Below are press pieces or other public notices (e.g. blogs) about our work.

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March 15, 2010

[In the Media] Playing la vida Ludic

Chris Collins, who writes about exploring the metaverse as her avatar Fleep Tuque, wrote a recent post bringing to light lots of new examples of how living and playing the ludic life is becoming ubiquitous.


When Game Devs Engineer the Real World – You Brushed Your Teeth, +5 points!

...Alas, I’m still waiting for virtual worlds to vindicate me, but having gone through this combo-pity-scorn routine a few times, I’m not shaken by the current state of attitudes about virtual worlds, augmented reality (why would you want to look at DATA on top of the REAL WORLD on your PHONE, what’s wrong with you?!), or most of the other technologies I use that cause people to look at me askance and with wary eyes. (Twitter???? Whaaa???)

She uses Barry Joseph's keynote from SLedCC 2008 as her jumping off point to make her point and even coins the term Ludic Luddites for those that do not yet accept the ludic life shift.

What DOES cause me great concern, however, is that these Ludic Luddites have no clue about what’s coming.

I have to give all due props to colleague Barry Joseph (SL: GlobalKids Bixby) from Global Kids, an organization that does great work with youth in New York City, for introducing me to the concept of a “ludic life” at his keynote address at SLEDcc 2008.


Continue reading "[In the Media] Playing la vida Ludic" »

March 6, 2010

[vvp] Machinima for Social Good

Award winning machinima producer, Draxtor Despres' latest video report focuses on using machinima for social good and Global Kids machinima film "Discovered". In it he features interviews with Chris Hall and our own Rik Panganiban.

March 5, 2010

[p4k] Game Theory

Computer Graphics World published an article covering AMD's Changing the Game program which included Global Kids Playing 4 Keeps Program. It highlights how video games are an ideal platform for not only youth education.

A number of companies, organizations, schools, foundations, governments, and more are expanding the use of video games beyond their entertainment value. In fact, one such entity that is making a difference in this area is Games for Change (G4C), which provides support, visibility, and shared resources to individuals and groups using video games to spur social change, giving special assistance to nonprofits and foundations entering this field.

Recently, AMD teamed up with G4C to expand this initiative with an online tool kit, a guide to assist nonprofit organizations that are creating games containing social-­issue content focused on such topics as the environment, energy consumption, poverty, and health, for example. Offered through the AMD Foundation’s AMD Changing the Game initiative, the “Let the Games Begin: A Toolkit 4 Making Social Issue Games” contains resource information for those interested in creating these types of games. The kit (available at GamesforChange.org/toolkit) includes examples of successful titles with social content as well as in-depth presentations by game-design experts.


Continue reading "[p4k] Game Theory" »

Teens in Virtual Worlds Learn Civic Lessons

A December Spotlight on Digital Media and Learning blog post, featured how using digital media and virtual worlds to engage you in education of civics issues.

Say the word “civics,” and most people will likely conjure images of well-meaning citizens trudging to the polls to do their democratic duty, soberly pulling levers behind dim curtains for city council members on local election days.

Civics, that is to say, rarely inspires rapture.

But that may be changing as kids, thanks to digital media, are first encountering civic issues in engaging and, yes, dynamic ways, both through school curriculums and on their own.

The article goes on to highlight Global Kids civics based Witnessing History project.

High school kids from Washington, D.C., involved in the Witnessing History project, certainly appeared motivated by the immersive aspects of working in the virtual space of Teen Second Life. The project was produced in conjunction with Global Kids and the U.S. Holocaust Memorial Museum.

Continue reading "Teens in Virtual Worlds Learn Civic Lessons" »

[p4k] Global Learning at Any Age

In December the Asia Society's Education and Learning site posted an article focusing on the the importance of global learning and specially happening in after school settings, citing Global Kids as a good example.

Teens and high school students are ready for a lot of choice and a lot of voice. Global activities can be a strong draw for older youth, offering opportunities to take leadership on issues about which they care deeply. International affairs debates are very attractive to this age group, as are apprenticeship models where teens master high-level skills under the tutelage of experts and professionals.

