The 1st 12 Years of the Global Kids' Online Leadership Program

In reverse chronological order, programatic highlights from Global Kids' Online Leadership Program, during its first 12 years:

  • HungerCraft: An educational mash-up of the popular Hunger Game’s narrative with the game Minecraft to explore global human rights. (2012)
  • Race to the White House: A civic-oriented gaming program with the Brooklyn Public Library tied to the 2012 Presidential campaigns. (2012)
  • NYC Haunts: A youth-led geolocative mobile gaming program for the New York City Public Library across three boroughs. (2011-Ongoing)
  • Global Kids Badging System: The development and implementation of an organizational-wide digital badging system. (2012-Ongoing)
  • Hive Learning Networks Badging Systems: The development and implementation of digital badging systems for the informal learning networks in both NYC and Chicago. (2012-Ongoing)
  • Badging in Schools: The development and implementation of digital badging systems within elementary and secondary schools in New Orleans, Atlanta, Portland, and Boston. (2010-Ongoing)
  • Playing 4 Keeps: An afterschool program to train Global Kids’ youth leaders to develop online games to teach their peers about social issues and run national competitions to inspire their peers to do the same. (2001-Ongoing)
  • Let’s Talk Sustainability: An afterschool program supporting youth to develop a virtual-world based talk show addressing environmental topics.  (2011-2012)
  • Hive NYC Youth Committee: An afterschool program composed of youth from around NYC’s informal learning institutions to advice and consult the Hive NYC initiative. (2011-Ongoing)
  • Emoti-Con: A year-end culminating event for over 100 youth in NYC afterschool programs to meet fellow digital media producers and technologists. (2009-Ongoing)
  • The Edge Project: A series of seven programs working with civic and cultural institutions to bring digital media into their youth-serving programs. (2009-2012)
  • World Bank Institute: An international distance learning program for elected municipal officials using virtual worlds.  (2011-2012)
  • Playing 4 Keeps Capacity Building Program: Programs to train civic and cultural institutions to run serious game development programs for youth, e.g. New York Public Library, Boys and Girls Club of America, MOUSE, New York University’s Games For Learning Institute, MASSimpact, Covenant Foundation. (2007-Ongoing)
  • Media Masters: An afterschool program in collaboration with Henry Jenkins’ Project New Media Literacies in which youth used social media to address social issues and produce an associated digital portfolio and transcript. (2007-2012)
  • I Dig Science: Summer camps in partnership with The Field Museum in which youth in NYC and Chicago collaborate in a virtual world to learn about global issues and paleontology while communicating with scientists on a dig. (2008-2011)
  • Science Through Second Life: A high school science class which used a virtual world to teach freshman about global sustainability issues. (2006-2007)
  • RezEd.org: The largest web-based community, almost 4,000 strong, of educators using virtual worlds for learning. (2007-Ongoing)
  • Virtual World Leadership Programs: A wide-range of programs using virtual worlds like Second Life, Whyville and Metaplace to engage youth online and at youth-serving institutions to develop leadership skills around global issues. (2006-Ongoing)
  • Virtual Video Project: An afterschool program in which youth created animated videos using virtual worlds about global human rights issues. (2005-2012)
  • Simulcasting: Online simulcast services, filming real world events and broadcasting them live to remote audiences. Highlights: Kofi Annan, Archbishop Desmond Tutu. (2006-Ongoing)
  • The FOCUS Dialogues: Online dialogues for youth to explore the role of digital media in their lives, in partnership with Common Sense Media and Harvard’s Goodplay Project. (2007, 2009)
  • The Dream It, Do It Initiative: A social entrepreneurial project for teens in partnership with Ashoka’s Youth Venture using a virtual world to create health related programs. (2007-2009)
  • Witnessing History: A summer program with the U. S. Holocaust Memorial Museum in which teams designed a virtual museum about witnesses to genocide. (2007)
  • Newz Crew: An afterschool program in collaboration with the NewsHour with Jim Lehrer which ran an online dialogue for youth about current events. (2003-2007)
  • E.A.9.11: An innovative youth-led dialogue about life after the September 11th attacks. (2002)