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November FableFriday: Anne Richards, Vice President, audiyo-yo

As a natural storyteller eager to connect with children in different media, Anne Richards, VP of FableVision’s audio division audiyo-yo, has done it all – television, publishing, games, edtech, and more. Once she found her calling in audio, she knew that she wanted to keep exploring this intimate format that lets listeners paint their own picture of the characters and story as they process what they hear.

“Even though audio is a classic form of storytelling going all the way back to radio plays, there’s so much work happening in this space right now,” says Anne. “There’s a lot of room for innovation and emerging voices to make an impact.”

And innovating is exactly what Anne is doing. This summer, audiyo-yo released its first project – the interactive, voice-activated Pinna Original Yes No Audio Escape series (check out the October/November Kidscreen print issue) – where listeners co-create the story by answering “yes” or “no” to questions presented to them. This fall, audiyo-yo delights listeners with Pinna Original Roasting Vegetables, a short-form audio series full of silly vegetable puns, original beats (or should we say beets?), and nutritious, delicious characters. 

Anne is your comprehensive guide to podcast knowledge. Keep reading to learn more about the future of podcasts, audiyo-yo’s upcoming projects, and Anne’s advice for aspiring kids’ podcast creators. 


Anne and Kermit

What’s your “journey to FableVision” story?
I feel like I’ve been journeying to FableVision for a long time! I first met Gary Goldberger about 15 years ago through kids’ industry conferences. A few years later, I hired FableVision to create learning games for a non-profit I was working with and had a great experience with the team. Fast forward another few years and I started working for FableVision as a freelance game designer and producer. I’ve been in the orbit for a long time one way or another, so when Gary and I hatched the idea to bring an audio division to the studio, it felt like a really natural progression. I’ve always been a fan of FableVision’s work and the amazing and talented team, so officially being a FableVisionary at long last feels like a homecoming. 

Anne’s nephews meeting Bear

You’ve been a writer, producer, game designer, and more! How did you end up focusing on podcasts?
My work in audio came out of my experience in other kids’ media. I’ve worked in almost every form of children’s entertainment, starting in television on Bear in the Big Blue House way back in the day, then exploring game design, educational technology, publishing, you name it. I have always loved storytelling and wanted to work in different places where kids seek out narrative experiences.

In terms of how I found my way to audio, I was lucky enough to know Amy Kraft at Pinna through kids’ media circles. A few years ago, Amy came to me and asked me to create a podcast to teach kids the ABCs – in audio, which was an interesting challenge! That show turned into the podcast series Quentin and Alfie’s ABC Adventures, and eventually led to me becoming the Executive Producer at Pinna, where I oversaw different kinds of podcasts for a wide range of kids. So I’m really grateful to Amy and the team at Pinna for taking a chance on me and understanding that there’s a lot of creative overlap in other media formats and audio work. It’s always about the kid audience at the center and finding different ways for them to connect with stories and characters that are meaningful to them.

Annes Family

Family photo!

What do you love about podcasts and why do you think they’re a special form of media?
I think what makes audio special is how intimate it is. There’s nothing like hearing someone speaking in your headphones to feel like a story is being told just for you. Audio is a form of entertainment that asks the audience to meet it halfway – when you don’t know what characters look like or you can’t see an animated view of a setting, you become a co-creator of the narrative experience, using your imagination in a way that I think is really special. 

Why are children’s podcasts important right now?
I’ve worked in so many different roles over the course of my career because I’m excited about new formats and emerging media, and I think that’s where kids’ audio is right now. There’s a lot of room for new voices.

I also think that dealing with the pandemic, caregivers of young children were drawn to audio as something families could enjoy together, or that their kids could enjoy on their own without being glued to screens after long days of remote learning. That has contributed to audio becoming a medium with an interested, engaged audience that is still hungry for more great content. It’s served a really tangible role in the life of families these past few years and folks want more of it.

