows and ancillary interactive products, including; CTW’s 3-2-1 Contact, Square One TV, Reading Rainbow, Blue’s Clues and . After a decade combining careers as a children’s TV producer and professor at Columbia University, Carla joined FlickerLab in 2010, bringing in the non-profit organization Climate Cartoons. This has enabled her to combine a commitment to environmental stewardship with her passion for providing students with dynamic new media tools to express themselves creatively. David Sherwin I Principal Designer, frog design pppDavid has built his reputation as a seasoned user-experience professional, design researcher, and creative leader, generating fresh creative solutions for systemic business problems. He is the author of Creative Workshop: 80 Challenges to Sharpen Your Design Skills (HOW Books), which is used by tens of thousands of designers worldwide and Success by Design: The Essential Business Reference for Designers. He is also a senior lecturer in the BFA in Interaction Design program at California College of the Arts. His writing has appeared in TheAtlantic. com/Life, A List Apart, PSFK.com, HOW and many other periodicals. He blogs frequently about the business and process of design on his designmind blog, Intangible (http://designmind.frogdesign.com/blog/author/intangible/). Evan Spiridellis I Co-Founder, JibJab Media, Inc. pppEvan grew up making stuff, and was lucky enough to study “actual” drawing and painting in the days before the digital revolution. He graduated from Parsons School of Design in 1996 then hit the independent film circuit making puppets and stop-motion films. In 1999, he and his brother Gregg co-founded JibJab with the audacious goal of spreading laughter around the world. In the pre-YouTube days of 2004, their animated video This Land shot through the internet, racking up over 80 million views and landing the brothers on news across the planet. (NASA even requested a copy for the International Space Station which surpassed the initial goal of spreading laughter around the world.) These days Evan leads production at JibJab, managing the internal creative team and an external network of artists. He thanks God for email, FTP and Skype. When not at JibJab, Evan values nothing more than spending time his wife and kids. And he still likes to build puppets.

14 Pixel the Possibilities Greg Spiridellis I Co-Founder, JibJab Media, Inc. pppGregg spent the mid-nineties locked up inside NYC skyscrapers pumping out spreadsheets at Goldman Sachs and Bear Stearns. In 1997, he went to Wharton to get his MBA and unexpectedly fell in love…with the Internet. By the time he graduated, the affair had reached such a fevered pitch that he started an online entertainment company with his brother Evan when it made absolutely no economic sense to do so. Five years later, Greg and Evan achieved “overnight” success when their election This Land became an international sensation. Since then, Gregg has helped build JibJab into a globally recognized brand serving a variety of digital entertainment products. He is still in love with the Internet, but it’s taken a back seat to his wife and three children, with whom he lives in sunny . Bill Shribman I Senior Executive Producer, WGBH pppBill is responsible for all interactive media for kids within the WGBH Educational Foundation, including national PBS websites for Arthur, Curious George, Design Squad Nation, and Martha Speaks. He has worked on a dozen apps for kids and has more in development. He is the creator of several original broadband projects including the Fin, Fur and Feather Bureau of Investigation and The Greens. Bill has written and produced content for web, audio podcasts, CDROM, interactive television, kiosk, radio and television. He has been nominated for an EMMY for his TV and online work. Bill’s team portfolio can be seen online, as can his blog. Allen Turner I Instructor, DePaul University pppAllen is part of the game design faculty at DePaul University. Within the Native American community he is a storyteller of myths, scary stories, and legends, and has coordinated community programs focusing on storytelling and role-playing to develop literacy. He also provided cultural performances for the Chicago Public Schools, Chicago Public Library, Illinois Teachers Conference, the Newberry Library, the Chicago Historical Society, and myriad other organizations and institutions. Allen has spent the last nine years at Wideload Games/ Studios as Lead Designer, working on Stubbs the Zombie, Hail to the Chimp, and Disney Guilty Party. He was previously Game Director for Marvel XP, a narrative-driven meta-system which launched on Facebook and iOS. His blog is at www.council-of-fools.com/blog.

SPECIAL THANKS TO: MIT PARTNERS: Comparative Media Studies and The Education Arcade SHOWSTOPPERS® CO-HOSTS: Bob, Dave, and Steve Leon SHOWSTOPPERS/LAUNCHIT! HOSTS: ShowStoppers, New York Angels, and LearnLaunch PRESENTERS: Who never cease to awe us with their knowledge SPONSORS: Toy Industry Association, Parents’ Choice Foundation, ShowStoppers, Children’s Media Association, Microsoft NERD Center, DonorsChoose.org, LearnLaunch, New York Angels, Crispy Green, WGBH Digital, The Ad Council, Cupcake Digital, FableVision FAVORITE PLAYERS: Alex Chisholm, Brian Cohen, Jean Hammond, John Jenkins, Eric Klopfer, Stacy Leistner, Ashley Mannetta, Carol Shufro, Keri Stelmack, Jessica Tatlock and Scott Traylor And YOU, our audience, who makes this, and every Sandbox Summit, so special.

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