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October 31, 2008

[staff] Does What You Don't Know Hurt You?

We have all heard the saying "what you don't know can't hurt you". With the internet at our fingertips we often assume we know more than ever before. We have a wealth of information made easily accessible with just a few presses of the keyboard but does the internet on its own keep us from getting hurt. Despite the vast fields of information out there, our interests and thus knowledge base tend to be much more limited and very much controlled by what comes across our own personal human radar. Which leads me to wonder... what controls our areas of interests? How is it that we decide what issue we relate to and decide to take action for or against?

During the past few weeks, a wide range of applications from teens applying to VVP have come across my desk. My favorite part to read is the teens' responses to naming a global issue they care about. An overwhelming majority said "global warming". I had to ask myself why this is... have we just happened to come across a very environmentally-friendly group of teens? Is global warming a trendy issue to care about now? Or maybe it is easier to teach surrounded by much less controversy than issues such as genocide in Darfur? These findings were not surprising in some ways. The evaluation of Youth Media Exchange had similar results with the top issue-related hit from Google being global warming as well. Of all issues found on ymex.org, global warming was by far the most popular. Similarly, during the application process for Deconstructing Darfur last spring, a large number of applicants shared with us that they knew Darfur was something bad but did not know who or what Darfur was. Just this past week, I found myself in yet another similar situation. I attended a film screening at the Council on Foreign Relations with Amira. The film portrayed the emotional and physical struggle of young women with Fistula, a condition neither of us had ever heard about before yet it effects two to three million women in the developing world today. It was only once Fistula came across my radar was I able to go home, google it to learn more and begin to process how one can take action to eradicate it.

As we embark this year's Virtual Video Project, I am more aware than ever of the key role we as trainers play in influencing what comes across the radar of the teens we work with and at the same time must be mindful of these controls that filter our own perspectives and the teens we work with. When we explore global issues, how do we, as humans, whether teens or trainers, pick the topic? Is it by ease of understanding? Personal connection? Or something entirely different? And at the same time, I wonder what issues we might have missed entirely.

October 30, 2008

[staff] A virtual world instead of a chalkboard

October 27, 2008

[IJC] Using Virtual Art for Political Change: report on talk and tour with digital artists Peggy Weil and Nonny de la Peña

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On Friday, October 24, we had a really neat event at the Global Kids' International Justice Center in Second Life, featuring digital artists / activists Peggy Weil (Ping Rau in SL) and Nonny de la Peña (Nonny Writer).  Thirty-some avatars logged in to listen to Nonny and Peggy talk about their innovative art installations in SL that explore themes of due process / Habeas Corpus, immigration, nationalism, and civil liberties. 

You can listen to the audio here:

A more complete report on the event follows...

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Peggy and Nonny began by describing "Gone Gitmo", a virtual re-creation of the Guantanamo Bay Detention Center operated by the US government to detain suspected terrorists.  The installation combines avatar animations, voice acting, screen effects, clothing, real life video from Gitmo, and a 3D build to immerse the person in the experience of being detained and deprived of your basic liberties. Nonny talked about how strong people's reactions were to the installation, from anger to fear. 

Camp Gitmo in Second Life

They are working on a "Camp Delta" expansion of "Gone Gitmo" that shows in an interactive way how the Habeas Corpus rights of prisoners are denied.  Nonny described how the experience would work.  Your avatar would be placed in a holding cell. When they tried to ask for a lawyer, a guard would inform them that they don't have right to counsel.  Through interaction with the guards, the avatar would find out that they don't have a right to visitors, to make outside calls, or access information about why they are being detained.

Lastly, they are building a "Contemplation Area" that would centralize media on the struggle to close Camp Gitmo.  The Contemplation Chamber will display poems written by detainees, listings of prominent world figures who have called for Gitmo to be closed, and audio recordings by the detainees and actors reading transcripts from detainee hearings, sponsored by the ACLU.

Then Peggy and Nonny introduced their newest work-in-progress, "Mauerkrankheit/Wallsickness" an evolving art installation depicting current and historical walls dividing nations. It begins with a section of the proposed "border fence" dividing Mexico from the U.S. and continues with segments from the Gaza Fence, the Melilla Fence (the E.U. funded wall to separate Spanish territories from Morocco), the Berlin Wall, the Great Wall of China and other important political and historical border walls. 

Intended as a collaborative effort, Peggy and Nonny announced that they would love to work with other groups to build out "Mauerkrankheit" with their own concepts of walls separating nations and peoples.  Several audience members expressed interest in participating.  I could easily imagine my own group Global Kids working with teens on the Teen Grid to build their own version of "Mauerkrankheit" --- since after all there exists a virtual wall between the Teen and Adult Grids of Second Life.

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We got a guided tour of "Mauerkrankheit/Wallsickness" by Peggy and Nonny, which was really powerful for both the artists and the visitors. "It's really moving for me to be standing here with a lot of people," Peggy commented in the middle of the tour.  "This has been a very private thing that we've been working on. We've been doing it in fits and starts. It feels far more real to have a group of people here looking at it. It feels really supportive and I'm happy that you are all here."

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Avatars flew around to different parts of the wall, and mused on how to use the installation in different ways.  Someone suggested that the wall area should be a "no fly" zone so that avatars would have to contend with the limitations of being blocked by the walls.  We also talked about having a "graffiti" wall that people could tag with their own text, images and video, or maybe even animated hammers that avatars could use to break through the wall.

To close the discussion, we talked about ways that other groups could use the powerful creation tools of Second Life to explain and expand their missions to new audiences.  The virtual Camp Darfur was an obvious example, which In Kenzo talked about.  We provided in the sim a list of other virtual artwork all over the grid that deals with social and political issues:

It was a really remarkable event that demonstrated the emotive and motivational power of artwork and interactive virtual installations to highlight important political and social issues.  Thanks to Peggy and Nonny for sharing their vision and gifts with us, and the world.

[staff] Global Kids - starting fresh

Hello! My name is Krista and I am the new program assistant for the Online Leadership Program [OLP]. Walking into Global Kids on my first day was made incredibly easy by the staff - they are all very friendly and welcoming which is great for a new job. The only real daunting thought was the technology that I was encountering as I am not a technology person really [much to my nephew's chagrin]. But it was fairly easy with the OLP staff - I would say at least once I have asked each of my colleagues to help me in some shape or form with some technology problem I have faced since arriving, which includes a "quick" introduction to Second Life by Joyce - thanks! - even though she did laugh at my first steps in Second Life, though that could be because I ran into a wall. Like anything new I have had to practice and though I am getting better - no more escapades with walls - I still feel like I am a toddler again, who cannot control their reflexes and falls all the time. Luckily, I have found avatars within Second Life to be understanding and helpful. Maybe it is the way within the technology world? In conclusion, there are two things I have learned since arriving here at GK: one, though I thought I knew a lot about technology, I have only scraped the top of it and two, OLP staff are really into food.

Besides that, I would like to say hello and give a short bio of myself. I love to travel and eat ice cream in every new place I end up, I enjoy being outside - though not as much now that the cold is coming in, but love sledding, snowboarding and ice skating so guess the cold isn't such a deterrent - and I am interested in peacebuilding and mediation issues...did I mention I like ice cream?

October 25, 2008

[blog] What's in a game?

The Berkely Beacon published a recent article entitled Pushing Buttons: What's in a game? Education, for starters, should play a part. In it they go through their thoughts on serious game and the importance of keeping a fun sense of game play regardless of subject matter. They also bring up Tempest:

Hurricane Katrina: Tempest in Crescent City: Developed as part of Global Kids’ Playing 4 Keeps Program, which uses and teaches kids how to build games as a way to promote learning, citizenship and social awareness, this Web game has players helping and rescuing neighbors during the Katrina crisis. It does a decent job in both the gameplay and message department, has a great comic-book look and tries to give the player some motivation through a storyline.

Read the full post here.

October 23, 2008

[staff] Is he just playin'?

This conversation on the DigiTeen forum led me to think of recent interactions I’ve had in TSL. Everyone knows there are benefits and drawbacks to text (non-voice) communication. Typing gives us the time to consider our thoughts. It makes it sometimes easier to have a difficult conversation. It allows a conversation to flow more smoothly - giving the types who find it difficult to ‘cut in’ on a vocal conversation an opportunity to have their voice heard. On the other hand, emotion and nuance is more easily lost in text. Lately, I’ve often found myself wondering “is he kidding around?”, as the subtlety of tone of voice and expression are missing.
Most of the times I’ve heard this debate has been around newer members to the online community. In particular, we have some new members in our DIDI ‘Cool Kids’ workshops. These guys are at a stage where they are expected to work offline together on their venture plans, and report back to us the next week when we meet online. As remote facilitators we’ve had some difficulty interpreting some of their conversations. Are the jabs these guys are poking at each other serious? Are they ‘just playin’’ or are they really expressing a problem or concern about their teamwork? So far, we haven’t addressed our difficulty in understanding these jabs any further than saying “hey guys - we can’t tell if you’re joking!” I am assuming that learning to be appropriate online comes with time and experience, and perhaps having some people call you on it a few times, will remind you that it’s just not as obvious to those reading your text as it might have sounded in your head :)
Of course, I have considered that it’s just my issue as an old uptight ‘adult’ who takes things too seriously....