Anne’s dog Pip

What’s the future of children’s podcasting? Where is audio going next?
Right now, I’m interested in interactive audio and I think there is huge potential in voice recognition and truly responsive storytelling. This year, I created and produced three titles in the Pinna Original Yes No Audio Escape series through audiyo-yo. They’re audio escape rooms where the child actually speaks out loud to the podcast and gets different outcomes if they say “yes” or “no” to different questions. If you’re trying to escape a haunted house in five minutes, you have to choose whether to walk down that one hallway or stop and talk to a couple of ghosts who seem interested in you. It’s an innovative way to play with audio, and, given FableVision’s deep experience in interactive experiences, it feels like a perfect fit for audiyo-yo.

What are you excited to work on at audiyo-yo? How does audiyo-yo stand out from other audio production companies?
I’m excited to work on original projects we’re developing at FableVision, like Tone Thyne’s big sweeping musical series Cummerbund. And I’m equally excited to work with clients who are interested in making audio for kids but who might need expertise in how to bring characters and worlds to life in this medium. 

This role is also a huge opportunity for me to work with creators who may be new to audio, or to kids’ media in general, to broaden the range of voices we have in the space. For instance, we just made a show called Roasting Vegetables with Postell Pringle, who’s a theater and musical artist and all around huge talent, but who hasn’t made a kids’ podcast before (though his group, Q Brothers Collective, has made an awesome hip-hop album for kids, Buggin’ ). They also created the soundtrack for Long Way Home, a sweeping musical epic based on Homer's The Odyssey for the renowned United Voices Chicago – check them out! Pos and I created and wrote the show together and I’m excited about all of the things he brought to the project that I never would have come up with on my own, and vice versa.

In terms of what’s special about audiyo-yo – we bring a unique mix of production and creative expertise to the table. At FableVision, there’s an amazing braintrust of people who put kids at the center of their work. They’re innovators in terms of using different media to reach kids where they are and to help them grow. In the audio industry, what sets us apart is the breadth of experience we have with making stories for a kids’ audience across all different types of media. We combine that with a deep understanding of the nuts and bolts of what it takes to bring a podcast from concept to final broadcast-quality audio.

What advice would you give to people hoping to work in kids’ audio?
Immerse yourself in the medium and figure out what speaks to you. Do you love highly sound-designed stories or simpler audiobooks? Interesting new formats or classic ones? Short form appointment-type content or longer, serialized shows? Listen to as much as you can and follow your taste to seek out mentors and companies who are doing work you love. This is a welcoming field and it’s relatively easy to access experienced folks who are excited to bring in new talent, but people also want to know that you’ve done your homework and are interested in what they do specifically. The last thing I’d say is be curious about your audience – talk to kids about what’s interesting and exciting to them and allow that to inspire you. 

What’s an Anne fun fact that most people don’t know?
I think most people don’t know that I won a trophy in the Coney Island Mermaid Parade in the early 2000s. 

So… you love Brooklyn?
Man, do I love Brooklyn! I’ve lived in Brooklyn since the late 1990s. There’s just no place like it – the art and culture, the food, the brownstones, but mostly the opportunity to meet people from all over the world with totally different experiences, who all come together in this crazy, busy, loud, and magical place. I’m fortunate to also have family in more rural places as I do need to escape the bustle of the big city sometimes. I basically gravitate towards either the biggest, most raucous environment in the world or a farmhouse down some country road where there are no humans whatsoever.


More About Anne

Anne GLS

GLS Panel

Favorite podcast?
I have to take this opportunity to plug my sister Meg’s amazing parenting podcast, What Fresh Hell: Laughing in the Face of Motherhood. It's chock full of hilarious advice and every once in a while I get name-checked, so that’s exciting. For kids, there are so many shows that I love, but Grim, Grimmer, Grimmest, which I worked on at Pinna with Adam Gidwitz and Ilana Millner, is a sentimental favorite of mine and just a master class in storytelling.

Favorite game?
Gone Home is a video game I deeply love – it’s so nuanced and thoughtful about how it reveals its secrets. I’ve also been playing a cooperative card game called Hanabi recently with my family, which is really fun and super challenging!

