Back to School with FableVision!

Back-to-school season is always an exciting, busy time of year. There are new teachers and classrooms, a brand new schedule of challenging courses, and hey – has anyone seen my pencil case?

Despite its hectic nature, the start of the school year is an excellent opportunity for learning, both in and outside of the classroom. Whether it be in class, at home, or even on-the-go, there are a plethora of edtech tools to help enhance your academic skills. To help you start the year off on the right foot, join me for a quick overview of some awesome FableVision projects that would be a great addition to anyone’s back-to-school toolkit!


Gasha Go! (GPB Education)

Want to brush up on your math skills, but don’t know where to start? FableVision and Georgia Public Broadcasting have got you covered! Whether entering kindergarten, third grade, or anywhere in between, Gasha Go! is a fun and effective way to learn number sense, numeracy, and literacy. Students enter into a vibrant world inside an arcade game, and have ten different modes of gameplay that cover a variety of fundamental mathematical concepts at their fingertips. To top it off, there’s even an original animated song and catchy video to help internalize all your new knowledge.


Zoombinis (TERC)

Still in summer mode? Get back in the swing of things with the classic Zoombinis!Remastered as a mobile game, Zoombinis features educational puzzles that focus on integral computational thinking school skills such as algebraic thinking, data analysis, and theory formulation for middle schoolers. By enhancing your critical thinking and problem solving skills, Zoombinis will refresh your brain from summer and help you get back into gear for the school year!


Con ‘Em If You Can (Commonwealth)

Fall is here so it’s time to enroll in lessons at the Con Art School with Con ‘Em If You Can! This financial literacy game deals with important topics such as scarcity, reciprocity, social consensus, phantom riches, and source credibility. Whether in life, school, or even a video game, you should always be wary of your surroundings and situations! Con ‘Em If You Can allows players to take on the role of con artist to better understand how cons work – that way you won’t get tricked by the same schemes you get to conduct during game play.


Read to Lead (Classroom, Inc.)

Today’s children are tomorrow’s leaders, and it’s never too early to practice making positive change. Read to Lead is a collection of three award-winning games developed by FableVision and Classroom, Inc. that invites middle schoolers to step into the shoes of various leaders of Port Douglas, a fictional city recently devastated by a hurricane. As students enter into each influential role in the community, they practice crucial life and literacy skills. Whether they’re serving as the editor-in-chief of the city’s online magazine or the director of the local community center, players will gain a sense of responsibility, workplace readiness skills, and a grasp on real-world issues.

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Good Thinking!: The Science of Teaching Science (Smithsonian Science Education Center)

Ring in the new school year with a solid foundation for STEM education! Good Thinking!:The Science of Teaching Science is a free, animated professional development series that students and teachers alike can enjoy. Created in partnership with the Smithsonian Science Education Center, each episode of Good Thinking! asks viewers to temporarily suspend science to talk about science, demystifying and delivering content in an approachable fashion.


The Paper Girls Show (Global Tinker)

Set your STEAM gears in motion! Global Tinker and FableVision Studios’ The Paper Girls Show is an animated series that encourages girls to explore the topics of art, science, computer programming, and engineering. Through the show, elementary school students can follow along on Caily and Reese’s wacky adventures and be inspired to learn, create and take on educational adventures of their own throughout the school year! Watch the latest episodes here.

Ripped Apart: A Civil War Mystery (Smithsonian Institution National Museum of American History)

Brush up on your knowledge from the past and work on your sleuthing skills with Ripped Apart: A Civil War Mystery. Solve puzzles, find clues, and decipher documents as the Smithsonian’s newest intern. This immersive game experience allows players to explore the depths of the 19th century through photographs and belongings of characters from America’s past. FableVision, alongside the team at the Smithsonian Institution, developed this fun and engaging way for kids 10+ to get excited for learning about America’s beginnings.


Quandary (Learning Games Network)

Looking for an intergalactic adventure? Download Quandary for free on your tablet and step into a universe filled with ethical dilemmas. You’ll be appointed captain of 12 settlers and must take each settler’s opinion into account as they carefully deliberate and formulate solutions. FableVision and the Learning Games Network’s Quandary won the Games for Change Award: Game of the Year in 2013 in addition to many other honors, and is a fantastic way to boost students’ comprehension and critical thinking skills – there’s nothing puzzling about that.