October 22, 2008

[IJC] Peggy Weil and Nonny de la Peña Discuss Using Art for Political Activism at Justice Center October 24


Can virtual art stimulate real-world political action? Find out on Friday, October 24, as digital media artists Peggy Weil (Ping Rau in SL) and Nonny de la Peña (Nonny Writer) discuss how they are using 3D artwork as a form of political expression and civic engagement. At the Global Kids' Justice Center (click here to teleport ) from 10-11am PST on October 24.

Peggy and Nonny have been involved in a number of ground-breaking digital media projects that explore the intersections of art and politics, from "The Redistricting Game" that Peggy designed to "Unconstitutional" a documentary of civil liberties in America post 9/11 produced by Nonny. They will talk about their latest explorations of political artwork in SL, from the "Gone Gitmo" project to the "Mauerkrankheit/Wallsickness" installation that was an Annenberg Public Good Merit Award winner. Then we will teleport over to their exhibits to get a guided tour from them!

October 21, 2008

[staff] Is Obama modeling a vision of youth engagement via its Xbox campaign ads?

Obama ad in Burnout

A couple of weeks back I came across a fascinating post on the blog GamePolitics. It reported that a player of the game Burnout, on Xbox Live, had seen and taken a screen shot of an Obama campaign ad within the game. The initial post raised the possibility of a photoshop job at work, but the blog soon confirmed that the Obama campaign had indeed bought ads in a spate of Xbox Live sports games, and even had the ads specifically targeting players in swing states.

This got me thinking about one of the phenomena that has always fascinated me about the work we do here at GK; adults can show up in youth and play spaces in ways that allow them to make positive social impact in realms where it was thought the only potential was for entertainment and/or socializing. Whether it be games, virtual worlds, social networks, etc. I've always enjoyed the fact that we go to places previously considered to be "off limits" to social change makers. This is an act which, if done badly, can alienate the people we're aiming to reach (Jared Stein, an educational technologist, talks about this "creepy treehouse" effect), but if done right can be a powerful way to facilitate positive cultures of social responsibility.

I wonder now what effect this campaign entering these play/social spaces will have on the way that mainstream culture thinks about what these spaces are for, whether there will be any negative effects such as resentment by players for encroaching this space, and most importantly whether this kind of engagement could be a portent of how Obama might consider promoting or at least supporting unorthodox methods of education and social change if he does become president. On closer analysis, we can also of course note that the way that the campaign is engaging in the gaming space is actually a quite traditional, top down, broadcast method, rather than the way that typifies his "real life" campaign of participatory and grassroots engagement in the process of political life. But I'll cut him some slack for now. :P

October 20, 2008

[sl/teen/leadership] Animaster Dragonash Introduction

Hello! I'm a brand new intern in the GK Leadership Program on Teen Second Life. My name is Animaster Dragonash. Let's see. About me... First of all, I am a dedicated teen wanting to make the environment cleaner. Which is the main reason I joined Global Kids. So I can raise awareness about ecological issues. I also love animals. That's pretty much some about me.biggrin.gif

[SL] If you haven't already...download our SL curriculum

Recently we released our Second Life Curriculum which focuses on a series of 9 levels of lessons plans geared either to use within a classroom or independently to learn Second Life skills.

You can download them directly from RezEd.org. And another great thing about the curriculum is that we are offering it under a creative commons licensing (BY, NC, SA), so feel free to edit them to your needs.

We have gotten lots of great feedback and members of the educational community that have jumped in to help continue to evolve and contribute to the curriculum. Jeremy Kemp has created a great wiki space if you are interested in this - visit it here. He is also working on integrating it with Sloodle and a within SL version as well.

We will also be offering printed copies for sale on LuLu - stay tuned!

The summary of all nine levels are below, along with a link back to the post on RezEd where you can download them. You can also download a version of all levels compiled together here.

GK Second Life Curriculum Level 1: AVATAR: Choosing a Look, Shape, Skin, Eyes, Hair, Saving & Switching. WALKING & FLYING: Walk, Turn, Run, Sit, Fly. CLOSER LOOK: Basic Camera, Adv. Camera. CHAT: Basics, IM/Private, History.

GK Second Life Curriculum Level 2: INVENTORY: Library vs. Personal, Search, Rezzing, Deleting, Notecards, Exploring. FRIENDS: Calling Cards, Friendship/Permissions/Invitation. BUILDING: Rezzing, Moving & Rotating, Resizing, Linking a Prim. CLOTHING: Changing, Modifying, Making New.

GK Second Life Curriculum Level 3: BUILDING: Basic Shapes, Attachment Points, Taper, Top Shear and Dimple. INSTANT MESSAGING: More ways, to Email, a Group. SNAPSHOTS: to Disk, to Inventory, in Your Profile, Postcard, Giving. INTRO TEXTURES: Finding and Using, Color and Transparency, Repeats, Offsets

GK Second Life Curriculum Level 4: BUILDING: Parameters, Flexi, Light, Sculpted. MAPS: Intro, World, Legend, Zooming & Moving, Landmarks, Friends and Search, Coordinates, SLURL. TELEPORTING & LANDMARKS: Set Home, Landmarks, Teleporting. TEXTURES: Flicker, Shiny & Bumpy, Light & Shadow, Finding & Uploading, Using Wisely

GK Second Life Curriculum Level 5: ATTACHMENTS: Attach/Detaching, Points. BUILDING: Permissions, One Prim, Grid, Fewer prims. GROUPS: Intro, Basic Info, Details, Communication, Land. SEARCH: Intro, Events, Places, Land Sales, People

GK Second Life Curriculum Level 6: AVATAR PROFILE: 2nd Life Info, Website, Interests, Picks, Advertising, Real Life Information. INVENTORY 2: Subfolders, Multiple Windows, Packing Stuff Away, Sorting Items, Sorting. SNAPSHOTS: Previewing, Sizing, Quality, of the Interface.

GK Second Life Curriculum Level 7: GESTURES: Using, Modifying Existing, Making New. HELP & RESOURCES: Inworld Help, Online Support, Forums, Additional, Second Life Grid. MONEY: Getting, Selling & Buying Items.

GK Second Life Curriculum Level 8: ANIMATIONS: Using, Stopping. CREATING A GROUP: Intro, Roles, Inviting Members, Proposals, Land and L$. ABOUT LAND: Your Land, Objects, Managing Media.

GK Second Life Curriculum Level 9: VOICE: Preferences, With People Nearby, to Instant Message. ESTATES: Region Powers, Managing Lag, Ground Textures & Terrain, Estate Access, Covenants. TERRAFORMING: Beginning, Sculpting Land, Subdividing and Joining Land.

October 19, 2008

[Conf] SL's CEO Mark Kingdon's inspired by GK

One of the highlights at SLCC was Philip Rosedale and Mark Kingdon addressing the conferenceover breakfast. During Mark's part of the talk, he mentioned several times how much he was moved by his visit to the GK offices & seeing first hand our work in TSL.

Transcript:

And there was a moment, when I first started, I was trying to get out to visit folks and I went to meet with the folks at Global Kids in New York and I got to see some of the kids using Second Life to learn. I get choked up whenever I think about it because it was one of the most amazing things I have ever seen happen and it is such a profound responsibility. And, of course, what went through my head was gee I can't screw this up.

Man I tell you, I love school, but when I saw the kids at Global Kids using Second Life to learn, I was like, I think I will just quit my job and go back to school. Because if that is what learning will be like in the future, I think we will be a much richer society for it.

[sl/teen/leadership] My GK Intern Introduction

Hello Everyone.

I'm called Daniel Voyager and I'm currently 17 years old. I live in the United Kindom in the Southwest, which is great for tourism and beaches, WoooT. I signed up to Teen Second Life on October 31st 2006 (Halloween) because I wanted to socialize with people from around the world in a virtual online world.

In Teen Second Life I like to mentor new residents, take part in resident projects, document TG happenings, take snapshots and blog about all things TG on my Daniel Voyager Blog. I'm also here to have a great experience and have a blast. I've taken part in many awesome global kids events in the past such as the CRC Camp 07, Fireside workshops, D.I.D.I. Summer Camp 2008, Debates, Parties, Selection panels and cool meetings etc.

I decided to apply for the new GK Intern Program 2008 in September, because I wanted to improving TSL experiences for folks. After a few weeks of waiting, I received a e-mail saying you are now accepted into the GK Intern group, yay!.

I'm involved with the new GK Intern program because I think I can make a difference in the TSL community for example doing my own GK Intern events, sharing my knowledge and experiences in TSL with others (including Interns). I'm interested in doing GK Intern events during the program such as teen workshops about global issues (global warming, oil prices, hurricanes, technology, US presidential debates), I'm also thinking carefully about hosting a Dance Parties and Film Screenings which would be great fun for all.


Thanks for reading, there will be more posts from me in the upcoming weeks.

Daniel Voyager! :)

http://danielvoyagerblog.wordpress.com/
http://www.flickr.com/photos/danielvoyager/


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[Conf] Blogosphere thoughts on the Ludic Life

There seems to have been a lot of post-conference talk and blog posts reflecting on this year's SLEDcc/SLCC, including the great keynote Barry gave on Living La Vida Ludic.

In Dr. Hanan Gazit's Metaverse journey, he posts on the presentation.