Anne in Mexico

Favorite book?
I was an English major in college so it’s a long list! I go back to The Age of Innocence by Edith Wharton, The Autobiography of Red by Anne Carson, and Dept. of Speculation by Jenny Offill over and over again. I recently read Kiese Laymon’s Long Division and was insanely delighted by it – it plays with form in interesting ways, but the character voices are so strong and endearing that it still feels immediate and emotional.

Favorite place to travel?
I’m interested in good food and art, and some history to dig into, which was checked off by the special and vibrant Oaxaca, Mexico that I visited with family. Mostly, there are many more places that I want to go to – ask me again in a few years!

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June FableFriday: Andrew Start, Developer

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FableVision developer Andrew Start is certainly not a newcomer to building educational games and interactives. With a background in programming and years working in the industry, Andrew brings a breadth of knowledge and experience not only to the projects he tackles at the studio, but also to the teams he works with.

“My favorite types of projects are ones where I can build tools that enable others to make awesome things,” says Andrew Start. “I am always happy to discuss needs, capabilities, and limitations in order to come out with the best possible product. At FableVision, I’m able to do that while working on a range of projects.”

An avid fan of games and an experienced learning games developer, Andrew “starts” his FableVision career bringing his knowledge and passion to help designers and artists build amazing games and interactives. His collaborative mindset, a key trait of FableVisionaries, ensures that FableVision doesn’t lose sight of designers’ creativity while building innovative projects for our clients. And the structures that he creates allow producers and designers to convert the clients’ visions into tangible products. 

Read more to learn about Andrew’s love for games, approach to learning, and favorite llama factoid!


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You’re a new FableVisionary. Welcome to the team! What is your “journey to FableVision” story?
I’ve always loved games, and I realized that I could enter the learning games industry to create games that also teach. I developed educational web games for years at CloudKid and continued that at Jibo, a social robotics company. After Jibo shut down, I focused on freelancing projects, which is how I discovered FableVision. After learning more about the studio development team, and overall culture, I accepted a full-time position here.

What does a typical day in the life of a FableVision developer look like? 
The vast majority of my time is spent head-down building out code structure or fixing bugs. Each day has its own tasks and fixes needed, so no two are the same, but overall there’s a lot of staring at computer screens and pondering involved. I’ll also spend time talking with producers and artists to keep abreast of known bugs and assets that are ready to be integrated, so collaboration and creative problem-solving play a large role in my daily routine.

What is your favorite part of being a developer, and how does FableVision differ from other studios? 
FableVision has a large range of clients and products, which keeps my daily work interesting. I like working on new challenges, whether I’m creating a game for a big-name client, an interactive for a museum, or a website for a small non-profit. FableVision’s varied clients and projects help me learn something new every day.

Technology has changed a lot in the years that you’ve been a programmer. How do you adapt to stay on top of current trends? 
I keep track of the tools that I use and then expand my knowledge to technology and situations adjacent to those tools. I also learn a lot about current trends and resources from helping out with open source projects and chatting with other developers.

What was your favorite game growing up, and how has your love of games impacted your career path? 
I don’t know that I had a single favorite game growing up, but the ones that I played multiple times were Golden Sun, The Legend of Zelda: Oracle of Seasons and Oracle of Ages, and Pokémon Gold. Beyond the puzzles honing my analytical skills, the hours lost in the games fostered a lifelong love of video games, and that pushed me toward majoring in Electronic Game Programming in college. 

As someone who works in educational media, you also love to learn! Where do you go to learn new things, and what is your favorite random factoid that you’ve picked up?
I tend to learn from a variety of YouTube videos and Wikipedia rabbit holes. Most of that information gets packed deeply away, only to come out unbidden when tangentially related to whatever topic I am discussing. A fun fact that I can bring to mind, though, is the herding behavior of llamas: a single llama will form a herd with non-llama animals and aggressively defend them from threats, but two or more llamas will form a herd with each other and ignore other farm animals.

