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August FableFriday: Kellian Adams Pletcher, Director of G.L.A.M. (Galleries, Libraries, Archives, Museums) Innovation

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Galleries, Libraries, Archives, and Museums—this is Kellian Adams Pletcher’s world of G.L.A.M. and we’re all just living in it. With her large, bright smile and signature enthusiasm for immersive learning experiences, Kellian recently joined the FableVision team as the Director of G.L.A.M. Innovation. The studio has a long history of working with informal learning spaces, including museums, and Kellian’s background in imaginative, game-based work will help FableVision grow its partnerships with the G.L.A.M. community through the merging of physical and digital worlds when engaging the public.

“I’ve worked with museums across the country and across the world, and I absolutely love it,” says Kellian. “I’ve also always loved FableVision—I’m impressed by the projects, games, and everything the company builds. I’m excited for my new role and to build museum games for a large studio with an incredible team.”

Through her work at Active Chinese, SCVNGR, and Green Door Labs, Kellian joins FableVision with 12 years of experience in crafting immersive experiences through creative and strategic game design. As the mastermind behind Green Door Labs, a company that builds site-specific games and adventures, Kellian has created custom mobile games, cultural institution games, and interactive theater experiences, for clients like The Metropolitan Museum of Art, The Smithsonian, The National Parks Service, The USS Constitution Museum, and many more. 

Kellian’s passion, creativity, and extensive experience makes for the perfect new FableVisionary. Read more to learn about Kellian’s G.L.A.M. journey, theater projects, museum knowledge, and love of swing dancing!


What is your journey to FableVision story?
I’ve run into FableVision’s team and work a lot in the last ten years at Green Door Labs and I always had so much fun with them. I told myself that if I wasn’t at Green Door Labs, the only other company I’d really want to work with was FableVision. As an independent studio owner, I have to say I was pretty burnt out after the pandemic, and I considered entirely shifting directions. Luckily, I caught up with Gary Goldberger, and he told me I could do what I do, but with the support and energy of a larger team with FableVision! It had honestly never occurred to me that I could continue building museum games, such a niche profession, at a larger studio, so I’m really excited to imagine what we might be able to build together!

Why are informal learning spaces important?
Learning is social and it’s best achieved when people are relaxed. While a K-12 school is essential, it’s a pressure-cooker environment for kids. On the other hand, informal learning spaces allow children and adults to learn in a way that’s authentic and organic. People can discuss with each other why certain pieces do or do not resonate with them, while also learning their history. Museums increase empathy and kids that go to museums at least once per year show an increase in ability to empathize with other people. 

The secret of the G.L.A.M. world is that G.L.A.M people find magic in objects and they connect people to that inherent magic. It’s hard to throw away an old t-shirt or a childhood teddy bear because they have meaning to you—even if you know the object itself is monetarily worthless. Galleries, libraries, archives and museums help us understand which objects have the right magic for our times and how to make sense of it. G.L.A.M.s use objects to address deeper issues of how we attribute meaning and value in our lives—a concept that gets fuzzy sometimes in the world of intangible ideas. That’s also why museums can keep such gigantic collections—one never knows what will be relevant to people in the upcoming years. For example, objects created by and for American and European white men aren’t as salient in 2021 as they were in 2000. However, museums that have been wise enough to collect objects and art created by and for women and people of color suddenly have found that those objects have a whole new resonance for all people today!

What are you hoping to work on in the future at FableVision?
I have big ideas! I’m really excited about the European market because European museums (with the exception of Great Britain) have been traditionally more conservative than American museums when it comes to building game-based interactives or creative programming in their galleries. Now that they’ve seen how games and story-based exhibits in American museums have been reliably successful, European museums don’t think it's a  “crazy” new approach anymore and a lot of them are curious about what can be done there. 

I’m also interested in projection mapping, which is a fantastic way for visitors to interact with museum content. I was blown away by what was done with Connected Worlds at the New York Hall of Science a few years ago, and the technology has only improved and become more robust since then. Museums like the National Palace Museum of Taiwan’s Children’s Gallery 2.0 use this wonderful combination of animation and objects. Projection mapping is starting to appear in large, mainstream gallery exhibitions, like Tokyo’s teamLab Borderless or the traveling immersive projection Van Gogh exhibit. With FableVision’s incredible art and animation team plus our game design and development chops, I think we can create some interactive projection mapping installations that could knock your socks off! 

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And what’s your approach to immersive projects?
I don’t want to get distracted by the perfect thing I could create if I had buckets of liquid cash because that’s seldom the situation in the G.L.A.M world. We want to figure out how to build the best possible project with what we have. I’ve developed a system to figure out what my design parameters are and that direction makes me more creative! It’s very seldom a blue sky so I systematically list out a project’s goals, resources, and restrictions and boil that down to a smaller subset of possible projects. We take a look at the funnest options that fit our design parameters and go from there. I find that the problem with creativity often isn’t too few ideas—it’s too many! A lot of it is the process of taming those big ideas into something that can really shine. 

How did you get started working in the G.L.A.M. community?
I started out as a middle school teacher, which I suppose is not too hard to imagine if you talk to me for more than ten minutes. After teaching in Shanghai for five years, I received my graduate degree in teaching to launch my teaching career in the U.S. However, I also worked as a producer at an educational video game company in Shanghai that built language learning games and created fun stories. I got bitten by the game design bug! After you’ve done that, it’s hard to give up interaction design and return to a regular K-12 classroom. I wanted to continue creating crazy new interactives! 