Barry introduced the term he coined, "the ludic life," and discuss its implications for Second Life and learning. Elaborating Eric Zimmerman's argument that we have entered "a ludic century", meaning that we are now interacting with information in a ludic way. The ludic way, according to Zimmerman is not to say everything is becoming a game but rather game/play dynamics, aesthetics and sensibilities will increasingly define our social interactions. Barry argues that Second Life is a better example and, more importantly, the way in which Second Life allows users to combine their real life identities and practices within a ludic context not only makes it a powerful space for teaching people how to live a ludic life, but it also becomes the key defining characteristic of the Second Life experience.

my two cents: Lessons from my research on digital games interactions among children and teenagers: Living the ludic life is very compelling and at the same time, very complex and challenging from many perspectives.

On the blog Gia's Blog, Giannina Rossini details her SLCC conference experience, including her takeaway thoughts from Barry's keynote.

"It is hard to sum up Barry’s talk to be honest: it was engrossing, entertaining and genius in its use of multi-media. He encouraged audience participation via text message, had a conversation with Eric Zimmerman, who appeared as a lamp, and used various audio and video snippets - it all sounds fantastically creative, doesn’t it? It truly was."

[sl/intern/teen] Katrina: Three Years On

September 15th was a special day for me it was the day that I held the fireside Katrina: 3 Years On. The topic kind of fell in my lap, Rafi had been asking me about the trip I took to New Orleans for volunteer work and if I was going to blog or if I wanted to do an event. I of course took him up on the offer to do an event on GK Island!

I quickly found that this one was going to be a juggling act. I needed to not only give them the facts of what it is like in the 9th ward in New Orleans now but what happened in the first place. Both I could talk about for ages.

I started the fireside with the usual GK guidelines, one mic, safe space, and participation. From there I broke straight into rambling Vicky mode and started spilling facts out everywhere until one of the participants who had never heard Katrina reeled me back in.

Now that all the participants really understood the basic background on Katrina we went into the first activity. For the first activity the participants were asked to play the game Tempest in Crescent City and get as far as they could while paying attention to detail. After time was up we all came back and we were supposed to talk about the game and do a few processing questions but going back into rambling Vicky mode I skipped it and had to be pulled back in by Rafi.

After asking and answering the questions given by Rafi or myself participants watched a video created by victims in St. Bernard’s Parish. Participants were wide and awake for this one with plenty of comments to everything we had talked about.


Participants watch the video "Katrina Dreams"

Seeing as how the event is called "Katrina: Three Years On" we began to talk about how New Orleans is now.

I went to New Orleans and worked in St. Bernard’s Parish twice. The first time was a year after Katrina. It was… devastating even for me who never knew what it was like before. Families were living in trailers big enough for maybe two even if there were four or five people in one family, rations of food were being handed out by volunteers and churches, debris was piled up on the side of the road, traffic signs didn’t exist.

There were sights people couldn’t imagine that at times I wish I could forget. Play rooms for children no older then three destroyed, houses tipped over as if doing a nose dive, mac trucks on roofs, we even found a seventy foot boat in the middle of a street, one house crushed others spared. It was a place where in many senses the world had ended.

I am happy to report that today New Orleans is getting better. Trailers are almost gone, trash has been picked up, and stores are opening, restaurants actually run on a reliable schedule. Houses are being rebuilt; people are putting their lives together. I even heard people joke about how the storm brought them a million pet raccoons, something you would have never heard before. It is an amazing sight to see after all these people have been through.

The response to everything talked about that day was overwhelming, wonderful but over whelming. Everyone had something to say. Everyone had a question. Everyone still there at the end were wide-awake and eager to talk about the issue at hand.

Over all I think it was an amazing success.

Things I learned:
• Having Rafi run something I’m uncomfortable with is a great way to keep the pressure low and re-organize my mind for a few minutes.
• When you have a personal relationship with the issue be careful not to attack anyone who disagrees with the people affected or simply doesn’t understand.
• Have your proposal in front of you. It will help you organize even if your brain is acting like a gooey mess.

October 17, 2008

[P4K] The blogosphere a buzz about Tempest

The blogosphere has been a buzz lately with posts about our latest Playing 4 Keeps game, Hurricane Katrina: Tempest in Crescent City.

Gamasutra covered launch of Tempest in a recent post as well as a kids focused parenting site

And a review from a local New Orleanians' blog. Although not as familiar with "serious games" and somewhat unsure how to respond to a game about a subject matter so close to home being addressed in a game, it still is an important read to get a response from someone more local to the tragedy. Read the full post here and a further response here.

[blog] Praise of RezEd.org and our publications

Stan Travena has some great things to say lately on the Pacific Rim Exchange blog, about the launch of our Second Life curriculum, the release of our RezEd seasonal report and his praise for the RezEd.com community site.

The RezEd website is the first place a new educator should go when getting involved in this area of instruction. They have just released their first report that is filled to the brim with great information and resources for educators.

Thanks Stan!

[RezEd Podcast] Episode 18

RezEd Podcast, Episode 18- Co-Podcast with YALSA featuring an interview with Kelly Czarnecki on Providing Opportunities to Incarcerated Youth through via Virtual Worlds

A joint podcast with Global Kids and YALSA (Young Adult Library Services Association) interviewing Kelly Czarnecki, a Technology Education Librarian, at ImaginOn with the Public Library of Charlotte & Mecklenburg County. Kelly has been volunteering in a teen jail in the United States, where for the first time incarcerated youth are able to log in to the virtual world of Teen Second Life and participate in Global Kids' and Youth Venture's Dream it. Do it. Initiative.

Show Notes:

0.00—0.24 intro
0.25—6.19 RezEd news from Amira and Rik at Global Kids (any news or events can be submitted here)
6.20—6.38 intro to podcast
6.39—7.46 utilizing technology to teach skills to incarcerated youth
7.47—9.16 working outside of the jail with virtual worlds
9.17—10.43 why can't incarcerated youth use Teen Second Life?
10.44—14.39 buy-in and challenges in bringing virtual worlds to a jail population
14.40—17.04 aren't they just playing games?
17.05—19.18 creating change in their community
19.19—21.20 the dream it. do it. initiative in teen second life
21.21—21.27 thanks
21.40—22.43 Amira and Rik detailing the upcoming events for the RezEd community (any news or events can be submitted here)
22.44—22.51 outro

Download the episode here.


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October 16, 2008

[In the Media] Parent's Choice online interviews GK's Barry Joseph

In a recent article on the Parent's Choice online site, Lisa Guernsey interviewed our own Barry Joseph. You can read the full interview below or directly on the Parent's Choice site here.

Barry Joseph is director of the Online Leadership Program for Global Kids, which runs afterschool programs for young people at 20 public middle schools and high schools in New York City and elsewhere. In the online program, teens create an array of media, including video games and virtual worlds, to promote global awareness and civic involvement among their peers. Joseph serves on the steering committee of the MacArthur Foundation's Digital Media and Learning Initiative, and his writings about the program appeared last year in The Ecology of Games: Connecting Youth, Games, and Learning, by MIT Press.

Your program specializes in promoting global awareness. Tell me a story about a young person who has become "globally aware."


I'll tell you about DeWayne. He went to South Shore High School, one of the worst schools in the city. As he describes it, he was one of those people who would be on the street corners who you would want to avoid.


He went to our Playing 4 Keeps program. Over the course of the year, he and the students decided to create a game from a human rights perspective, exploring how youth in impoverished situations don't have the same access and opportunities other youth do. He thought he was going to be learning about youth somewhere else. But the more we focused on youth in the game -- in Haiti -- the more it made him think that what he was experiencing was similar to what they were experiencing.


As he put it, that was what made him think from a global perspective. On the one hand, he learned how the youth in Haiti had similar struggles. And on the other hand, he got to learn about the control they didn't have and the control he did have in America.


And he not only got to make a game about education for impoverished youth -- which is called Ayiti: the Cost of Life -- he got to be part of putting it out into the world. He got to speak to education leaders at a conference put on by Microsoft.

He came in to the program thinking he was just going to be playing some games. By end of the year he saw himself as a global citizen and as a game producer who could use games as a vehicle to put out a message in the world.

What is DeWayne up to now?

He graduated, went on to college. He is in a community college right now.

By comparing Haiti and the control he saw he had in the United States, did that influence him in going on to college?

I would say the program gave him what he needed: the framework, goals, a supportive environment that could encourage him on this path.

Some might say that any afterschool program could do that, providing mentors, guidance, goal-setting. What made this different?

QuoteMost youth experience digital media outside the school system. Young people like Dewayne aren't even allowed to take a cell phone into their school, and they are frisked when they go to school like they are getting on an airplane.


So when you have a program in the school system that can speak to that divide, that can say, "No, we want to help you use that media in your lives" -- whether it is professionally or more generically (like a student in college understanding how to go to Wikipedia) -- it's a very powerful lure. It leaves them with a powerful set of learning skills they don't otherwise get.


You write that many people cast a cynical eye on the idea that video games can be valuable. Have you ever had your own doubts?


I'm a middle class kid who grew up with a computer in my home, learned how to program computers at the local college when I was 12 and had game consoles like Atari.

When the web boom started, it was started by people in my generation who had similar backgrounds to myself. And it wasn't because we were using those Ataris, but because in growing up with that media we taught ourselves how to use. We went from a generation seen as slackers to a generation of entrepreneurs.


QuoteThat is what motivates me to teach kids today who haven't had those opportunities. I grew up with gaming that taught me a whole array of skills. When you learn to program something that doesn't work, you learn how to debug it, you learn how to localize the problem and find a solution.


Do you see learning happening with all the games that are played today?


People who aren't familiar with games, if they are just thinking of Pac Man from the '80s as a model, if that is what they are imagining today, that would be absurd.