We hear that you’re a big fan of science fiction and fantasy. What are your favorite franchises, and what about those genres appeals to you? 
Star Wars got its hooks into me at a young age and has stuck with me ever since. My favorite part of fantasy and sci-fi media is the world-building—I have admittedly low standards for quality of dialogue and characters, but really value an expansive and coherently crafted universe that I can spend hours (or years) exploring in my imagination.

More About Andrew

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Favorite video game: I think I’ll go with my soft spot for the first Company of Heroes game, whose cover mechanics ruined other RTS games for me.

Most challenging board game you’ve ever played: Diplomacy—it’s always a challenge to come out on top of six other players who are looking to betray you (or have already been betrayed by you).

Spring or summer: Trick question—winter is best, with hot cocoa, cozy fires, and no mosquitos.

A new skill you’d like to learn: I’d like to experiment with 3D printers.

Favorite outdoor activity: Ultimate frisbee.

Three people, dead or alive, you’d invite to a dinner party: A random assortment of the game-related YouTubers that I subscribe to—the conversation should be interesting, or we could just retire to the living room for some good gaming action.

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June FableFriday: Jordan Bach, Technical Director

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FableVision Technical Director Jordan Bach is definitely not new to the edtech game. A member of the FableVision team for almost 10 years, Jordan has decades of experience in developing educational games and media with a focus on accessible technology and innovations in tech. He’s also just a really nice guy.

Jordan first joined the team as a developer and now, in the role of Technical Director, oversees the technical department, contributes to planning and budgeting proposals and projects, and continues serving as lead developer on a number of the studio’s large game projects. Working with tools such as Unity and HTML5 to merge physical and digital play, Jordan is an expert in all things AR and VR. And through the advancements and innovations in technology over the years, Jordan has also consistently been the go-to person on staff for questions about accessibility, designing and leading projects to support people with learning disabilities and different educational needs to provide a safe and engaging space to learn.

“Accessibility means so much more than making a game compatible with a screen reader,” Jordan tells us. “It means that many people experience learning games differently and we need to communicate with as many of them as we can.”

Using his vast skills in design and developmental technology, Jordan has adapted to the many changes that have happened to the edtech and media fields over the past decade and helped FableVision to stay on top of and actively respond to growing trends in the industry. Working closely with other members of FableVision staff, freelancers, and clients over the years, he approaches his dedication to his work with endless patience, a calm demeanor, and a creative eye—actively looking for the best ways to help others and making possibilities realities. Continue reading to learn more about Jordan’s journey to FableVision, how he approaches projects in his role as Technical Director, and what advice he has for developers at the start of their careers!

How did you first hear about FableVision, and what initially drew you to the studio?
I first heard about FableVision through friends and former colleagues who loved working here, so I connected with Brian Grossman, the former Technical Director. During my first visit and first interview at the studio, the mission and the creative spirit were so clearly visible in everyone I met and in the physical space that the decision was already made from my perspective.

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What does a typical day look like for you?
My day-to-day schedule has changed a lot since I’ve become the Technical Director! Every day I’m trying to do two things: first, I’m contributing to current, upcoming, and potential projects. This includes offering support to the developers, participating in planning, and completing budget estimates for proposals.

And second, I’m reserving a little time to continue being a developer, which is something I love. Most recently I’ve been helping set up the architecture of a new project, and then sharing it with the developer who will take it through the rest of development and over the finish line!

You’ve been at the studio for ten years! How has the technology the studio uses changed, and how do you stay on top of edtech trends?
Ten years ago, Flash was the most common way to develop highly interactive applications for the web browser, and mobile apps were still relatively new to the world. Unity has emerged as a go-to tool for building cross-platform mobile apps, and we’re also using various web frameworks to speed along complex browser-based development projects. We’re more used to change than we were then! 

The best way to stay on top of trends is to ask questions. When someone mentions something and I don’t know what it is, I just ask. And then go look it up if I need more information. There’s so much to know and sometimes there’s pressure to pretend like you know everything. As a mission-based company, FableVision is all about learning, so I just ask.