SCVNGR, a 2008 start-up that focused on social location-based gaming for mobile phones and later launched LevelUp, brought me on as the head of museum projects. It was the wild west—no one knew about location-based gaming and museum games at the time. My education background allowed me to help museums express their learning goals. As I worked with different people from museums across the world, I realized that they were my people, my tribe.

How have you seen the G.L.A.M. spaces react to the pandemic and what does that mean to the future of informal learning spaces?
There’s a long history of museums in America battling between academia/curation and education. Some lean toward the idea that museums are academic institutions that publish papers and do academic research, while others focus more on how museums are living, public spaces that draw and educate crowds. The pandemic shifted museums toward collections and many laid off staff in the education space. Although it’s devastating, it’s not surprising, and educators hope that this will balance out in about two years. While museums suffered during the pandemic, because the U.S. has a lot of smaller, quirkier museums (like the Hammer Museum in Alaska that I visited), people rallied to save the spaces they care about. You have a lot of special diamonds in the American museum system.

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Another interesting thing is that a lot of the laid-off museum staff have become freelancers over the last year. As opening museums think about their physical spaces and their limited staff, they’re turning to their former staff, who are now independent contractors. While museums previously created a lot of in-house projects, I predict they’ll now be turning to other companies or outside sources.

How did you go from designing museum games, like Murder at the Met, to immersive projects?
There exists more overlapping between the two than people expect. I’m part of the Boston Playable Theatre Project, I taught as an adjunct professor in game design at Northeastern University for four years, and I’m friends with a lot of game designers in Boston, like Lizzie Stark, Caro Murphy and Celia Pearce. Boston has an amazing games community and games became part of the immersive scene really naturally here. So it was a natural transition for me as well, especially since my specialty is location-based games that involve a physical space. I’m best at getting people interacting with technology in a physical space.

Can you talk about some of your immersive theater projects?
At my company Green Door Labs, a Boston-based indie game design and production company, our first immersive theater project was Club Drosselmeyer 1939. A recreated swingtime Nutcracker set during WWII, it has elements from live-action role playing, escape rooms, and immersive theater cabarets. Last year, due to COVID-19, we did an audio Club Drosselmeyer, where audiences would listen to a radio show online, call different telephone numbers as they completed puzzles, and reach seven different endings. I’m hoping to do a full, in-person Club Drosselmeyer again this year. My swing dance community has been such an important resource because I’d contact my friends and be like, “Danny, let’s rewrite Nutcracker in swingtime” or “Elise, let’s get an eight-piece swing band!” Last year we also created the American Society for the Protection of Magical Creatures, an online puzzle-solving game about a magical nonprofit working to protect the magical ecology.

And lastly—you love swing dancing?
Yes! Before COVID-19, I would go dancing in the evening until 11 p.m. and then we’d go out for ice cream—at least three times per week. I’ve been dancing for a long time and I have a team called the Boston Lindy Bomb Squad, which does Lindy Bombs that focus on music, fun, and community. Every summer, we also participate in the Roaring Twenties Lawn Party at the Crane Estate. Everybody brings picnics, we wear our 1920s hats, dresses, and gloves, and we dance all day to live music.


More About Kellian

Favorite era or decade? Definitely the 1940s—it’s the first time in the U.S. when women see real agency and independence that’s recognized by U.S. law. They began to own businesses, take leadership roles, and enter universities at higher rates. As women were employed in industry, publishing, and computing, the establishments started to realize during wartime that women are an essential addition to the workforce and public life. It was also the first time that women in the U.S. were accepted into the military, starting with the U.S. Army Air Force. Women Air Force cadets, also known as WASPs, served in clerical and mechanical roles. Some women pilots even ran domestic flight routes! (Though the first American female combat pilot didn’t fly until 1993.) I love the music, art, and imagery that showcase a sense of rebellion and joy in this dark time in history.

Favorite museum? Isabella Stewart Gardner Museum—I love the story of Isabella and what she collected and how. She was such a force of nature. For instance, the Rape of Europa is one of the most valuable pieces of art in the world and it’s not sequestered in a perfect room with perfect lighting. Isabella hung it right above a swatch of fabric from her favorite dress. Why? Because she really liked that dress. And the Titian was OK, too. She was so human, and there’s nothing like a regular person to add some humility to a great Titian masterwork. I love that humanity and the fact that the museum can’t rearrange her collection from how she set it. The Gardner allows you to see the art for what it is, not what it’s supposed to be. The Peabody Essex Museum is a very close second. I love that it’s the oldest museum in the U.S. and that it includes so many wonderful things—I could stay there forever! Fashion, natural history, classical art, Asian art, Asian export art, an actual house from China, contemporary art, oddities, and historic New England buildings—the PEM has it all! 

Favorite game? Quandary—it teaches the process of decision making, demystifies compromises, and helps kids understand the difference between fact and opinion. It’s a perfect game for middle schoolers because it’s so clear and logical. I think adults could stand to play it as well!

Favorite book? Baroness Orczy’s The Scarlet Pimpernel—what isn’t there to love? There’s a hero husband, a genius wife, secrets among them, secret identities, and the saving of nobles in France. Recently, I’ve been reading Terry Pratchett’s Discworld series.

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Libraries Got Game: Empowering Communities Through Education and Play

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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!

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

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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!


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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!

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A New Conference Celebrating Libraries and the Power of Playful Learning

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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

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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!

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