With games today, the kids who play them haven't read the rules first. They jump right into it. The game itself has to be the educator. What you have is an immersive space that teaches you about learning.


To borrow from James Paul Gee, in the classroom if you work with someone else to do your tests, that means you're cheating. In the workplace, that means you are collaborating. Most games, they teach you an array of skills: Systems. How things are constructed. How to manage resources. How to teach yourself. Those are valuable skills. Those are things you are not learning in schools.

No matter the content?


Games that have content that we might see as objectionable can still be good games for the learning process.


The question is, when youth are playing games that might not have social value, how do we as educators and parents figure out how to set up boundaries around this game and help them build up a meta-cognition or awareness of the learning that is going on?


I love the example you give in "Why Johnny Can't Fly," where you write about a 12-year-old playing Grand Theft Auto. The boy, you observed, took on the role of taxi driver and ran right over people in the street before stopping to pick them up. When you questioned him about this tactic, he said it was just "dumb A.I." (artificial intelligence); the programmers, apparently, didn't provide any other option for picking up fares. The boy was not only aware of how the game was made, but confident enough to play the role of critic.


QuoteIf we want our youth to be engaged citizens, the first thing to learn is that the world is constructed and how is it constructed. We have to understand what the rules are. That youth understands what the rules are and understands where the holes are. Not that the young person is automatically going to be a social change agent. But that young person is in the path of being able to do so.


So I go back to the fact, that it is us, as adults, who need to help them make connections.


Give me an example of a game that the kids wanted to make but that didn't quite work.


What usually happens is, they are split on a topic. In one case, half the room wanted to focus on Hurricane Katrina, half wanted to focus on the war in Iraq. They came to: The Impact of the War in Iraq on Recovery After Katrina. That would have been a dissertation topic in itself. But one part of it started fading away and they settled on the recovery after Katrina.


They always pick the hardest ones. And what does that tell you? We should never underestimate youth and the passion they have to make a difference.

Are there certain types of children, though, who are at more risk of sinking into a passive, non-creative and non-critical consumption of media and technology?


Someone like James Paul Gee would say there is no such thing as being passively involved. You have to be actively involved at all moments. You need to be making decisions throughout and assessing the situation and reacting to it.


I think about what Steven Johnson wrote in his book, Everything Bad is Good For You. What if it was the other way around? What if we saw people with books and said, what are these people doing just sitting here staring at this page?


With games, a young person gets into a state of optimal engagement. There is an incredible amount of mental processing going on, and it's often quite thrilling.


For someone who is outside that experience, they are just seeing a young person fixating on the screen. The challenge for adults and educators is not to presume that they are shutting down.

Should adults, instead, become mentors for youth in using the technology?


QuoteThat is one of the interesting things for youth online. We are amazingly concerned about youth being safe online and so we keep adults out. Yet some of the most amazing experiences for youth are in mixed-age groups, like in World of Warcraft, where youth are in guilds and being with adults they can learn from that context.


It can be challenging to set them up, but when you do, using online games in closed settings like Global Kids or museums, you know who the adults are.


Many online worlds for kids are about spending "points" in virtual shopping centers. Is there too much emphasis on consumerism?


We've started RezEd.org, the hub for learning in virtual worlds, with almost 700 members. It's for practitioners, people who are in schools, out of schools. We have a podcast series, discussion of best practices. It's an online community.

In September, we'll release the first print version, Ethics in Virtual Worlds. And it raises a lot of these questions. One of the things a lot of people talk about is the predatory nature of gaming companies that try to figure out how to get money out of the kids' piggybanks. This is something that the virtual world community should be concerned about and the educators should be concerned about: to not have the amoral nature of this taint the possibilities of this space.


One afternoon, my 6-year-old found PollyWorld, started playing a Polly pool party game and now she wants the Polly Pocket Pool set for Christmas.


We should be thinking about the predatory behavior of companies. But currencies aren't a bad thing. Are they supporting a youth economy? That can be incredibly valuable.


You've had first-hand experience in Teen Second Life. Are there differences between the way children interact in an online world versus the real world?


There is a subgroup of those in Teen Second Life that one might describe as socially awkward. It provides them opportunities to interact and try things out. For example, we have a RezEd podcast with a 16 year old. He says using Teen Second Life he learned to be more social. He used to shut people out and be very abrasive. When I first met him, he was yelling at me. He had made some graffiti and told me to leave.


An online space allows you to be both safer and experiment more intimately at the same time. And learn not to be as belligerent when you are interacting with someone you have met for the first time. It just becomes a playground for youth to experiment and play socially.

You have a 2-year-old. As a new father, how have you pledged to approach technology and media around him?


It's around me all the time. So it's around him all the time. We play with an MP3 player or go to Boohbah online all the time. I don't think it's especially brilliant, but we've given him access to the technology and let him learn how to learn.


[P4K] Blogging & gaming on poverty issues

This year's Blog Action Day focused on Poverty and as part of that, countless bloggers created posts highlighting this issue. Interestingly our game Ayiti: the Cost of Life showed up in quite a few places on short lists of serious game playing experiences that help to raise awareness over poverty issues.

From the Mission to Learn blog focusing on Learning, Technology and Change blog entry, "5 Games Against Poverty and Hunger":

"I am increasingly of the opinion that games can be great learning tools and catalysts for change."

We were also on the top five of the Humane Connections blog:

The player has 4 years (divided into 16 seasons) to try to succeed, and has to choose a “strategy” at the beginning: health, education, happiness or money. Who will work, rest, go to school, volunteer, get health care? How will it be paid for? Each choice has a consequence (some positive, some negative). The game is somewhat complicated, with a variety of choices and actions necessary for each season.

October 15, 2008

[staff] Digital Media challenges for next U.S. President

In just a few short weeks, Americans are going to the polls to select the next President of the United States. At Global Kids we're pretty obsessed with following the elections, staff members shouting out news, debating, joking, and sharing links all during the work day. It's to be expected from an organization that is about civic engagement -- we're all very civically engaged.

There are of course a number of critical issues being debated by the candidates -- the conflicts in Iraq and Afghanistan, the economy in crisis, health care, etc. I have not heard much discussion of technology and IT policies by either Obama or McCain, which I find disappointing given their importance for the economy, education, and our democracy writ large.

Here's some of the key technology issues that I think the next US President will have to treat seriously...

Whoever wins on November 4th will face a number of important challenges related to digital media that will decide the future of these technologies and their development, distribution and accessibility to Americans. Here are some key issues he will be facing:

  • Broadband Internet Access: As the internet becomes a primary means of critical information dissemination, civic engagement, and artistic expression, who has access to these pipelines becomes more and more important. The United States has some of the highest rates for some of the slowest internet access in the Western World, twice what internet surfers in Japan pay according to the non-profit Free Press. The FCC is charged with regulating the internet service providers in the United States, and the President appoints the chairman of the FCC. An FCC committed to greatly increasing broadband "penetration" into rural and urban poor communities would make a huge difference.
  • Spectrum Allocation: Similarly, the FCC is charged with regulating the use of the radio spectrum, which is used for a variety of applications from CB-radio to WIFI, broadcast radio, broadcast TV, and emergency / military communications. There's a battle between several of the media giants to gain control of a large swath of unused spectrum for the next generation of wireless internet access. Can the radio spectrum be used to bring connectivity to communities for free or will they become monetized by the ISPs?
  • First Amendment and New Media: One of the most important roles of the President is to appoint Justices for the Supreme Court. The bench's stance toward the First Amendment will be very influential in determining how these new forms of public expression -- from video games to Twitter -- are protected or not by the government.
  • Internet Governance - Net Neutrality: The internet was built based on open standards and open architecture that allowed new applications and new kinds of content to flow over the wires (and airwaves). However some warn that ISPs and media companies may in the near future decide to restrict internet access to certain kinds of content and applications, such as bittorrent, VOIP, or streaming video that threatens their own distribution channels and content. Advocates like the Save the Internet Coalition call this a battle to keep the "Net Neutral". Detractors note that ISPs have a responsibility to keep their users from harmful, illegal and pornographic content. The President will have a significant role in promoting a more open or more regulated internet.
  • Science & Math Education: America lags way behind the rest of the industrialized world in math and science aptitude in its high schools and college students getting degrees in computer science and engineering. How will the next President work toward making sure we have a workforce prepared to meet the challenges of the 21st century?
There are others I could mention -- intellectual property, R&D, the peaceful and scientific uses of space, surveillance -- but suffice to say that in the Digital Age we will need political leaders who are ready to harness these technologies for the greater public good.

You can read some of Obama's and McCain's positions on these issues at http://www.sciencedebate2008.com.

October 14, 2008

[Conf] Civic Learning Online Conference at the University of Washington

I recently had the opportunity to attend the Civic Learning Online Conference put on by Lance Bennett and team at the Center for Communication and Civic Engagement at the University of Washington. The conference brought together a wide range of academics, youth media and youth development organizations, researchers and youth who are involved in Puget Sound off.

With the launch of pugetsoundoff.org in September, there was a familiar sense of excitement and anticipation with the growth and development of the site. A range of key questions around civic learning and online engagement were addressed to help direct thinking about how pugetsoundoff.org and other similar sites can promote civic learning online. These included strategies for building youth civic environments, how to develop civic media technology that engages youth while bringing in diverse stakeholders into online civic environments, how to understand civic learning opportunities in online environments, and finally how can school-based research be extended to online environments.