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How do you approach each project from a technical perspective? How does the process differ depending on the scope of a project or the medium (game-based app, Augmented Reality experience, website, etc.)
Determining the technical approach for a project goes hand-in-hand with the creative design. After we have started the creative brainstorming, we think about what technology might make sense to help us with the project. The scope, medium, audience, and platform all feed into this thinking process. We focus on HTML5 and Unity, but also work with other technologies. Then the strengths of the chosen development platform can further inform the creative definition of the project. 

Once the design and technology are set, we'll pick what’s hard, what hasn’t been done before, and start there. 

What is a FableVision project you’ve worked on that you’re particularly proud of?
I feel particularly proud of the projects we’ve done that are used in research studies. The Zoombinis remake and the Reach Every Reader apps for the Harvard Graduate School of Education are examples of apps that are not only fun to use, but also move educational research forward. It’s definitely rewarding to be a part of such important projects such as those.

Here at FableVision, we’re dedicated to making sure our work follows accessibility standards. What do you have to keep in mind when making sure our projects are accessible? 
When we create accessible media, we need to think beyond the platform it's housed on and what features we can add to accommodate certain disabilities. Many of our users have different experiences and use our games, interactives, and other media in different ways, so we have to design for as many different learning contexts as possible.

Right now we’re making a game that is “born accessible,” meaning we’re designing it to be accessible to many from the start, instead of retrofitting an existing game for a more diverse audience. We’ve learned that an important tool is customization: for example, if a player struggles with focus, we can expose a setting to turn off distracting background imagery. If someone has low vision, we can expose a setting to turn on audio descriptions. On the other hand, there are some elements of a game we can make accessible to many without the need for customization. For example, we can design artwork to be easily distinguishable by people with the most common forms of color blindness.

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You have a background in music! How does music continue to impact your life, and how has your degree influenced your work at FableVision?
In college, I got degrees in both math and cello performance. Doing both was a great opportunity to see all the connections (and differences) between the two. It was also a great opportunity to understand the similarities between learning each. When working on an abstract math proof, you start with what you know and build from there. When learning a difficult passage in music, you break it down to the smallest pieces you can play and start stringing them together. And now, when starting a new project at work, I approach it with the same mindset: what do I know, and how can I start putting it together to get somewhere I’ve never been before?

You’re currently a Teaching Fellow at the Harvard Graduate School of Education's Technology, Innovation, and Education program. What’s rewarding about your role, and what has teaching taught you?
I was involved in a course called Advanced Design Studio this past semester. In the first half of the semester, I taught Unity development in the lab sessions; together with the class, we made one of the puzzles from Zoombinis (“Cap’n Cajun’s Ferryboat”). During the second half of the semester, I coached groups of students as they developed their own designs into prototypes. It’s exciting to see the students coming up with great concepts. After 20 years working in this space, I saw ideas I hadn’t seen before. And the students all wanted to participate in learning; they didn’t just want to be fed information. This encouraged me to think about what I needed to provide to facilitate learning without getting in the way of it.

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What advice do you have for students and professionals starting out in the technology field? What skill is important for a programmer to develop early on in their career?
Consider also focusing on a non-programming skill or interest. Programming is a tool; it also helps to have experience in education, games, some kind of production, or something else that you love. Beyond that, well-rounded programmers think big (code architecture and efficiency) and small (detail-oriented, predicting every way a user might interact with the application). I’ve found that most people are usually naturally good at one of those ways of thinking and need to focus on improving the other. (Also, see above: asking questions!)

You made an amazing quilt for Creative Juices last year! Are you currently working on any new projects?
I’m working on an underwater-themed quilt for my niece. It’s somewhat improvised, which is new for me, so I don’t know what it’s going to look like yet!

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Quick questions

Recipe you haven’t tried but would like to: Anything from Pastry Week on the Great British Bake Off.

TV show you’re currently binging: I, Claudius, while listening to the I, Podius podcast. I’d never seen it before, but I vividly remember the “Me Claudius” spoof on Monsterpiece Theater when I was young.

Best consolation of Staying at Home: curbside pickup to support small restaurants. Vietnamese Fresh Roll Friday is now a thing!

Game you love to recommend: Carcassonne, as a board game or as an app. I just gave it to my nieces and they love it.

