Viewing entries tagged
conference

Comment

Libraries Got Game: Empowering Communities Through Education and Play

Snip20190703_6.png

Libraries and librarians have a powerful impact. They offer a welcoming and accessible space for the community to explore their passions and be creative. As longtime supporters of libraries and their roles in their communities, FableVision was proud to co-host the Libraries, Games, and Play Conference alongside American University and the Institute of Museum and Library Services. We’re also grateful to all the conference organizers, including Bob Hone, Lindsay Grace, and J Collins, who were the lead conference organizers of the event.  

The conference took place in April in Washington D.C. and welcomed attendees from the library and educational gaming fields. We heard from librarians, educators, and more about how library resources helped further the goals of their students, as well as their own goals in technology and game design. 

The day was filled with amazing speakers who spoke about the unique ways in which libraries have touched their lives as educators and their students’ lives. 

Throughout the day, FableVision and the Reynolds Center for Teaching, Learning, and Creativity showcased Fab@School Maker Studio, which introduces students to 2D and 3D printing and modeling. This tool allows students to get more comfortable with digital design and fabrication tools. FableVision Studios also shared some recent projects such as CyberChase Fractions Quest, which engages students in fraction learning, and Project Here Games, which promotes substance use prevention and healthy decision making skills.. 

To close out the conference, FableVision and Reynolds Center CEO  Paul Reynolds discussed the ways that libraries shape the minds of future generations, as well as how they encourage creativity and play. He also touched on his personal experiences and how teachers and libraries have inspired and motivated him throughout his life.

With the inaugural Libraries, Games, and Play Conference behind us, the studio created a series of case studies that highlight four speakers at the conference—Lindsay Grace, Erin Walter-Lerman, Juan Rivera, and Kenneth Nero—and each of their unique connections to libraries and games. Each speaker was deliberately chosen  to showcase different perspectives and connections to gameplay and game design in libraries. The vignettes bring attention to the mission and importance of the conference.

First, our team created scripts for the case studies based on what the speakers discussed in their respective talks. The illustrations for each case study were presented in a slideshow style with key figures emphasized through strategic zooms. Audio was recorded to go along with each case study, voiced either by the speaker or an approved voice actor.    

These spotlights show how libraries can provide a space for exploration and accessibility, and they effectively illustrate the important roles these centers have in communities. All four of the case studies are now available on the Libraries, Games, and Play Conference website. You can watch the vignettes here!

Comment

Comment

Moving Libraries Forward: A Libraries, Games, and Play Conference Recap

Image from iOS (2).jpg

Happy National Library Workers Day from all of us at FableVision! Here at the studio, we are acutely aware of the impact that libraries and the librarians who keep them running have on communities, access to literature and educational resources, and spaces for learning and creativity.

This is why FableVision was honored to co-host the inaugural Libraries, Games, and Play Conference on Saturday, April 6 at American University with the American University Game Lab. As longtime advocates of engaging students of all ages in their own learning through media and interactives, bringing educational technology and game-based learning tools and best practices into formal and informal learning spaces, such as libraries, is a topic very close to our hearts.

In their opening remarks, J Collins asked attendees to enter into the conference space with a lens of inclusion and an awareness of who is not in the room. Not all librarians are able to leave their libraries, and the children who rely on them every day, to attend a conference. In the spirit of the inclusion, access, and network that is at the heart of every library, FableVision Studios has created a recap blog of the one-day conference for everyone who could not be there.

From the opening keynote address and gaming workshops to FableVision Learning and the Reynolds Center for Teaching, Learning and Creativity’s showcase of the Fab@School Maker Studio and Paul Reynolds’ closing keynote, let’s dive in and see what the day held!


Image from iOS (4).jpg

Opening Keynote

Following the opening remarks, Lindsay Grace, Knight Chair of Interactive Media at the University of Miami and founder of the American University Game Lab, delivered the opening keynote. In his address, Grace recounted his own experience learning to code as a child using copies of Nibble Magazine he checked out from his local library. Libraries provided the access and the space for Grace to learn how to code, experiment with coding, and engage in his own learning through play.

In his keynote, Grace brought out that play itself is an evolutionary necessity. When we think of popular games that children play, many of them teach evolutionary skills. “Tag,” for instance, is a game of hunter and hunted. “Simon Says” is a game that teaches impulse control. The two purposes of play, according to Grace, are practice and laboratory. Games, in particular, are structured play that give players safe spaces for practice and experimentation. Game design creates problems and offers solutions, which is why games and game-based activities are so important for learning spaces such as libraries.