One aspect of the discussion that really stuck with me was their research around the disparities in civic education. The findings suggested that civic education in schools has tended to be a reproduction of power and status hierarchies in society, including students from higher socioeconomic statuses doing better in civic education courses than their peers from lower SES backgrounds. The need to think differently about civic engagement and what it means to include a wider range of voices into democracy is where the huge potential for online youth networks lies. As notions of citizenship are redefined through the 'digital age', it is crucial youth from all backgrounds are gaining the skills to be able to feel empowered to participate in democratic processes online and offline.

[tsl/leadership] Kicking off the new year of POC in Second Life

Time has flown since the end of the summer started creeping up on us here at GK and we were thrust into the new school year, and I've barely gotten a moment to step back and let the blogosphere know about some of the great stuff that's been going on. One of the exciting things that I'd like to share is the kick off the third year of the Power of Citizenry in Second Life program, alternately known as the Second Life Internship Progam.

We spent the month of September doing recruitment, and, with the help of former-program-participant-now-GK-program-intern Victoria Hanfoi, selected a group of ten great interns that will be leading events and projects in Teen Second Life in the coming semester. Some were old hands, veterans of a variety of Global Kids programs in TSL. Some had participated in our first project, Camp Global Kids in 2006, others were involved in our recent Deconstructing Darfur project, others made movies in our CRC Machinima Camp back in 2007. And, of course, we have some awesome returning interns that were part of the program last year. It's so great to have all these different programs support each other, and I hope that all the new interns will both support each other and the Teen Second Life community in the coming months.

Shout outs to all the interns (alphabetically, of course)!
• Georgette Ashbourne
• Mat Brocco
• Lexius Coage
• Animaster Dragonash
• Nicholas Kit
• Nate Kongo
• Grimreaper Kyomoon
• Lee Soothsayer
• Emporer Spitteler
• Daniel Voyager

Looking forward to seeing all the great things that come from the group this coming year!


October 13, 2008

[Press] Release of First Seasonal Report from RezEd

Global Kids Releases First Seasonal Report From Online Educational Tool RezEd

NEW YORK, Oct 10, 2008 (GlobeNewswire via COMTEX) -- Global Kids Inc. has released the first seasonal report from the 1,200 member strong RezEd ( www.RezEd.org), Global Kids' new hub for learning and virtual worlds. The seasonal report summarizes the range of activities and discussions taking place among those on the cutting edge of education, on commercial platforms like Dizzywood and Second Life and on educational ones such as Quest Atlantis. The report highlights material produced for and by the RezEd community, including a range of MacArthur Foundation grantees such as James Paul Gee, Sasha Barab, and Linda Burch. In addition, this inaugural report offers a special feature on Ethics and Virtual Worlds shown to the public for the first time by a team from Harvard University's GoodPlay Project.

To download a free copy of the report visit www.RezEd.org

About Global Kids, Inc. ( www.globalkids.org)

Launched in 1989 and independent since 1993, Global Kids' mission is to educate and inspire urban youth to become successful students and global and community leaders by engaging them in socially dynamic, content-rich learning experiences. Through its leadership development and academic enrichment programs, Global Kids educates youth about critical international and domestic issues and promotes their engagement in civic life and the democratic process. Through professional development initiatives, Global Kids provides educators with strategies for integrating experiential learning methods and international issues into urban classrooms. Over 85% of the high school seniors who participate in GK's leadership program graduate and attend college.
The Global Kids, Inc. logo is available at http://www.globenewswire.com/newsroom/prs/?pkgid=4850

About RezEd ( www.RezEd.org)

RezEd was developed by Global Kids in March of 2008. It launched after being selected through the HASTAC competition and builds on prior work in virtual worlds made possible through support from the MacArthur Foundation. RezEd is a community of practice that brings attention to the myriad ways virtual worlds are being used for learning in various settings. It covers both commercial and educational virtual worlds through news updates; multimedia resources; a podcast series with youth, theorists, world builders, practitioners, and experts in the field; a curated best practice report series, various digital media resources, guest-moderated discussions, and more. In addition, knowledge is generated and shared as members contribute photos and videos, facilitate special interest groups, and manage personal blogs.

This news release was distributed by GlobeNewswire, www.globenewswire.com
SOURCE: Global Kids, Inc.

Global Kids
Sofia Oviedo
212-226-2116
Sofia@globalkids.org

Mariam Communications
Tom Mariam
914-939-4294
Tom@mariam.biz

October 10, 2008

[conf] Global Kids visits the new Fred Rogers Center

Last week I had the honor of joining Mathew Cruz, one of our VVP youth leaders, to speak about Global Kids’ work at the Fred Rogers Center for Early Learning and Children’s Media at Saint Vincent College “October 2, 2008 Briefing: Youth-created Media.” This special event coincided with the grand opening and dedication of their beautiful new (and green!) building on the campus of Saint Vincent College.

The mission of the new Fred Rogers Center is to bridge early learning and children’s media. Over the course of the two days we were there, it was evident that the staff of the Rogers Center are committed to exploring new ways to stay true to this mission using new media, “to act as a catalyst for communication, collaboration, and creative change.”
I had the opportunity to speak about our work in OLP using digital media to inspire and support young people to be the change they envision. Even more importantly, Mathew was able to speak directly of his experience with us in VVP. He wrote of his experience here.


It’s hard not to be sentimental about this trip. It was one of the more meaningful experiences I’ve had in my professional career. The warmth and compassion that Fred Rogers brought to so many still hung in the air around the people continuing his work, including his fabulous wife Joanne. As an adult who grew up with the icon of Mr. Rogers, it was a joy to be among those advising the Center on their future plans!


Image from Rogers Center from Pittsburgh Post-Gazette

We all remember this!

[in the media] Amira & Rik interviewed on MediaSnackers Vodcast about Global Kids

Amira and Rik were recently interviewed by DK for his MediaSnackers vodcast during his tour of the eastern United States. They give an overview of Global Kids and our interest in digital media and virtual worlds and discuss in-depth what RezEd is all about. So nice to get to hang out in person with DK, our podcast partner across the pond!

You can check out the video by heading to Mediasnackers.com.

October 9, 2008

[conf] State Department event on Virtual Education: Constructivist Learning, Border Crossings, VW Certification Programs

StateDeptevent0908_rikriel
Today I got the privilege to speak to an international audience of about 50 avatars about the work of Global Kids at a US State Department event called "Education Without Boundaries."  It took place on USC's lovely Annenberg Island in Second Life (click here to teleport). I was among a distinguished panel of educators including Ken Hudson of Loyalist College (Canada), Christopher Keesey of Ohio University, and Sue Shick of Case Western.  The panel was gently moderated by Bill May of the State Department Bureau of International Information Programs.

Since I knew that the other panelists were going to be presenting their work using virtual worlds for different kinds of simulations and distance learning environments, I wanted to contrast this with Global Kids' more participatory, youth-driven learning approach.  I think this complemented the other presentations very nicely. 

StateDeptevent0908_rikriel2

I presented about Global Kids constructivist learning approach to education.  I began by asking for a show of yes's in the open chat of who had heard of the constructivist approach, and luckily lots of people were already familiar with it.  Basically this pedagogical framework involves engaging the student as an active learner, creating some tangible product that encompasses their learning process.

What Motivates You? Youth-Driven Learning
All of our work is designed to tap into youth interests and motivations - music, theater, poetry, gaming, etc. Our "Playing 4 Keeps" program enables young people to work with a game developer to create a digital game on a serious social issue of their choice. I directed them to check out our Playing 4 Keeps game "Ayiti: The Cost of Life" about poverty and education in Haiti.

Empowering Young People to be Seekers of Information
We help kids strategize about how to find information, using peer-to-peer learning. Our "I Dig Tanzania" Summer Camp enabled kids in New York and Chicago tp work together in Teen Second Life to create virtual exhibits on fossils in Tanzania based on information gathered from current field work, internet research, their peers.

Learning by Doing
Global Kids sees the act of creation as the final step in the learning process -- whether its a piece of 3D artwork, an activist campaign, or even a movie. Our Virtual Video Project works with young people to help them create a short machinima movie on a social issue that they care about. One of our VVP videos "A Child's War" has been viewed nearly 10,000 times and won several awards.

Sharing Your Work
We situate virtual worlds in the larger online participatory culture. All of our teens are required to blog about their experiences in our programs, which helps us and them track their progress.  We also use Social Networks like Facebook, Myspace and our own social networks we create like the Youth Media Exchange network that we created to support young social media creators around the world.

I concluded that the Global Kids constructivist approach was particularly well suited to virtual worlds where you can literally reconstruct the world or "rez reality." Using these spaces we can connect the global to the local, and the abstract to the personal.

State Dept event Sue Shick

Sue Shick of Case Western talked about their work creating different simulations for their students at Case Western.  These included several medical applications, such as a simulated patient that medical students could interview and the use of simulations to reduce perceived pain. 

State Dept event Chris Keesey

Chris Keesey of Ohio University presented some of work that they were doing in virtual worlds, from 3D artwork to a game on food choices.  He announced that Ohio U plans to offer a "Virtual World Certification" program starting in 2009, which sounds very interesting.  I really liked his emphasis on context as being very important, not only as educators but also acknowledging that the students should have a role in modifying the context of their own learning environment to best meet their needs and be relevant to them.