Top two tips you give to new gardeners: 1) A plant in the wrong place will never be happy. Pay attention to the sun/shade requirements! 2) If you’ve only ever planted annuals, try a perennial. It’s magical to see them come back from nothing in the early spring. It’s my favorite part of gardening.

A book you love to reread: Lizard Music by Daniel Pinkwater, a favorite from elementary school. A weird story for a weird kid.

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October FableFriday: Chris Jackson, Chief Communications Officer, Big Picture Learning

When it comes to putting the “big,” in Big Picture Learning, Chief Communications Officer Chris Jackson believes that the message speaks for itself: “sometimes it can be as easy as pointing a camera and hearing our students tell the story of their own experience.”

For over 20 years, Big Picture Learning (BPL) has worked to reimagine the way students learn. Through BPL design elements, students are encouraged to create their own learning path, collaborating in small advisor-led learning communities and working with mentors at community-based internships. The yield is an inspired approach to learning that drives students towards achieving their own vision of success.

“Take Taliq, who recently spoke at the Business Innovation Factory’s annual storytelling summit. Or Rhianna, who tells her Big Picture story not through words, but through music,” Chris muses. “Take any Big Picture student and one will quickly see how an individualized approach to teaching and learning not only helps learners thrive, but also makes my job as a Communications Officer as easy as giving these students a platform to inspire.”

One of BPL’s biggest advocates, Chris embodies its mission of curiosity, vision, and drive. We caught up with him to learn more about his journey towards innovative education, his contagious love of learning, and his must-read list!

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Big Picture Learning was established in 1995 with the sole mission of putting students directly at the center of their own learning. Tell us more about how BPL seeks to accomplish this goal.
It’s simpler than you might expect: ask students what they’re interested in learning about, then teach them that. Students aren’t used to being asked what they want to learn – or having their own personal interests and ambitions embraced by educators – so there’s a level of trust building that is necessary at the beginning. But once students realize that they are surrounded by peers, advisors, and a community that loves and supports them, their world opens up. They see that learning can happen anywhere, at any place, at any time. They find that they can more truly navigate their own path, not only through school but through life.

There are over 65 Big Picture network schools in the United States and around the world. What is the Metropolitan Regional Career and Technical Center (“The Met”) and how is it unique?
The Met was the first Big Picture Learning school, before there was a Big Picture Learning! Over 20 years ago, the state of Rhode Island tasked Elliot Washor and Dennis Littky with coming up with a bold new school design that, in its very existence, would require a reexamining of the education system. From that work, the Met was born. The Met is a campus of six high schools across the state of Rhode Island, though most of them are in a central location in Providence. Known as much for its open architecture as it is for its innovative approach to learning (for instance, students spend two days of each week not at school but at internships in the community) it’s hard to truly describe the Met in words! That’s why we welcome visitors to the Met several times a year to see the school for themselves. Readers of this blog are welcome to attend!

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How did BPL come to cross paths with FableVision Studios?
We’ve been fans of Peter and Paul Reynolds’ for some time. I actually first saw Paul speak at a conference when I was working for Reading Is Fundamental and regularly read Peter’s books to my children during nighttime storytelling. But it was one of our founders, Elliot Washor, who struck up a friendship with Peter and Paul not too long ago. FableVision’s work speaks for itself, but for Big Picture Learning, relationships matter most. The FableVision team took the time to get to know us (even visited the Met and met with students and advisors!). When it was clear that FableVision’s team shared our values when it comes to creativity and education, the rest was essentially a no-brainer.

How does BPL provide students with structure in such a highly personalized environment?
There’s a common misconception that letting students direct their own learning leads away from structure and toward chaos. Student-centered learning can’t proceed without a path. It’s just that in our schools, students design that path with guidance from their advisors, their parents, and their peers. By creating and directing their own paths – via a personalized learning plan – students have ownership in the learning process, and are much more able to learn from failures and champion their own successes. There are boundaries, for sure, but they’re not the artificial kind like, say, a school bell or homeroom period.