Showcases

During the conference, the Reynolds Center and FableVision Learning showcased their innovative, STEAM-powered edtech product Fab@School Maker Studio. The Fab@School Maker Studio, an affordable and easy to implement digital design and fabrication software that introduces students to 2D and 3D printing and model creation, was a big hit with the public and private librarians at the conference.

Schools, libraries, and programs from across the United States have already been using the research-based Fab@School Maker Studio to create practical and affordable makerspaces using paper, cardstock, and inexpensive digital fabricators. The software provides hands-on opportunities for students of all ages to get comfortable with easy, paper-based digital design and fabrication tools.

FableVision Studios was also able to share more information on our portfolio of engaging media and interactives that educate, inspire, and move people to action. In particular, we shined a spotlight on CyberChase Fractions Quest and Project Here Games. CyberChase Fractions Quest is an immersive, story-based mobile game that engages 3rd and 4th grade students in fractions learning we created in partnership with THIRTEEN Productions LLC for WNET and the Education Development Center’s Center for Children and Technology (EDC/CCT). Project Here Games is a collection of games dedicated to ending substance abuse in teens that we designed and developed in partnership with Health Resources in Action, the GE Foundation, and the Massachusetts Attorney General Office. These projects, along with the various others in our portfolio, highlight the power of using games and other media to supplement traditional educational tools and engage students on a variety of topics.

Closing Keynote

The day ended with a closing keynote address from FableVision and Reynolds Center co-founder and CEO Paul Reynolds. Paul began his talk by expressing his love for libraries and their role in inspiring the next generation of creative problem-solvers. Especially in this rapidly emerging age of technological and climate shifts, libraries are becoming more relevant as they embrace change and offer exciting new portals into playful learning.

Libraries not only foster learning through gameplay and making games, but they are also the key to growing the creative human potential the world needs. In a punitive and assessment-focused culture where many students are afraid to do things they don’t know in fear of getting marked down, creativity and playful learning are crucial to providing students with a safe space to learn, fail, and learn from their failures.

Using personal accounts of teachers who encouraged him and his twin brother Peter H. Reynolds to create bravely, his own advocacy work with the Dedham Library Innovation Team and other schools and public libraries in the country, and digital tools FableVision and the Reynolds Center have developed to support storytelling and self-expression, Paul spotlighted and celebrated librarians and other creative educators who understand the critical mission of developing and protecting creativity.

Following the keynote, Paul signed books sold by local independent bookstore Politics and Prose.


FableVision would like to thank everyone involved in planning the Libraries, Games, and Play Conference. Thank you, as well, to all who attended. And for those who couldn’t, we hope to see you next year!

Comment

Comment

A New Conference Celebrating Libraries and the Power of Playful Learning

Libraries, Games, and Play (4).png

Next month, FableVision and American University Game Lab are taking our love of games to a new level by co-hosting the Libraries, Games and Play Conference in Washington, DC. Join us and our sister companies FableVision Learning and The Reynolds Center for Teaching, Learning and Creativity in exploring innovative uses of educational technology and showcasing the cutting-edge edtech that will help teachers keep students excited about learning.  As longtime supporters of using games in educational spaces, FableVision is proud to co-host this event and share best practices in integrating technology into learning spaces, such as libraries, where technology is often overlooked.

The Idea

Conference organizer J Collins says it perfectly when they talk about how libraries hold communities together. “We need to celebrate the successes that they have had with games and we need to have a serious conversation about how we can better support and recognize their work.”

To make this conference as accessible as possible and give equal opportunity to all attendees, conference admission is free and a travel stipend was offered for those who might not have the funds to travel. However, because not all libraries can spare their hardest workers for a full weekend, the conference will be interactive and shareable. Collins also shared their personal experiences with librarians, and how important librarians are to the communities they serve. "I knew that I wanted to organize this conference after hearing a story from my friend about her work as a public librarian,” Collins said. “She teaches children and adults with games every week. She grew up playing games. And yet she's never made it out to a games conference. Why? For her to leave her post at the library means that ESL classes don't happen, afterschool youth won't find their special friend there, the AC unit might break and spray water onto the books again, and on and on.”


Highlighted Events

static1.squarespace.png
Create_Bravely-color-signature.png

Don’t miss out on the showcase, which will include The Reynolds Center and FableVision Learning’s Fab@School Maker Studio educational technology aimed at fostering more engineering and design skills in the classroom. It helps create practical and affordable makerspaces, using material like cardstock, paper, and inexpensive digital fabricators.

This conference will  bring together leaders and innovators with the teachers and librarians who can use their technology in educational spaces.