State Dept event Ken Hudson

Lastly Ken Hudson of Loyalist College talked about their work to create a simulated border crossing in Second Life.  Students could assume the role of a Canadian border guard in Second Life, interviewing people as they cross the border and learning about the challenges of working in that environment.  He reported a very high rate of retention of knowledge from this simulation, compared to more traditional means of teaching this content. And now the actual Canadian border service is thinking of using a similar simulation in their trainings of their border guards.

[P4K] Hooray for Gaming in the Classroom

As part of a blog journal entry about games and education, Sabrina Stefano has some interesting thoughts on using games within educational spaces. They reference Ayiti as a good example of a educational game.

Although as teachers we often find video games to be a large distraction from school, keeping students from studying or turning in their homework. The key is to find the bridge between these technologies and the classroom learning environment. Social networking in the classroom, most often in a private classroom space, allows for communication and collaboration amongst both teachers and students. Technology is a great resource for real word simulations, when appropriate hand-on activities are not available for manipulation by the students. The other side of technology is gaming. The video games that students are playing are much more complex than the games we grew up with, such as Frogger and Pacman. Digital games like Ayiti: The Cost of Life, are examples of “good games” that challenge students to think critically and motivate them to work toward a goal.

Thanks Sabrina!

Read the full post here.

October 8, 2008

[tsl/leadership/teen] This is me, Lee

Hey folks. This is Lee Soothsayer here and i'm just going to go over the things that I enjoy! For starters, i'm not in the Teen Grid much longer. I unfortunately have to make the switch to the Main Grid in early January but i'm looking forward to the couple months ahead! A little about myself: I love to make stuff. I may not be as good as the next guy but I do enjoy making things. I enjoy making houses, shirts, gestures, and hopefully a few more things in the future (other than scripting, i'll never get it, lol). Then ontop of that, I have made an impact in Secondlife with many different groups. I haven't been a big player in anything yet and continue to keep it that way as I don't need to be popular to know i'm a good guy. Finally, I would love to talk about a few things as well. I'd like to blog about 2012 and if it's possible, but not an open discussion yet though as the proof hasn't proved anything just yet. Then, I quite enjoy politics now, so if you'd like to talk about it, i'm not very educated in the subject but I would love to chat! Then, i've got a good thing for global issues as well. Anything global that deserves to be noticed as an issue or maybe just something good to talk about, I will make any event on! Other than that guys, this is me, Lee.

[RezEd] RezEd Report Now Available Online!

The RezEd seasonal report summarizes the cutting edge activities and discussions of educators in the RezEd community. RezEd's inaugural report offers a special feature on Ethics and Virtual Worlds by a team from Harvard University's GoodPlay Project. The report also highlights podcasts and best practices on the educational uses of Second Life, Dizzywood, and Quest Atlantis.

Download Report Here

Listen and Discuss the Special Ethics and Virtual Worlds Podcast

[tsl/leadership] Teen Grid Obama/McCain Presidential Debate Watching Party a Big Success!

TSLdebateparty_008

Tonight Global Kids hosted a presidential debate watching party in Teen Second Life.  We had a very good turnout of about 28 teens, several of whom stayed for the entire 90 minutes -- which is asking a lot of a teenager on a school night.  Pretty much every single one of them was an Obama supporter.  Still we had a good discussion and debate on the issues that I think helped them to think more broadly about the political process in America.

Overall it gave me hope about virtual worlds being the public sphere in a digital age. More comments and quotes from the teens follow...

We used the fireside chat area of of Global Kids island, which is a great informal space to have these kinds of discussions. It's hard to be too stressed and uptight sitting around a campfire!  One of our interns Mat helped decorate the space by putting up a bunch of American flags and buttons for each of the six sets of candidates on the ticket. 

Tweet Theater on GK Island

We wanted to make sure that the teens had access to as much useful information as possible during the event.  One of our biggest coups was getting the Capitol Hill folks to let us bring over to the Teen Grid their awesome Tweet Theater that displays the ten most recent tweets about a particular candidate.  Joyce did a nice job re-building the theater in the Teen Grid, even adding a bit more flair to it.  Thanks to Kiwini Oe and Kei Moana from SL Capitol Hill for helping us out!

Here's how the kids reacted to the Tweet Theater:

    [18:11] Rhiannon Ferlinghetti: so the object behind me is pulling all of thoe posts of people who are talking about the Presidential and Vice Presidential candidates
    [18:12] Rik GKid: It was created on the Main Grid by the Second Life Capitol Hill group. They generously allowed us to bring it over to the Teen Grid for you guys
    [18:12] Rafi GKid: yay generous main gridders!
    [18:13] Alexander9 Carver: nice of them
    [18:13] Arwyn Quandry: Yay MG
    [18:13] Alexander9 Carver: tell them ty
    [18:13] Arwyn Quandry: ^^
    [18:13] Rik GKid: will do!
    [19:15] Arwyn Quandry: Is everyone else watching the Twitter feeds?
    [19:15] Arwyn Quandry: It's awesome!

We also set up an audio stream of the debates from an NPR affiliate that provided an MP3 stream that we could link to.  Sadly, we were not able to bring in a video feed.  But we did provide several links to other websites that provided webstreams.  I watched the debates over Hulu.com, which had excellent resolution and no hiccups at all. 

We also provided links to the respective websites of John McCain and Barack Obama, as well as links to sites with more information comparing their positions on the various issues, including CNN, MySpace, and American Public Media's excellent candidate comparison quiz

TSLdebateparty_006

Most of the teens in attendance were Obama supporters, as this exchange makes clear:

    [18:07] Rik GKid: Since we are just beginning, can I ask you if you support either of the candidates at this point? You can be undecided too.
    [18:07] Arwyn Quandry: I support Obama.
    [18:08] Allar Kamloops: I support Obama because I don't support McCain....
    [18:08] Animaster Dragonash: I support Obama also
    [18:08] Ryman Bravin: i support obama
    [18:08] Rik GKid: No McCain supporters? or undecided?

Here's a short video of some teens chatting about the Iraq war while McCain outlines his foreign policy stands.

The teens seemed fairly bored during the economy and health care portion of the debate.  But they perked right up once the candidates starting talking foreign policy.  I asked them what issues and questions they were interested in the candidates addressing:

[18:13] Allar Kamloops: I don't want any 'stabilization' to increase my loan payments 0.o. I'm struggling on my tuition loans enough as it is... if I can't get a loan in the future however... !
[18:22] Ryman Bravin: i hope the crisis in darfur will come up
[18:23] Lee Soothsayer: Foreign Policy, Stock Market Economy stuff.. Abortion is another big one.

Obama and McCain were asked to address the question of how they were going to inspire the nation. I asked our teens who they thought answered most effectively.

[18:34] Lee Soothsayer: I find that Obama did.
[18:34] Clarisse Neuman: Yeah
[18:34] Ryman Bravin: obama for sure
[18:34] Lee Soothsayer: McCain "We're not gunna tell ya now but we'll get it done. Cuz we're americans and we rollz like dat"
[18:34] Lee Soothsayer: Nah but they are both good, yeah?

At one point I started teasing kids who let their avatars fall asleep. For those who don't know, if you let your avatar idle too long without doing anything, it slumps forward as if it has passed out on its feet.

[18:41] Rik GKid: hey no sleeping avatars!
[18:41] Lee Soothsayer wwakes up "Uh-wha..?"
[18:41] Rik GKid: someone nudge Winston
[18:41] Lee Soothsayer: lol.
[18:42] Mat Brocco: he's a canadian, it's ok
[18:42] Rik GKid: lol
[18:42] Lee Soothsayer: lol
[18:42] Lee Soothsayer: Well of course, Canadians are cool.
[18:42] Clarisse Neuman: my mom just zipped me up in a sleeping bag
[18:42] Clarisse Neuman: she demanded it
[18:42] Rafi GKid: lol
[18:42] Lee Soothsayer: I appreciate those out of country for looking into this election, it's a very important one.

Later on we had a fun exchange related to one of the teens wanting to ask the candidates about the cost of college:

[18:46] Lee Soothsayer: I would like to ask a question.
[18:46] Rik GKid: go Lee. I'll pass it along to Tom Brokaw
[18:46] Rafi GKid: :)
[18:47] Rafi GKid: I think he's being snarky
[18:47] Lee Soothsayer: Okay. Can you ask about college prices? Like..how they plan to cut that down?
[18:47] Rik GKid: seriously, I have his cell number
[18:47] Rafi GKid: the questions were closed a couple of days ago
[18:47] Lee Soothsayer: Word that in a way that asks that.
[18:47] Rhiannon Ferlinghetti: how do you have Brokaw's cell.. hmm
[18:47] Rik GKid: oh yeah. What Rafi said.
[18:47] Rafi GKid: lol
[18:47] Lee Soothsayer: I'd like to see how they would like to cut down those darn prices. I think thats how most people decide how to go to a college.
[18:48] Rik GKid: we'll see if the candidates answer any questions related to college costs, tuition, education, etc
[18:48] Lee Soothsayer: Right.
[18:48] Lee Soothsayer: So...you said you had a number?
[18:48] Rafi GKid: I want to know how they will deal with the critical issue of presidential nominees that go over time on their answers during debates
[18:48] Lee Soothsayer: Yeah.
[18:48] Rafi GKid: every american family is hurting because of this issue!
[18:48] Ryan Dayton: that one~
[18:48] Lee Soothsayer: lol
[18:48] Ryan Dayton: haha
[18:48] Rik GKid: I'm just kidding . I wish I could pass along a question!
[18:48] Lee Soothsayer: Me too.
[18:49] Lee Soothsayer: I will have to wait for the next debate.
[18:49] Lee Soothsayer: Rik, if there is another where I still have time to ask questions, please let me know.
[18:49] Rik GKid: This is the first presidential debate where pepole were able to submit questions from the internet.
[18:49] Clarisse Neuman: that's cool
[18:49] Rik GKid: But the questions were closed last week
[18:49] Lee Soothsayer: Thats very interesting.
[18:50] Lee Soothsayer: They should do more like these.