Global Kids, an afterschool program in New York, develops high school leaders through its Power of Citizenry program and Online Leadership Program. Urban youth become informed about global issues, develop leadership skills, and explore higher education and careers, particularly those in international affairs through a summer program in partnership with the Council on Foreign Relations.

Continue reading "[p4k] Global Learning at Any Age" »

March 2, 2010

[P4K] Comparing Ayiti: The Cost of Life to WoW

In a recent post on the blog New Journalism, the educator Paul Allison shares with us a video created by one of his high school youth at East-West School of International Studies. This video featured 10th grader Terrence reading on how Ayiti: The Cost of Life, compares to the MMORPG World of Warcraft online.


View More Free Videos Online at Veoh.com

You can also view this video directy on New Journalizm.

March 1, 2010

[P4K] Youth Compare Ayiti: The Cost of Life to Other Games

Recently there have been numerous game focused essays posted to the site Youth Voices comparing various games to Ayiti: The Cost of Life. These comparisons range from World of Warcraft, Call of Duty, Final Fantasy, Civilization, Animal Crossing, and even traditional card games like Crazy Eights and students reflecting on how the game play compares to Ayiti.

Certainly a site to watch - New Voices is titling itself as "a meeting place where students share, distribute and discuss their digital work online", and was set up by a group of innovative educators from the New York City Writing Project, a chapter of the National Writing Project.

Below is one of the great student comparison reflections. You can read the rest of these essays on Youth Voices here.

Finding Haiti in Wonderland

Not all games are the same. Some are board games played for family fun. Others seem to be designed to arouse young boys' interests. While some are played simply for the enjoyment of having bragging rights. Whatever game it is, the goals are always the same: win and win. We are sucked into the world of winning simply because we are taught that to loseisn 't an option. I'm no different. I too am sucked into this world of needing to win. I'm Alice and I fell down the rabbit hole a long time ago, and frankly, I don't want to come out, because falling feels so good. If winning comes with that feeling then why should i want to stop falling?

Continue reading "[P4K] Youth Compare Ayiti: The Cost of Life to Other Games" »

February 16, 2010

[In the Media] Recommended reading, watching, listening

Our latest Recommended reading, watching, listening post is up on DMLcentral and we are crossposting it here as well.

Global Kids' New York City-based programs address the urgent need for young people to possess leadership skills and an understanding of complex global issues to succeed in the 21st century workplace and participate in the democratic process. The staff has a wonderful appetite for learning and we regularly provide DMLcentral.net a snapshot of resource picks we consider insightful and relevant. Please comment and tell us what you are reading and watching, too!

Topping our current list: Feed by M.T. Anderson, a dystopic science fiction novel about a world where technology has become such a part of people's lives that they wear embedded computers that feed news, advertising, television programs, music and electronic messages directly into their brains.

Told through the perspective of one teenage boy, Feed is a cautionary tale that explores issues of media consolidation, consumerism, privacy and environmental degradation. For our work at Global Kids, it's a reminder of the importance of who owns and controls these new media channels of communication, and how to empower our youth to be critical consumers, disseminators and creators of online content.

Continue reading "[In the Media] Recommended reading, watching, listening" »

January 21, 2010

[press] MacArthur Spotlight Blog Features "I Dig Science" Program


The MacArthur Foundation's Spotlight blog recently featured a video story on the "I Dig Science" program conducted by Global Kids and the Field Museum of Chicago this past summer. Produced by Benjamin Wolff.

See the complete video on the MacArthur Spotlight Blog.

January 19, 2010

Thank you Rosasio Dawson for Promoting Ayiti: The Cost of Life

Is this GK's first celebrity tweet?

December 4, 2009

[SL] The Power of Virtual Civics Education

This week the MacArthur Spotlight blog featured an article written by mac Montandon titled Teens in Virtual Worlds Learn Civic Lessons That Are Anything But Dull which highlights some of our work in Teen Second Life as an example of an engaging way of learning civics.