September FableFriday: Betsy Peisach, Vice President of Education at Maryland Public Television

Betsy Peisach, Vice President of Education at Maryland Public Television, caught the media bug early. “The majority of my career has been in the media industry driven by a passionate belief in using the power of media for good,” shares Betsy. “This passion took root in 1970 with the debut of Sesame Street and my little sister. Her toddler years included a healthy dose of public television including Sesame Street, Mr Roger’s Neighborhood, and The Electric Company. We watched the shows together, I sang songs with her (those catchy tunes still ring in my head), and observed as she learned numbers and to count, sang all the letters of the alphabet, and eventually learned to read (by age four!).”


With such a strong influence at an early age, Betsy took what she saw and turned it into a career that spans the evolution of incredible products, tools, and resources in the public television space. “I witnessed first-hand how media can truly be a powerful tool in helping children learn and that became my compass.”

Several decades later, Betsy’s still using that compass to steer big projects making a big difference. From the early days of Lure of the Labyrinth, an online game geared towards improving math and literacy among middle-school students, to our latest project putting a musical spin on the Library of Congress’ primary sources, Betsy has helped forge a lasting partnership with FableVision Studios that continues to impact learners today.

In this month’s FableFriday, read on to see the strides Betsy has made to harness the power of public media, the innovative products we’re building together, and the ultimate media toolkit curated by Betsy!

Your commitment to education is nothing short of extraordinary! Tell us a little bit about your roles as MPT’s Managing Director of Education Marketing and Outreach, and your current position as Vice President of MPT’s Education division.
I joined MPT in 2000 on the heels of the education division winning a $10 million dollar grant from the U.S. Department of Education. At that time, technology was beginning to burgeon and our charge was to harness the new digital capabilities for learning. It was a wonderfully exciting time to be in the field, filled with opportunity to produce innovative learning media in engaging new ways to help teachers teach and students learn. We built a robust website called Thinkport that today continues to serve early childhood, K-12 teachers, students, and parents with interactive media and online professional development courses. Our goal is to support teaching and learning with effective technology integration, high-quality digital resources, and to share best practices.

Betsy and her team with FableVision President Gary Goldberger at ISTE 2017

Betsy and her team with FableVision President Gary Goldberger at ISTE 2017

As a statewide public media broadcaster, my role was to bring these rich resources into the classrooms and homes of the early childhood and K-12 education communities.  It is always insightful and rewarding to participate at local and national education events to share what’s new, what’s possible, and to get a pulse on what’s happening in the field.

Through the years at MPT,  I’ve had the privilege of working with an extraordinary team of talented professionals —educators, producers, content experts, writers. Together, we developed a large catalog of truly cutting-edge interactive media and strong supporting professional development for educators (we won a Webby, Emmy, and other industry awards).  My roles morphed and grew in many gratifying ways. Whether marketing, producing, project managing, strategic planning or raising funds; what I fundamentally enjoy the most are: the energy of the collaborative creative process, fostering relationships into meaningful partnerships, working with educators, and knowing that you can make a difference.

Before joining MPT, you worked for the United Broadcasting Company, a national broadcaster of major market radio and cable stations. How does your expertise in radio, television, and film inform your approach to digital education?  
Whether you are working in education, or entertainment, the key is to know your audience.  Do your research and develop products and services that are relevant and valued.    

 MPT has a long history of collaboration with FableVision. Together, we’ve created an array of innovative, accessible websites. What has your experience been like working with the FableVision team?
In a nutshell, and to borrow a movie line, ”You had me at hello.” When I met Gary Goldberger, FableVision’s president and co-founder, it was like we were old friends from the onset. Our like-minded enthusiasm for creating high-quality educational media brought together our respective teams and complementary expertise. There is always a lot of respect and laughs in our often lengthy working sessions. Many of the projects we’ve worked on together have challenged us in a positive way, requiring fresh thinking and innovative tech development. We’ve been working with the FableVision team for over ten years, and I hope to continue our relationship far into the future. FableVision always hits a homerun.