TSLdebateparty_009

Later one of our participants explained why she was having a hard time watching the debates at her house:

[18:57] Clarisse Neuman: my brother switched from the debate to batman begins.
[18:58] Rik GKid: lol clarisse
[18:58] Winston Tweak: Good movie.
[18:58] Rik GKid: I do like that movie. But this is a bit more important
[18:58] Lee Soothsayer: Yes. It will change our future.
[18:58] Winston Tweak: You think so?
[18:58] Winston Tweak: Good point.
[18:58] Lee Soothsayer: Well of course, this is one of the most important elections ever.

I really liked this exchange with Arwyn on the last question posed to the candidates

[19:30] Rhiannon Ferlinghetti: "what don't you know.. and how would you learn it?"
[19:30] Rik GKid: this question is a trap
[19:31] Georgette Ashbourne: how so Rik?
[19:31] Rafi GKid: it's definitely a hard one to answer
[19:31] Rik GKid: how does someone who wants to be president say that he doesn't know something?
[19:31] Arwyn Quandry: He should be able to say it easily, Rik
[19:31] Arwyn Quandry: The sign of a storng person is knowing that they don't know something
[19:32] Rik GKid: I agree arwyn, but its hard to answer and not seem weak
[19:32] Arwyn Quandry: It shouldn't.
[19:32] Georgette Ashbourne: For reals
[19:32] Arwyn Quandry: A real president, and indeed, a real Man, would be able to.
[19:33] Arwyn Quandry: Those who can not answer it are only boys.

I asked our participants who they thought won the debate:

[19:26] Rik GKid: we're in the final minutes of this debate. Do any of you think there is a clear winner or loser?
[19:26] Shadowski Pintens: Yeah
[19:26] Winston Tweak: OBAMMAAA
[19:26] Georgette Ashbourne: Obama FTW
[19:26] Arwyn Quandry: Obama Wins!
[19:26] Winston Tweak: OBAMA
[19:26] Shadowski Pintens: MCCAIN!
[19:27] Rafi GKid: why?
[19:27] Georgette Ashbourne: Mccains tooo slow
[19:27] Shadowski Pintens: ha
[19:27] Shadowski Pintens: I win
[19:27] Rafi GKid: why obama?
[19:27] Winston Tweak: He should just like throw a grenade at McCain.
[19:27] Georgette Ashbourne: Cause
[19:27] Arwyn Quandry: Obama was much clearer
[19:27] Shadowski Pintens: Because im obamas mama
[19:27] Ryman Bravin: I think it was really close
[19:27] Rik GKid: Not just who won, but why?
[19:27] Georgette Ashbourne: I think he gots his stuff more together than meccain does
[19:27] Arwyn Quandry: Obama was much more put together, and better spoken
[19:27] Georgette Ashbourne: yeah!
[19:27] Winston Tweak: Obama made some more pleasing points.
[19:27] Ryman Bravin: obama wins tho
[19:27] Ryan Dayton: They both lost.
[19:27] Arwyn Quandry: And he really made his point
[19:27] Georgette Ashbourne: Mccain sounds like hes talking shizzle
[19:27] Shadowski Pintens: I think Obama won because not just cause he is cool because he makes alot more sense in his debates McCain stutters to much.
[19:27] Winston Tweak: I bet he won the majority by promising to end the war in IRAQ.
[19:28] Georgette Ashbourne: Mccains all about war

All in all, I thought this was an effective way of getting teenagers to be more engaged with the political process. I think they felt more comfortable being in a setting with a bunch of their peers rather than in a roomful of adults.  Several of them seemed genuinely concerned about certain issues and got to express that to each other over the text chat.  And they got to have fun, often at the expense of one of the candidates, but that's to be expected.

I'd love to compare this to a real world gathering of a bunch of teenagers to see if we would get similar outcomes. One advantage of Second Life is that the teens can be both listening / watching the debates while also engaging in text chat with each other about what the candidates are saying. That would be really hard to do in a real life setting.  And they can dip in and dip out of the event for as long as they have available, instead of travelling to some real world venue and potentially having to commit to a 90 minute event.  Plus there is less risk in expressing our views in this semi-anonymous space, versus in real life where the performance anxiety associated with speaking out your views is much greater.

At the end of the evening, the teens seemed quite keen on doing this again for the final debate coming up on October 15:

[19:35] Rik GKid: for the last debate, if we did this again, would you come back?
[19:35] Shadowski Pintens: Yes
[19:35] Arwyn Quandry: Yes!
[19:35] Shadowski Pintens: I would
[19:35] Ryman Bravin: yes
[19:35] Victoria Hanfoi: most def
[19:35] Aero Joubert: Indeed.

We'll see if we can organize something for what may be the decisive event of the entire election.

October 7, 2008

[RezEd Podcast] Episode 17

RezEd Podcast, Episode 17- Amanda Lenhart, Author of recent Pew Internet Report 'Teens, Video Games and Civics'

Interview with Amanda Lenhart, one of the authors of an exciting new Pew Internet & American Life Project report titled, Teens, Video Games and Civics.

Show Notes:

0.00—0.24 intro
0.25—6.19 RezEd news from Amira and Rik at Global Kids (any news or events can be submitted here)
6.20—6.38 intro to Amanda
6.39—7.46 reasons behind the Teens, Video Games and Civics survey
7.47—9.16 topline survey results
9.17—10.43 diversity
10.44—14.39 links to civic questions
14.40—17.04 ethics
17.05—19.18 what it suggests for educators
19.19—21.20 future virtual spaces research
21.21—21.27 thanks
21.40—22.43 Amira and Rik detailing the upcoming events for the RezEd community (any news or events can be submitted here)
22.44—22.51 outro

To read the abridged version of the transcription, click here.

Download the episode here.


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October 6, 2008

[Conf] A video walking tour with Barry Joseph on the Ludic Life

If you haven't already seen it, check out the great video Draxter Despres did of Barry joseph talking about the concept of the Ludic Life. It is a behind the scenes footage of Drax following Barry through some of SLCC interviewing him on his keynote, GK's experiences in virtual worlds and the concept of Ludic itself.


October 4, 2008

[Conf] Prospero's thoughts on Living a Ludic Live

In reflection on Barry Joseph's keynote at this year's SLCC, Prospero Linden posted a blog entry on his thoughts on the talk and what it means personally to sometimes live a Ludic Life.

One of my favorite talks was given by Barry Joseph of Global Kids, and was entitled Why second Life Can’t Tip: the Power and Perils of Living La Vida Ludic. I suspect that the whole not-tipping business was in the title to get people to want to come to the talk, but I have to admit that I found that part of the talk less interesting, and perhaps even borderline irrelevant.

However, the concept of La Vida Ludic is something that really grabbed me, partly because I hadn’t seen it layed out clearly and definitively before… yet, in the concepts, I recognized something in the way that I live my life.

Briefly speaking, “ludic” is derived from a latin (I think) word for games. As such, “La Vida Ludic” is the “game life”, or “playing at life.” Barry Joseph talks about how in our culture, we tend to have a very strict separation between work and play. One great example he gave was elemetary school. There’s a place for work– the classroom– and a place for play– recess. If you try to play in the work context, you get in trouble (he showed an image of a kid sitting in the corner wearing a dunce cap). Likewise, if you try to work in the play context, you also get in trouble (other kids harass for being a nerd and bringing boring work stuff into the play environment).

He went on to describe Global Kids’ way of educating kids leaning heavily on work in Second Life, and showed how a lot of the activites they do have serious mixing of work and play… and yet, because of that mixing, the learning may perhaps be stronger than it would have if we were too serious to be willing to include play in it.

Read the full post by Prospero here.

October 3, 2008

[vvp/teen] Trip to Pittsburgh :-)

This event was really exciting. I had to take an airplane to Pittsburgh to introduce the Global Kids Virtual Video Project to the educators there, along with Meghan at the Fred Rogers Center. It is so awesome that we have our own hotel, and people from Saint Vincent College drove us from place to place. I have met many friendly people.

[vvp] Trip to Pittsburgh, Pennsylvania :-)

This Event is really exciting. I had to take an airplane to Pittsburgh, Pennsylvania to introduce Global Kids Virtual Video Project to the educators along with Meghan at Fred Rogers Center. This was my first time giving a speech to fundraisers and educators. I almost had a nervous breakdown, but I was calmed by Meghan and other friends who reminded me that it is okay to be nervous. Of course I had to practice what I planned to say. If not, I'd have too many pauses tongue.gif But anyways, I did alright. Many people have asked me a lot of questions about GK and VVP. Many people gave me excellent compliments about the speech. smile.gif

Well anyways, before the day for speech, Meghan and I visited Fred Rogers Center, of course I loved his show...Oh man, sooo many memories. "It's a beautiful day in the neighborhood, It's a beautiful day in the neighborhood, Would you be mine? Could you be mine?" It is so awesome to see his puppets, his train, his sweater and his shows that he used for his show. But he did many more things than making an awesome show for kids. He has a good heart.