High school kids from Washington, D.C., involved in the Witnessing History project, certainly appeared motivated by the immersive aspects of working in the virtual space of Teen Second Life. The project was produced in conjunction with Global Kids and the U.S. Holocaust Memorial Museum.

It was there that a handful of students curated an exhibit where visitors assumed the role of reporters–replete with fedoras and notepads–to learn how bystanders reacted to the horrors of the 1938 Night of Broken Glass pogrom at the outset of the Holocaust.


Continue reading "[SL] The Power of Virtual Civics Education" »

November 13, 2009

[p4k] Report Finds Program Effectively Trains Educators To Teach Game Design

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LIBRARIES AND COMMUNITY CENTERS USE GAMES TO INSPIRE YOUTH TO TAKE ACTION

Report Finds Program Effectively Trains Educators To Teach Game Design

Selen Turkay, a doctoral student in the Instructional Technology and Media program at Teachers College, Columbia University, recently prepared an independent evaluation of Global Kids’ Playing For Keeps Capacity Building Program, which trains educators to combine games and social issues in their work with youth.

The findings, based on 45 interviews with educators from the New York public libraries and Boston-area housing projects, revealed that Global Kids successfully prepared youth workers to inspire and guide teens to learn and create game prototypes about social and global issues.

Continue reading "[p4k] Report Finds Program Effectively Trains Educators To Teach Game Design" »

November 6, 2009

[VVP] Behind the Research: Students Use Digital Tools to Tell a Real Child Soldier’s Story

The MacArthur Foundation recently published a series of articles to the "Behind the Research" section of their Spotlight on Digital Media and Learning site which highlighted some of our programs both past and upcoming.

Below you can read the article entitled "Behind the Research: Students Use Digital Tools to Tell a Real Child Soldier’s Story" by Mac Montandon.

Behind the Research: Students Use Digital Tools to Tell a Real Child Soldier’s Story

The Museum of the Moving Image and Global Kids Join Forces to Teach History.

Who learns more about history and current affairs, a student reading about Uganda in a text book, or one who talks to a former child soldier by Skype and makes a Second Life movie about his and his fellow soldiers’ lives? No question. Yet not everyone has this kind of learning opportunity in a classroom. That’s where museums come in.

Continue reading "[VVP] Behind the Research: Students Use Digital Tools to Tell a Real Child Soldier’s Story" »

November 5, 2009

[I Dig Science] Dig It: Field Museum & Global Kids Team Up to Send City Teens on Virtual Fossil Dig

One of the other recent MacArthur Foundation Spotlight on Digital Media and Learning posts, highlights a video about the I Dig Science Programs that Global Kids ran in partnership with the Field Museum in Chicago.

You can watch the video below or view the original post here.


I Dig from Spotlight on Vimeo.

Teens in Chicago and New York went digging for fossils in Zambia this summer, without leaving home, thanks to a technology enhanced science camp run by Chicago’s Field Museum in partnership with Global Kids. Watch the video produced by Ben Wolff.

[Edge Project] Learning at the Edge: Transforming After-School Spaces into Learning Networks

The MacArthur Foundation recently published a series of articles to the "Behind the Research" section of their Spotlight on Digital Media and Learning site which highlighted some of our programs both past and upcoming.

Below you can read the article entitled "Learning at the Edge: Transforming After-School Spaces into Learning Networks" by Sarah Jackson, which brings up some of the focus of the newly launched Edge Project.

Behind the Research: Learning at the Edge: Transforming After-School Spaces into Learning Networks

Global Kids takes digital tools to kids’ hang out spaces to help institutions like museums adapt to a changing learning landscape and attract youth.

As schools still struggle to integrate web 2.0 technologies, kids are going online, texting and playing games on their own time.

How can these new media tools be used for learning outside of school?

As scientist and educator John Seeley Brown says: “To transform the core, start at the edge.”

The edge, in this case, are places kids go between school and home: hang-out spaces, after-school programs, libraries, museums. Like schools, some of these institutions also need help adapting to new media. With its new Edge Project, Global Kids is introducing some of these spaces to new learning tools. The New York City-based after-school program will provide institutions with practical models and training sessions on using virtual worlds, games and social media for learning.