Another exciting, must-see event offered at the conference is a closing keynote speech from FableVision and The Reynolds Center co-founder and CEO Paul Reynolds! Paul will speak about libraries’ growing importance in a networked, digital age, as well as the role of creativity in the future of the planet, creative influences from his childhood, and the mission of educators to make young innovators—all topics near and dear to the heart of FableVision.


Conference Details

What: Libraries, Games, and Play Conference
When: April 6, 2019
Where: American University in Washington, DC
Cost: Free!

The deadline for both registration and travel stipend applications is March 15. We hope you’ll take the opportunity to attend this one-of-a-kind conference and learn more about the importance of libraries, game-based learning, and the integration of the two.

Click here to apply for a travel stipend.
Click here to register.

We hope to see you there!

Comment

Comment

FableVision's Summer Road Trip

download.png

Summer brings with it the promise of picnics, pool parties, and the classic summer road trip. We’re putting a modern twist on this novel idea as we go across the country to visit partners, learn exciting new innovations, and connect the dots in our annual summer-wide FableVision road trip! Follow along with our itinerary below and join us for the ride! Notice you’ll be crossing paths with us? Let us know here.


ISTE-2018_Logo_Full-Logo_Full-Color (1).jpg

Edtech Extravaganza in Chicago
First stop, Chicago! Between slices of deep dish pizza and selfies at the Sears Tower, ISTE is the place to be. Hosted by the International Society for Technology in Education, the conference is the premier place to celebrate educational technologies. Join the Reynolds Center team in Cisco’s Global Problem Solver Makerspace (room W194) and in the Cisco Theater (Booth #1536) for hands-on sessions with Fab@School Maker Studio and opportunities to become Story Activators with Paul Reynolds. Be sure to catch FableVisionaries James Collins, Sarah Ditkoff, and Shelby Marshall as they walk the ground floor to get the latest on edtech!

Global Problem Solver Makerspace (room W194) presentations:
What: Paper Prototyping Bootcamp for STEAM-Powered Learning
When: Tuesday, June 26 at 10:00 a.m. 

What: Activated Storytelling for Transformational Learning
When: Tuesday, June 26, at 4 p.m.

Cisco Theater (Booth #1536) presentations:
What: Activated Storytelling for Transformational Learning
When: Tuesday, June 26, at 2 p.m.

What: Paper Prototyping Bootcamp for STEAM-Powered Learning
When: Tuesday, June 26, at 3 p.m.  


DSzUCUxVMAAGt9b.jpg

Making Change in NYC
Next, FableVision will travel to New York City for the Games for Change Festival. Join a community of game experts, developers, technologists, funders, and social innovators to share groundbreaking ideas and interact with new impact games and immersive media. We’re excited to meet other developers passionate about using games to drive positive social change!

Games for Change Festival
When: June 28 - 30
Where: New York, New York


Get moving in Florida! 
Join FableVision Learning's Jane Reynolds and Dr. Denine Jimmerson at the Florida Association for Career and Technical Education (FACTE) conference for a session that introduces school districts to FableVision Learning's Creativity to Careers CTE program, a new model  providing unique scaffolding for both teachers and students allowing them to progress from Animation-ish to Toon Boom software and gaining experience and certification on the journey.

Creativity to Careers: Middle School Animation CTE as a Model
When: Tuesday, July 17
Where: Champions Gate Resort


header_summer-reading-roadtrip2.jpg

Hop on the Bus
Join Scholastic on the ultimate reading road trip, as they tour the country with our favorite authors, illustrators, and characters! This July Scholastic is partnering with bookstores and libraries in communities nationwide, hosting reading festivals for families with kids ages 0-12. On July 5, the bus will stop at the Blue Bunny Bookstore, owned by FableVision founder Peter H. Reynolds! Bring your reader to this fun (and FREE!) family event, to meet authors, take photos with beloved costume characters, win prizes, and more.

Scholastic Summer Reading Road Trip
When: July 5, 5 p.m. - 7 p.m.
Where: Blue Bunny Bookstore Dedham, MA


Getting Serious in Virginia
From the Big Apple we’ll head towards our nation’s capital for the Serious Play Conference at George Mason University. The Serious Play Conference is a leadership conference for professionals who embrace the idea that games can revolutionize learning. Speakers share their experience creating or using games in the corporation, classroom, healthcare institution, government, and military and offer tips on how to move game-based education programs ahead. Come listen to FableVisionary James Collins as he discusses the role of games in a museum setting with a panel of experts.

seriousplay.png

Games in Museums
When:
Thursday, July 12 at 9:15 a.m.
Where: George Mason University, Manassas, VA