Alongside MIT Education Arcade, MPT and the FableVision team crafted Lure of the Labyrinth, an online game geared towards improving math and literacy among middle-school students. What was the thought process behind the game, and what do you think makes it such a lasting, effective learning tool?
Lure of the Labyrinth was a labor of love. It was developed with a grant awarded to MPT in 2007 from the U.S. Department of Education to explore “serious games” and demonstrate how games can help kids learn. An amazing team came together including Scot Osterweil, who led the application of learning and game theory as creative director of the MIT Education Arcade. FableVision created an engaging storyline and a menagerie of mythical monsters in a crazy labyrinth environment for ultimate middle school appeal. Finally, MPT layered the classroom instruction and brought together teacher teams for testing and evaluation. 

So why do I think it is such a lasting effective learning tool? Because of its strong pedagogy, appealing story, and most importantly, it’s fun! The game works very well in today’s climate, emphasizing problem solving and critical thinking. Kids work hard to play the puzzles and  move through the game while building pre-Algebra math skills.  It’s that feeling of accomplishment that makes it so rewarding.  Fun fact: Lure of the Labyrinth has an international following with players in Australia and Canada, as well as the U.S.

 Speaking of super cool collaborations, you recently teamed up with FableVision, Maryland Humanities, and CIRCLE at Tufts University's Tisch College of Civic Life, and won the Teaching with Primary Sources (TPS) Regional Grant from the Library of Congress! What is TPS and the new project all about? What impact do you hope to achieve?
Civics: An American Musical is sure to be a fantastic project! Inspired by Lin-Manuel Miranda’s renowned musical Hamilton, our project will engage middle schoolers with primary sources from the Library of Congress as they imagine, formulate, and debut their own great American Musical. Components will include an online role-playing game blended with hands-on classroom projects and built-in professional development tools.

The goal of the Library of Congress Teaching with Primary Sources program is to enhance educators’ ability to embed digitized primary sources from the Library’s immense archive into inquiry-based instruction. We will provide teachers with professional learning to understand this process and to effectively use this new tool with their students. Our goal is to create a playful environment in which to build student literacy and critical thinking skills, while making history/civics relatable to the students.

With this great collaborative partnership, I’m certain that a valuable new learning resource will debut in 2020.


Betsy’s Media Favorites:
MPT/PBS show: I do love my PBS and MPT programs. I am looking forward to the next season of Poldark and Victoria, as well as Call the Midwife, Antiques Roadshow (plus MPT’s local version, Chesapeake Collectables) and any and all documentaries. Hamilton’s America is a must see.
Bingable television series: I am anxiously awaiting the next season of the The Marvelous Mrs. Maisel and Ozark.
Oscar-worthy film: How does one choose? There’s a quirky film by Wes Anderson called Moonrise Kingdom that I’ve watched a dozen times. I always enjoy watching musicals with my children – The Sound of Music and the like.
Riveting podcast: NPR podcasts, especially The TED Radio Hour and This American Life.
Great reads: Goodnight Moon, Chicka Chicka Boom Boom, are my most frequent reads (my daughter had a baby this past year!) Looking forward to adding Peter H. Reynolds’ The Dot to my list. When I’m not reading to my granddaughter, I enjoy historical fiction.
Hamilton song: The Room Where it Happened





Happy National Tell A Joke Day!

At FableVision, we’re big on laughter. Pass by the studio and you may catch an earful of the many laughs, chuckles, and giggles emanating from the 6th floor of 308 Congress street. In honor of National Tell a Joke Day, we’re bringing you a post that’s worthy of a chortle (this may look familiar to our fans who enjoyed the recent Father’s Day blog post). With no lack of resident class clowns, we’ve assembled a collection of amusing puns and guffaw-worthy gags collected from the studio.

So buckle up, enjoy, and consider sharing these jokes with a friend if any of them really tickle your funny bone. After all, National Tell a Joke Day is all about spreading the joy of laughter – and that’s no joke!




Pick FableVision’s SXSW EDU Panels!


The ninth annual SXSW EDU returns March 4-7, 2019 for four days of compelling sessions, in-depth workshops, engaging learning experiences, policy discussions, exhibition, networking, and so much more. Through collaboration, creativity, and engagement, SXSW EDU empowers its global community to connect, discover, and impact by providing an opportunity for professionals at every level to participate, learn, and network through their exclusive user-generated session proposal platform, the SXSW EDU PanelPicker program. The PanelPicker allows the community to vote on sessions they would like to see at the conference, resulting in democratic programming.