Continue reading "[Edge Project] Learning at the Edge: Transforming After-School Spaces into Learning Networks" »

October 11, 2009

[In the Media] Navigating the Fluidity of Identity

In a recent Spotlight on MacArthur's Digital Media and Learning blog, entitled "Navigating Identity—Reimagining Oneself Online", the idea is discussed of online identity being a fluid thing that youth and others, must learn to manage and navigate through their digital world.

They cite our own Rik Panganiban, on the DIDI program and one of the youth ventures that took place with incarcerated youth.

“It was an ‘aha’ moment for us,” Panganiban says, a coordinator for RezEd, a hub for researchers and practitioners. RezEd is a project of Global Kids funded by MacArthur. “Those young people who have restrictions in their real lives saw the virtual world as liberating. They saw they had something to offer other kids because of their own experiences. Instead of feeling like second-class citizens, they realized they could use that experience to help other kids and say, ‘This is a choice you don’t want to make.’”

“In the virtual world, they were not kids in jail,” Panganiban says.

Instead, they could create powerful avatars for themselves, such as robots, that gave them the gravitas to “explore ideas about how to help others not get into their situation,” he says.

Read the full article here.


October 10, 2009

[In the Media] Digital Media and Learning

Digital Media and Learning, a video featuring Global Kids teen Lucky was featured recently on the MacArthur Foundations Spotlight blog.

From the video description:


Digital media are changing the way young people learn, play, socialize and participate in civic life, and these changes have profound implications for learning. Researchers and practitioners supported through MacArthur's digital media and learning initiative are exploring how digital media can help extend the classroom to more informal and unconventional spaces, such as libraries, museums and even online communities.

Visit digitallearning.macfound.org.


September 24, 2009

[media] The Digital Generation on Edutopia

nafiza1


Within the June/July edition of the Edutopia magazine, one of GK's Youth Leaders was highlighted as an example of how much youth can learn by creating and personalizing their own avatars.

In this edition, the article "Beauty and the Avatar" takes an in-depth look at how personalizing an avatar, can help youth deal with stereotypes that surround "beauty".

Discussing an eighth grade health class, the article begins with the following discussion: "Who looks gross? Who wants a makeover? Most teachers would ban this kind of digital discussion, but not health teacher Diane Whiting. She encourages it, because what students say online often reveals concerns that would otherwise go unspoken."

Nafiza Akter, a GK Leader, can be seen within these pages as an example of "how a student...uses an avatar in the virtual world Teen Second Life to create educational movies and collaborate with other teenagers globally". Nafiza was featured in Edutopia's Digital Generation Project, which you can see here. Within it, she speaks about her avatar and why she chose certain features, a perfect example for this article.

Enjoy the read!

August 28, 2009

[media] Grad Student Looks at Game-Changer Technologies

In a blog post by a New School graduate student, "Five Game-Changer Technologies for Future Education," the author discusses five different "game-changer" technologies that will "deeply influence teaching, students, and classroom environments in the next ten years". Included within these five game-changer technologies are:

  • Mobile Devices

  • 3-D Virtual Worlds

  • Open-source Textbooks and Journals

  • Open-source Course Management Systems

  • Game-based Learning

Within the 3-D Virtual Worlds section, Olysha [the blogger] mentions GK, by saying "Additionally, 3-D virtual worlds have the capacity to be global-wide learning environments. In virtual worlds, educators are able to incorporate lecture halls, theaters, or hands-on learning environments within a world. Global Kids is one example of an organization focused on bringing together students through a virtual world. Global Kids is an organization geared to bring together young people to facilitate learning in TSL. The Global Kids organization hosts workshops, lectures, and group projects that explore global social problems."

Check out her post!

August 27, 2009

[media] Ayiti with International Recognition

The blog, Lentura di Atas Bukit, posted an article about online gaming and in it mentioned GK's Ayiti.

From a Google translator, I found that the article talks about how people are starting to use the internet and technology to create social change. This blogger found an article that spoke about this topic, which included using Ayiti as an example of games that have been funded by large organizations to reach this end, to create social change.