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Tell us about how ImBlaze helps educators and administers enable the place-based learning from internships that BPL so believes in.
Big Picture Learning knows the importance of getting students out into the community to learn from mentors and experts. During our two decades of existence, technology has advanced in such a way creating those connections is much easier. Imagine a time in, say, 1997, when BPL advisors had to track internship opportunities through post-it notes stuck to their computer screens. Ten years later they’d moved to excel spreadsheets. We now have ImBlaze, a mobile app created by Big Picture Learning, that helps students and advisors intuitively search for internships in their local communities. And, as with other initiatives, we have FableVision to thank for helping bring the story of ImBlaze to life through animation!

BPL recently announced the new Harbor Freight Fellows Initiative (HFFI) in an effort to broaden our collective understanding of what it takes to properly invest in skilled trades education. What’s the genesis story of this new program?
The genesis goes right back to student interests. The presumed track for many high school students post-gradation is that they’ll proceed right onto college, most of them in pursuit of a liberal arts or business degree. That’s a valued extension of learning, and was the path I myself followed. But it’s not necessarily the path all students long for.

The focus of the Harbor Freight Fellows Initiative is to raise up the trades path as a lofty educational aspiration, one which is perfectly in-line with the interests and passions of many students, not just Big Picture students. We want to ensure that students who pursue trades-based paths following high school have the resources and relationships that will inspire them to continue following their passions. We’ve produced an animation with FableVision, Navigating Our Way, that eloquently explains this through the story of two lifelong friends, Sylvie and Seymour, who follow separate paths (college and the trades). Watch the video here.  

Students from BPL meeting with Sir Ken Robinson

Students from BPL meeting with Sir Ken Robinson

BPL hosts a Leadership Conference and the Big Bang Conference every year. What is special about these conferences?
We design our conferences to mimic our educational practices. Attendees participate in our convenings as part of an advisory – a group that they return to multiple times throughout the conference to reframe and expand upon their learning. Further, a core component of our conferences is that attendees “leave to learn.” In our network schools, you’ll find that much of the learning happens outside of the walls of the classroom.  To mirror this, an entire day of our conferences is spent in the community, learning from organizations within the host city.  Of course, most important for us is that students are at the center of our conferences; not just in theory, but in practice. For us, it is essential that students themselves play a key role; not just as attendees, but as designers, presenters, and leaders. Over the last two years close to 100 students from across the Big Picture network have been present at Big Bang – our international conference on student-centered learning.

If you could do it over and be a BPL student, how would you structure your education?
I think less about what I would be like as a BPL student as I do about what it would be like to be a teacher in a BPL school. I have a teaching degree that I’ve never used because my student-teaching experience was uninspiring. As a result, I’ve followed other paths through life. But if I had known that schools like those in the Big Picture Learning network had existed, I suspect I would have remained in the teaching profession. I must say, I’m grateful that my path through life has still wound its way back toward progressive, inspiring, and imaginative schools. I regret that I don’t have the opportunity to work with students every day, but I am pleased that I’m part of a national conversation about what education can and should look like moving forward.

It’s no secret that you’re a big fan of books and stories, can you share any reads that we should catch up on?
What a terrific question! Let’s start way back and move up to the present:

  • My all time favorite book is In the Night Kitchen by Maurice Sendak. Many people think of Where the Wild Things Are when they think of Sendak, but I remember being struck by the absurdity of In the Night Kitchen at an early age. It’s a book so important to me that I have a print commemorating it on my office wall!
  • For fiction, the book I could never put down was The Amazing Adventures of Cavalier and Clay by Michael Chabon.
  • I’m a sucker for American historical nonfiction and have been plodding my way through the biographies of each United States president. I’m currently up to Martin Van Buren (so naturally, I’m taking a break!).
  • I love a good graphic novel. Check out Unflattening by Nick Sousanis for an academic deconstruction of graphic novels told, naturally, in graphic novel form!
  • Finally, I’d be remiss if I didn’t strongly recommend The Big Picture and Leaving to Learn from my education idols and Big Picture Learning founders Dennis Littky and Elliot Washor!

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