This year, we need your help with not one, not two, not three, but four incredible sessions with our project partners. Whether you’re looking to up your STEM-based game design strategy with Concord Consortium, using game-based learning to explore ethical decision making with Learning Games Network, meeting with peers to learn more about the role of games in government with the Wilson Center, or exploring the diversity of career opportunities for today’s youth with Big Picture Learning and the Stuart Foundation, we’ve got something for everyone. Read on to rock the vote by helping us road trip to SXSW EDU and join the conversation online with #SXSWEDU #PanelPicker!


How to Cast Your Vote:

1) Head to SXSWedu’s website here.
2) Make an account to view our session.
3) Rock Your Vote! (Voting ends August 30)

Share with your social network and be sure to tag us on Twitter, Facebook, Instagram, and Linkedin!

Navigating Our Way: Exploring Career Paths

Preparing students for life after high school isn't a one-way street; we must meet students where they are and empower them to make choices that complement their interests. This panel will focus on an initiative aimed at shifting the ways career and technical education are valued, and finding post-secondary paths where none are better, just different. Hear from FableVision CEO/Co-founder Paul Reynolds, Stuart Foundation President Jonathan Raymond (Wildflowers: A Superintendent’s Challenge to America), and Big Picture Learning’s co-founder Eliot Washor, as well as BPL student Anaya Dayana as they discuss navigating beyond a one-size-fits-all model to a progressive movement that fosters student agency.

For more information on the Navigating Our Way movement, visit the website to learn more and view the short film here.

5 Mistakes To Avoid in STEM Learning Game Design

Want to create or select games that foster deep, lasting STEM learning? STEM learning games have fully arrived, and offer great opportunities for learners of all kinds. You’re probably thinking about designing or using some to spark learning yourself! But, how can you choose games that will encourage deeper learning, or design games that don’t foster misconceptions?

Have no fear! Concord Consortium’s design principles—drawn from rigorous learning sciences research—will have you designing and choosing games that create deep, lasting learning and bring out the inner scientist in everyone. Expert learning game designers (including FableVision’s Gary Goldberger!) share insider design secrets straight from learning science in this rapid-fire, top-tips session.

Fact or Fake:
Using Games to Teach Ethics

Today’s fractious media environment poses challenges for educators. Focusing on game-based learning, this workshop provides evidence-based tools to use with FableVision and Learning Games Network-developed Quandary, an award-winning free nonprofit online game, that helps students discern fact from opinion, advance critical thinking skills, and navigate ethical situations. Presented by experts in game design, research and education, this experiential workshop will empower educators to equip students for an increasingly complex world.

Games and the Government: Federal Games Meetup

The Federal Games Guild is an informal community of practice of federal agencies who are interested in application of games, from research to educational technology. Connecting at SXSW Edu, this meetup will start with a speed dating style (brief 1-2 minute introduction) of past and present practices in serious games from government agencies, followed by round table discussions around key themes, such as funding opportunities, case examples, and the growth in gaming pedagogy practices.



The ABC’s of EdTech: Acronyms Explained


I’ve learned a lot in my first few weeks here at FableVision. As one of the studio’s summer marketing interns, I’ve been brought up to speed on how to draft engaging blog posts and the #perfect tweet. I’m getting the hang of things, but there’s still one area I could use some extra help with: the big, wide world of edtech... and its many, many acronyms.

Edtech is a term that gets brought up in the studio all the time — it’s at the core of many of our ongoing projects and is integral to FableVision’s 200-year-long mission to make the world a better place. Itself an abbreviation of “educational technology,” edtech is the industry and practice in which digital tools and new technologies are being used to improve the way people learn.

Seeing as there are enough edtech-related acronyms out there to fill a large bowl of alphabet soup, I’ve gone ahead and created this handy guide for anyone who wants to brush up on their edtech terminology. LSWWG! (Translation: Let’s See What We’ve Got!)