The article mentioned that UNICEF was the large organization that funded the game, but UNICEF did not fund the program, but rather partnered with us to create the game. Microsoft was the company that funded the Playing for Keeps Program, during which Ayiti was designed and created.

August 25, 2009

[conf] FCC Workshop in SL

The blog New World Notes, gives a good description of the FCC Workshop on the subject of "E-Gov/Civic Engagement," that was held on August 6th and streamed into Second Life. In the blog, the author, Hamlet, writes about how the initiative even came about and gives a link and more background information on the National Broadband Plan. Check out the blog!

[media] Lessons Learned in Playing Ayiti

In the blog La Caixa Dels Meus Pensaments (The Thought Bank), the writer writes about her experiences playing Ayiti. She says, "it's a perfect holistic game to help kids (who live in countries affluent enough to offer access to internet games) understand one form of day-to-day life in less-affluent locales, while also nudging kids to consider their own life choices and the requirements of a healthy routine."

Read the full blog here.

August 12, 2009

[media] What's in a Name

The blog Gamasutra, recently posted an article titled "Casual Connect: What's In A (Game) Name?". This article looks at the importance of selecting a name that fits your game. It discusses how picking a weird name for your game, though fun, can in fact hurt the connection people feel with the game itself: "An awkward name can put an otherwise fun game at a severe disadvantage." The writer, Erin Bell, looks at several names that organizations and companies have chosen to use for their games throughout the article, including Global Kids' Ayiti.

Read the entire article here.

August 11, 2009

[media] GK's Second Life Curriculum

Picture 1

Global Kid's Second Life Curriculum has been around for about a year - but it still is being found by new viewers! Check out Hey Jude's blog, which gives a quick description of our SL Curriculum and gives links as to where to download it and buy it.

July 16, 2009

[media] When a Google Search Leads to the IJC

Though the International Justice Center [IJC] has been running for over a year, it is always nice when someone new comes across this great arena. A blogger recently posted about the IJC, after finding out about the Center via a Google search. The blog describes the IJC and the work that Global Kids is doing there.

To read the entire blog, click here.

[VVP] Discovered Recognition

Picture%201.png

After the premiere of the VVP machinima, Discovered, there has been several groups and individuals who have posted about the movie. We here at OLP wanted to take a moment and thank them for their words and recognition! Read below for what each group/individual had to say:

  • Overman's blog, on July 7, 2009, wrote "Rik Panganiban told me about this Global Kids machinima project. It’s nice to see kids making use of this technology, and particularly impressive that they’d choose to do so about such a serious topic. Created in Teen Second Life, this one isn’t about production values but instead about human values. Thanks, Rik.".
  • Service Nation, talks about the premiere of Discovered, which took place on July 1, 2009. They described the premiere by saying, "What do you know about child-trafficking? Probably not as much as you could learn on July 1. That’s the day that the kids of the Virtual Video Project will be premiering their movie, Discovered, the story of a young Mexican girl who is sold into sexual slavery." The post also gives background for the Virtual Video Project and past projects, saying "The Virtual Video Project is designed for kids who are interested in film as well as public policy. They learn things like storyboarding, script writing and acting, as well as how to produce and edit their own films. In the past, participants have created animated movies about the rising power of media to affect young minds, race and child soldiers. This year, the kids, age 15 to 18, chose to focus on child sex-trafficking, a problem that is rampant across the world and in communities across our own nation." To read the entire post, please click here.

  • Mal's SL Edu-blog shares the movie and briefly describes VVP as well. To read more, click here
  • .
  • For the French speakers out there, you can read about Discovered here.
  • Thanks again for all the support!

July 12, 2009

[VVP] Change.org spotlights the Discovered movie

Amanda Kloer writing for Change.org recently wrote up a spontlight on the latest VVP machinima movie release of Discovered for the "End Human Trafficking" section of their site.

You can read the post below or directly on Change.org here.

title-logo.png

Continue reading "[VVP] Change.org spotlights the Discovered movie" »

June 30, 2009

[In the Media] GK Youth Leader Nafiza Featured on Edutopia Online

GK's own youth leader Nafiza was chosen to be part of Edutopia's online Youth Portraits series, in which they feature the digital worlds of various teens.