On the second day, after the speech, we had lunch, later I had a tour with one of my fellow speakers, Daniella, from Listen Up! Well anyways, both of us got a free sweater that has "BearCats" on the front, and a paw on the back. It is so awesome. We went back to Rogers and they sent us to Natural Reserve. It is beautiful. Later, everybody else went to a party about Fred Rogers, to celebrate about his life and his work. I have finally met Fred's wife. She is so sweet. People who worked with Fred had something to say about Fred Rogers. It was a great spirit. Especially when everybody sang his song, "Will You Be My Neighbor." It was a pleasure to sing his song. tongue.gif Food was great, I was extremely hungryohmy.gif

-Mathew

[P4K] NonProfit TImes spotlights P4K, Tempest & Ayiti games

The NonProfit Times posted a recent article by Michele Donohue entitled "Philanthropy Games By And For Kids And Donors" which spotlights our Playing 4 Keeps (P4K) program along with the release of the game Tempest in Crescent City.

Read the article below or on their site here.

Poverty in Haiti, fumbling rescue efforts during Hurricane Katrina, medical racism against prisoners are topics that are barely thought about by teenagers.

But Brooklyn teens thought that these sensitive, complex issues needed exposure, and create games to do just that.

"We give them free reign to decide what topic they want to pick, and they inevitably pick the most difficult topics you could imagine," said Barry Joseph, director of the Online Leadership Program at Global Kids, a New York-based nonprofit that teaches urban youth how to develop and create online games that highlight social issues. The nonprofit's Playing 4 Keeps after school program has kids meeting twice a week after school to talk about global topics and develop a social game. "You have to figure out how to generalize [the issue], so it works in the game context, without trivializing it," said Joseph.

Students at South Shore High School developed Ayiti The Cost of Life with Gamelab, a New York City based game development company, during the 2005/2006 school year that has been played more than 1.5 million times since its launch. During the 2006/2007 school year the students at South Shore decided to create a game in Teen Second Life called CONSENT!, which breaks down six decades of medical racism geared toward African-American male prisoners into three sections.

"It helps them view themselves as having an important role in society and help them strategize what that role might look like, whether it’s something connected to international justice or human rights work, or just helping them to stay on the straight and narrow to go to college and get an education," said Joseph, who pointed out that more than 90 percent of participating students graduate high school and go on to college.

Students at Canarsie High School worked with game developers Digital Creations during the 2007/2008 school year to develop the Web based game Hurricane Katrina: Tempest in Crescent City, which was released at http://tempestincrescentcity.ning.com/.

Global Kids recently received a grant from the AMD Foundation, the newly created charitable arm of Advanced Micro Devices (AMD), headquartered in Sunnyvale, Calif. "We have a tremendous opportunity to harness the passion that kids have for the gaming while teaching the skills they need to be successful in our 21st Century digital economy," stated Dirk Meyer, AMD president and chief operating officer in a press release.

The AMD Changing the Game initiative grants will benefit nonprofits teaching children how to create social issue games. Global Kids, Girlstart in Austin, Texas, Institute for Urban Game Design in Washington, D.C., and The Kenneth Lafferty Hess Family Charitable Foundation’s Science Buddies program based in Carmel, Calif., were the nonprofits chosen for Changing the Game's first year.

[P4K] Tempest in Crescent CIty is mentioned in "The Buzz"

Our game Tempest in Crescent City was promoted recently in the School Library Journal's "The Buzz section:

Katrina Game

An educational game and social network about Hurricane Katrina involves young users in the personal stories of New Orleans residents and ongoing efforts toward reconstruction. Created by nonprofit Global Kids in conjunction with Game Pill and Microsoft's Partners in Learning program, Hurricane Katrina: Tempest in Crescent City features related curricula. Visitors who join the site become part of a social online community and contribute to forums about New Orleans. "Global Kids' work on engaging teens through the Hurricane Katrina site showcases an incredible vision for using technology to develop lifelong social activists and responsible citizens," says Mary Cullinane, director of innovation and business development for Microsoft U.S. Education. tempestincrescentcity.ning.com.

View the original post here.

October 1, 2008

[staff] From Tech Geek To Social Reformer

Barry in Huffington PostI recently had the opportunity to brief described for the The Huffington Post's Living Life section the moment of inspiration that led me on my current job path. Neat idea for a column series. Below is what they ran:

From Tech Geek To Social Reformer...And What I Learned Along The Way

Three years after dropping out of Social Work School to enter the emerging new media field in the mid-90s, I was hardly surprised when the University told me they'd take me back. It was thrilling to be part of a new industry redefining my generation from one marked as "slackers" to the new "digerati". But I went to Social Work school for a reason, one far from being met through managing the web sites for Elle Magazine and Sotheby's. I was surprised, however, when the school told me I couldn't attend part time, as I had been led to expect. I would have to decide: my money (.com gold) or my life (.edu heart).

I had entered Social Work school to get training on how to address pressing social issues, to confront prejudice, both personal and institutional. My upbringing as a Jewish kid from Long Island prepared me to be sympathetic towards the marginalized and gave me a desire for justice. An experience in college kicked things up a notch, when I saw a campus protest turn ugly. The campus police violently arrested many of my peers. The campus-wide response, led largely by biased media reports, blamed the student protesters. The facts on the grounds said otherwise, as captured by over a dozen photographers, whose work I soon organized into a photo show in the student union. When I watched the head of campus security visit the display, I learned the power of independent media to speak truth to power.

Social Work seemed to offer me a path to form a career around such engagement. But then the Web happened. Magazines began to go online. One of the first Internet Cafes opened across my apartment in the East Village. Most important for me, my roommate told me I could make significant summer money coding HTML, the back-end of web pages, and he could help me get my first job. It's hard to overplay the rate of change driven by the urgent need of venture capitalist-funded .com start-ups to hire employees trained to excel at a medium that was fresh out of the crib. I learned HTML in one week and by the second week I was turning down five jobs a day, at pay rates I had never dreamed I could earn. Social Work could wait. This Web thing couldn't last more than a year, could it?

Why was I and so many like me able to adapt so quickly to succeed in what was locally known as Silicon Alley? I like to credit the Choose-Your-Own-Adventure books, first published when I was seven, that taught me about navigating complex narrative systems. I credit my gaming consoles, that developed gaming literacy. At 12 I learned how to program a computer, designing my own games, and in high school I was the first to insist in typing class I use a computer. My early experience with digital media did not teach me what I specifically needed to know to succeed in Silicon Alley. It did not teach me how to code HTML or to move files from my computer to the internet. What it did teach me, however, was much more important: a core competency with digital media and the confidence and ability to teach myself the latest tools.

The ability to teach myself how to master the new tools of my trade was possible because of my privileged background. We could afford a home computer in the early 80s. My parents valued the education I received learning to program in Pascal. I leveraged that privilege when I went into the for-profit web development world, learned a tremendous amount, and earned enough to feel that I had fully graduated into the workforce. But I never gave up my dream of making the world a better place. I began to teach Web design at local schools. And I kept waiting, never stopped expecting, that I would return back to my Social Work career path.

After three years, push came to shove. I could either leave the Web behind and go into Social Work or put the dream to rest and commit myself to the .com existence, decide between the social reformer or the tech geek. Why did they have to be mutually exlusive? I wondered. How could I combine the two? I decided that I would go back to Social Work school if I couldn't answer one last question: Can the Internet be used to form connections between people in the places where they have been separated by prejudice?

Long story short, I never went back to Social Work school. But I also quit and haven't worked at a for-profit since. Instead, I responded to a proposal from the Ford Foundation funded Academy of Educational Development's New Vision Fellowship program, designed to support lateral moves from the for-profit to the non-profit to support new leaders creating human rights-oriented programs. I combined by passions for digital media and social change with my interests in education and supporting youth of color. Eight years later I now direct a program with an annual budget of a million dollars that uses the latest digital media to support urban youth to become global citizens and community leaders.

More specifically, I work in formal educational settings with disadvantaged youth to provide them with the same set of skills I once gained informally, skills necessary to learn how to master digital media and survive as students, workers, and citizens in the 21st Century. They are learning how to learn. I may have given up a personal fortune in the process, but what I gained is even more valuable. I'm living my dreams.

[SL] Dialing into Virtual Worlds

Hamlet Au posted a recent article covering Switchboard on his news site New World Notes.

Dialing Out: Non-Profit Develops Technology That Converts Second Life Chat To African Cellphone Text Messaging

Texting_systemThis is Switchboard, an SL-based mash-up technology created by NYC-based Global Kids. What it does, explains staffer Rik Riel, is convert chat messages in Second Life into SMS text messages sent to someone's cellphone, and back again. In this particular demo, several Teen Second Lifers are communicating with a girl in Uganda, who's using her mobile to discuss how Africa's AIDS crisis has ravagaged her family.

This is a powerful innovation for several reasons beyond even that powerful use case.

Read the entire post here.

[RezEd Podcast] Episode 16

RezEd Podcast, Episode 16- Special Podcast: Ethics and Virtual Worlds

In association with the release of the first RezEd Report, this special podcast explores the issue of ethics and virtual worlds from the broad perspectives of the diverse RezEd community. The podcast includes an introduction by Sam Gilbert of the Good Play Project and quotes from our RezEd podcast interviewees.

Download the episode here.


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