AR/VR: Augmented Reality/Virtual Reality. We’re (hopefully) starting off easy, as you’ve likely heard of these two new emerging forms of interactive media. Although they have key differences, both technologies rely on computer-generated graphics to create simulated environments. AR/VR tech has exceptional edtech potential, as it can create engaging and intimate learning experiences for students. For specific examples of AR and VR in the classroom, check out this awesome list of 25 AR/VR resources, as curated by the International Society for Technology in Education.

CTE: Career Technical Education. Similar to vocational education, CTE is an alternative type of education that focuses on providing hands-on applied learning experiences, empowering students to build academic knowledge, problem solving skills, and specific career skills. Check out the Big Picture Learning and FableVision-produced animated film Navigating Our Way for more information about CTE and other non-traditional educational paths.

GBL: Game-Based Learning. Simply put, this is a type of gameplay with defined learning outcomes. Within GBL, educational content is carefully balanced with gameplay so that the player may better learn and retain the game’s subject matter. Virtually all of the games and interactives that FableVision has worked on are great examples of putting GBL into practice. #GBL is also one of the most popular hashtags in the FableVision Twittersphere:

LMS: Learning Management System. Have you ever heard of Blackboard, Canvas, or Google Classroom? Great, that’s an LMS! If you’re still unfamiliar with the concept, a learning management system is a piece of software that can administer and track educational courses online. Speaking from personal experience, I’ve had a pretty straightforward experience using Canvas in a number of my college courses. My professors can upload documents, videos, and other relevant materials to the system, and I’m able to submit assignments and check my grades — so much for the old “dog ate my homework” excuse!


PD: Professional Development. This approach to learning focuses on improving or developing skills that pertain to someone’s career. Professional development can occur at practically any stage in life, expanding far beyond the K-12 space. For a good example of PD in action, look no further than the FableVision-produced Good Thinking!: The Science of Teaching Science. Created under the direction of the Smithsonian Science Education Center, this animated series is designed to help teachers and dispel commonly held science-related misconceptions.

RPG: Role-Playing Game. As any video game enthusiast can tell you, a role-playing game is one in which players assume the roles of characters in a fictional setting. The RPG classification is very broad, encompassing TTRPGs (tabletop role-playing games), LARPs (live action role-playing games), MMORPGs (massively multiplayer online role-playing games), and other variations. In the classroom, RPGs can be useful tools for introducing students to new concepts and perspectives. Quandary, for example, is a Learning Games Network and FableVision-produced RPG in which players assume the role of a space captain in order to hone their ethical decision making skills.


SEL: Social and Emotional Learning. This approach to learning focuses on empowering to effectively apply the knowledge, attitudes, and skills necessary to understand and manage emotions, goals, and positive relationships. The SEL framework, now being used in schools across the country, draws from the findings of current emotional intelligence research. Previously, FableVision has partnered with Committee for Children to create ParkPals: Kindness Rules, a tablet game that reinforces key SEL skills.

STEAM: Science, Technology, Engineering, Arts, and Mathematics. Typically used in discussions of academic policy and school curriculum choices, STEAM’s grouping of academic disciplines is intended to draw more attention to professional fields that require highly skilled workers. The STEAM acronym is an updated version of STEM, with the added A (sometimes attributed to Architecture instead of Arts) now considered an equally important area of focus that strengthens the other disciplines. Check out this blog post for a sampling of some of STEAM-focused projects created by FableVision.

UDL: Universal Design for Learning. This is a research-based educational framework that guides the development of flexible learning environments. When implemented properly, these learning environments are able to successfully accommodate individual learning differences. Created in the 1990s, the general UDL framework calls for multiple means of expression, representation, and engagement for learners. The UDL framework is now employed in school curriculums, educational initiatives, and learning tools such as the interactive experiences created by FableVision.

UX/UI: User Experience/User Interface. Two major aspects of modern design principles, UX and UI are both processes centered around ensuring that individuals have positive and easy experiences when using products. User experience design is primarily concerned with how the product “feels” and flows, whereas UI design is focused more on its visual layout. UX/UI design is understandably a major focus in the edtech world, so much so that FableVision’s own Loren Lee-Flynn is the Studio’s in-house UX/UI guru. You can read more about Loren and her UX/UI responsibilities here.

Those were just some of our favorite edtech acronyms, but there are plenty more out there. Let us know if we missed any of your favorites!