Digital Youth Portrait: Nafiza







Edutopia's portrait includes an interview of Nafiza along with short video pieces on her, her work in GK's OLP programs and what it is like to have digital media play a close relationship in her day to day life.

There are also sections, within Edutopia's feature on Nafiza, where other videos spotlight using digital media to learn world affairs and highlight the work Nafiza and other youth leaders put in within the VVP program to produce the 2007 and 2008 program short films "A Child's War" and "Race to Equality".

Learning World Affairs Through Digital Media







To visit Edutopia's full youth profile on Nafiza, click here.

June 29, 2009

[P4K] Global Kids' Tempest In Crescent City in Christian Science Monitor

GK-tempestatG4C

A recent article in the Christian Science Monitor focuses on video games that let you play with topics taken from the news around us. It spotlights Tempest In Crescent City as an example.

Another featured news game, “Hurricane Katrina: Tempest in Crescent City,” developed by Global Kids and Gamepill, focuses on how residents and the government coped after the 2005 storm hit. Players walk through New Orleans after the hurricane, communicating with neighbors and reporters to find a family member.

Read the full article here.

[media] Two New Reports on Transforming Educational Strategies

There have been two really great reports released recently, one by The Joan Ganz Cooney Center and the other by the Asia Society. Both focus on implementing global and digital literacy into the educational strategies.

Picture 1

In the report released by the Joan Ganz Cooney Center, Game Changer: Investing in digital play to advance children's learning and health, it discusses the impetus of using gaming to help develop educational skills. The report states, "digital games offer a promising and untapped opportunity to leverage children’s enthusiasm and to help transform learning in America." To follow this up, they give recommendations and examples of various games which accomplish this significant task. One example used is GK's Ayiti, which is given as an example of one of the various health and learning games that demonstrates ways to transform learning. Ayiti is described as "a strategy game that asks, “What is it like to live in poverty, struggling every day to stay healthy, keep out of debt, and get educated?” Set in rural Haiti, players must manage the lives of a family of five, struggling with minimal resources to achieve a stable, safe, and healthy environment. The game is very difficult but provides win states and suggests that no problem is unsolvable."

It was also recommended to develop models or games, that best tap into community resources. "A number of promising afterschool models are already helping children from underserved communities become “tech savvy” and are developing innovative approaches to parent training that includes digital content such as games that can be used across settings. These models include the Intel-sponsored Computer Clubhouses, the Boys & Girls Club of America’s Club Tech, and locally-based youth-leadership programs such as Global Kids, One Economy, and Computers for Youth. National efforts to bridge school, home, and community uses of game technologies should learn from, improve upon, and scale-up these models."

Picture 2

The report by the Asia Society, Expanding Horizons: Building Global Literacy in Afterschool Programs, also discusses the importance of teaching global literacy within educational settings, to make sure youth of today are ready for what comes when they enter the growing global workforce. The report looks at how to prepare the youth through four different aspects, one of them being "Transforming Learning". In this section, various examples of how to integrate digital media into the classroom setting are given. "For older youth, many international organizations are starting to provide educational events in Teen Second Life. For example, Global Kids implemented the "I Dig Tanzania" summer camp, a program where youth in Chicago and New York followed a palentology excavation in Tanzania led by a team from the Field Museum of Chicago. Participants followed what the real researchers were doing through streaming video, asked questions over satellite phones, and then dug virtual fossils and assembled them together into an exhibit in Teen Second life. "

On page 54, the report discusses how to help youth find active roles, and uses GK's afterschool program structure as a good example of this. The report also mentions the use of various programs Global Kids runs in our afterschool programs including: the Power of Citizenry program, the Annual Youth Conference, Undesirable Elements, which is a youth-led theater program and our Playing for Keeps program, which works to integrate game design into serious issues, creating a serious game such as Ayiti, as examples of how to transform learning within afterschool programs.

Both reports are very interesting and well worth the read, so check them out!

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