Building Community in Boston
After some time away from home, FableVision will host a reception for creative educators attending November Learning’s Building Learning Communities Conference. Join colleagues from around the world who care deeply about bringing the best innovative and practical learning resources to students. Paul Reynolds and Andrea Calvin of the Reynolds Center are excited to lead participants through the paper prototyping bootcamp. Come get hands-on with Fab@School Maker Studio and get ideas for your classroom!

download (1).png

Paper Prototyping Bootcamp for STEAM-Powered Learning
When: Wednesday, July 26 at 10:20 a.m.
Where: BLC Conference in Boston, MA

BLC Reception
When: Wednesday, July 26 from 6 – 7:30 p.m.
Where: FableVision Studios


Connected Learning Summit
We’ll wrap up our road trip with a stop in our own backyard at the Connected Learning Summit! With a unique focus on cross-sector connections and progressive and catalytic innovation, this event brings together leading researchers, educators and developers. Together with our partners at EdGE and TERC, FableVision will moderate on a panel about the epic journey of the award-winning Zoombinis game. From genesis story, to game design mechanics, to an overview of the research involving students' learning of computational thinking, audience members will receive insight into how Zoombinis seeks to bridge formal and informal learning.

https_%2F%2Fcdn.evbuc.com%2Fimages%2F40124337%2F146686139318%2F1%2Foriginal.jpg

The Logical Journey of Reimagining ZOOMBINIS: Adventure, Research, and Computational Thinking
When:
Wednesday, August 1, 2:30 p.m.- 3:00 p.m.
Where: Connected Learning Summit, Cambridge, MA

Comment

Comment

See you in DC: FableVision Travels to ED Games Expo Showcase

On January 8, FableVision will present at the 5th annual ED Games Expo hosted by the U.S. Department of Education. Bringing together the top players in educational game development and recipients of the prestigious SBIR grant, we are gearing up to showcase three of our finest examples of game-based education at work. This event follows on the Department’s continuing efforts to increase its commitment to exploring the potential of learning games and research into their effectiveness.

A preview of SuperChem VR from Schell Games

FableVision has been in the education and game development world for over 20 years and along the way, we have picked up some valuable lessons to inform the work we do. By working with partners like WNET, Learning Games Network, TERC, and other content matter experts, we are building better-informed experiences that leave a big impact. We are excited to bring together research, education, and play to create games that have the potential to transform education.    

Together with our sister company FableVision Learning, we are extending an invitation to see you there! Below is a preview of the games and tools we’re showcasing. Take a look, get psyched, and come by to try your hand at playing the games yourself at what is always an exciting event for students, educators, agency employees, and kids-at-heart.


Cyberchase Fractions Quest is an immersive, story-based mobile game that engages 3rd and 4th grade students in fractions learning. Based on the latest research on how young learners best develop fractions’ knowledge and skills, and featuring the worlds and characters of the award-winning Cyberchase PBS series, players swipe, tap, and slice their way through this imaginative, challenging, and fun game. FableVision Studios produced this game in collaboration with THIRTEEN Productions LLC for WNET and the Education Development Center’s Center for Children and Technology (EDC/CCT). The game is a Phase II SBIR award recipient and is currently undergoing full development and evaluation as an education technology product in classrooms and schools.


Zoombinis, the little blue guys on a logical journey, are back and this time they’re mobile. Through a partnership with TERC, a not-for-profit leader in K-12 math and science education, and the Learning Games Network, a not-for-profit game company, FableVision Studios embarked on an epic journey to relaunch the classic, beloved ’90s game Logical Journey of Zoombinis for today’s generation. Through Zoombinis, players learn important life skills including algebraic thinking, data analysis, and theory formulation in a fun and engaging setting. With 12 puzzles and four levels of increasing difficulty in each, players are constantly challenged, improving their problem-solving skills as they advance through the game.


Fab@School Maker Studio is a web-based design and fabrication tool for students in PreK to grade 8 to design, invent, and build their own geometric constructions and working machines using low-cost materials like paper, cardstock or cardboard and a wide range of tools from scissors to inexpensive 2D cutters, 3D printers and laser cutters. Developed by FableVision Studios, Reynolds Center for Teaching, Learning and Creativity, with initial funding in 2010 by ED/IES SBIR.


Ed.jpg

ED GAMES EXPO: Showcasing Learning Games Developed through SBIR
When:
Monday, January 8 from 10 a.m. to 8 p.m.
Where: The John F. Kennedy Center for the Performing Arts
RSVP: edward.metz@ed.gov
Free and open to the public!

 

 

Comment