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FableVision Resources for Social-Emotional Learning

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Resilience, empathy, and compassion—these are the social-emotional skills that empower kids to speak up for themselves and their friends during difficult situations. However, that’s easier said than done—developing social-emotional and critical thinking skills takes practice and courage. To help kids grow into brave adults, FableVision gathered a list of resources for you and your family to explore.


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Sesame Street in Community Spinners
To aid Sesame Street achieve its mission of helping children grow smarter, kinder, and stronger, FableVision created two spinner engine interactives in partnership with Sesame Workshop. They’ll be used in Sesame Street in Communities, an online resource to help parent and educate 0-5-year-olds. Grover’s Playground Workout helps children have fun while exercising. After spinning the wheel and landing on a monster, children and parents imitate the moves of that monster. Using muppets, A Little Help from My Furry Friends teaches coping strategies for stress and anxiety. 


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Project Here Games
To help the state of Massachusetts’ Project Here initiative of changing the status quo of substance use prevention education, FableVision partnered with the Massachusetts Attorney General’s Office, GE Foundation, and Health Resources in Action. The output of the partnership is Project Here Games. The game tackles coping methods, decision-making, communication, and myth-busting. As players travel through the games by applying their earned skills to solve life-like scenarios, they’re able to test their solutions in a safe space, while staying entertained.


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Galaxia
A missing professor, illegal substances, an online bully, and an evil plot that could put the entire school in jeopardy—these are the challenges students face in Galaxia, FableVision’s bullying prevention game. Created in partnership with National Health Promotion Associates (NHPA) for the LifeSkills Training middle school curriculum, Galaxia allows students to work through scenarios surrounding peer pressure, bullying, coping with stress, and more. The outerspace boarding school game helps students make smart choices in a fun way, and the choices in the game affect the trajectory of their path.


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Different Kinds of Hurt: Isaac’s Story
In collaboration with the Massachusetts Department of Mental Health and Walker Cares, FableVision created Different Kinds of Hurt: Isaac’s Story, a multi-media campaign consisting of a graphic novel (available for free to Massachusetts residents), animated film, and accompanying print resources. Featuring young Isaac and his friend Mia as they discuss their recent time in the hospital, the resources aim to normalize conversations about mental health and fight the stigma surrounding mental health issues.


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Civics! An American Musical
As children navigate U.S. history and analyze primary resources to produce their own musical, Civics! An American Musical teaches middle school students the power of everyday citizens in causing change. Developed in partnership with Maryland Public Television, Maryland Humanities, and Tufts’ CIRCLE as a part of the Library of Congress’ Teaching With Primary Sources Program, it aims to motivate the next generation of activists. The Hamilton-inspired games allow students to adapt true events from U.S. history to the stage, such as the desegregation of public schools, the National Parks, the FDA, and the Chinese Exclusion Act.


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Quandary
Can a game include complicated ethical problems while engaging children on a narrative level? In collaboration with the Learning Games Network, FableVision answered yes to this question by creating Quandary, an ethical decision-making card game. Students play as the captain of the new space colony Braxos and use their listening and moral decision-making skills to keep the peace among colonies. The game aims to help players make difficult decisions where there are no right or wrong answers, like most conflicts in everyday life.


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Say Something!
Written by FableVision founder and New York Times bestselling author Peter H. Reynolds and published by Scholastic, Say Something! reminds children that their voices can inspire, heal, and transform. To provide movement to the message and art of the book, FableVision created a trailer and animated film that encourage children to be brave and speak up against injustice. Using the uplifting words and actions of the characters as inspiration, the trailer and film follow them striving to make a positive difference in their world.


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Sharing the Love this World Read Aloud Day!

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Here at FableVision, we believe in the power of stories. And with a mission to tell “stories that matter, stories that move,” it’s no surprise that storytelling, literacy-learning, and engaging people young and old in the joy of reading are close to our hearts.

This year, we’re joining long-time partner and leader in publishing and education Scholastic in celebrating World Read Aloud Day. Founded by nonprofit LitWorld in 2010, World Read Aloud Day is all about the power of reading and sharing stories. You can visit Scholastic’s website for more information on the holiday, literary resources for parents and teachers to support their children’s love of reading, and artwork by FableVision founder and award-winning children’s book author and illustrator Peter H. Reynolds. The site also features four quick and easy steps to join in on the World Read Aloud Day celebrations:

  1. Select a book

  2. Find a buddy

  3. Read aloud

  4. Share your favorite read-aloud moments on social media with #WorldReadAloudDay, and tag @Scholastic, @LitWorldSays, and three friends so they can join, too!

In honor of World Read Aloud Day and the month of love, we’re sending valentines to some incredible organizations doing important work promoting literacy, many of whom we’ve been lucky to partner with on literacy-based projects. Here’s who we’re crushing on this month:


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Scholastic

Our first love letter is, of course, for Scholastic. Scholastic is the world’s largest publisher and distributor of children’s books, including FableVision founder Peter H. Reynolds’ collections! Scholastic provides a number of resources for educators and caregivers, including Scholastic Literacy, which combines incisive standards-informed instruction with access to quality, culturally relevant books and texts “to engage readers, support social-emotional development, and help students become lifelong independent thinkers, readers, and writers,” according to their site. The studio has collaborated with Scholastic on a number of projects, most recently on film adaptations of Peter’s books, such as The Dot, Ish, and The North Star.


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Jumpstart

Next up is our next-door neighbor and shared-kitchen companion: Jumpstart! Jumpstart is an early education organization that trains college students and other community volunteers to help children develop key skills to succeed in kindergarten. With a focus on language, literacy, and social-emotional programming for preschoolers from under-resourced communities, Jumpstart promotes accessibility in learning, specifically early learning, with the hope that every child in America will be able to enter kindergarten ready to succeed. And their Read for the Record celebration is a staff favorite.


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Classroom, Inc.

We’re also sending a lil love note to Classroom, Inc., a non-profit dedicated to helping students develop literacy and leadership skills through digital learning games and curriculum. Classroom, Inc. connects academics to the professional world through research-based digital learning games and curriculum that encourage literacy-learning and leadership skill development in an authentic work environment. FableVision partnered with Classroom, Inc. to develop three literacy learning games as part of the Read to Lead series. The three games After the Storm, Community in Crisis, and Vital Signs use real-world simulations—leading a daily news website, running a community center, and managing a community-based family clinic—to put players in a leadership position where they’ll acquire and apply literacy skills.


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Dolly Parton’s Imagination Library

Our fourth letter is for Dolly Parton’s Imagination Library, a book-gifting program that mails free, high-quality books to children from birth until they begin school, regardless of family income. The program has launched in five countries—the United States, the United Kingdom, the Republic of Ireland, Canada, and Australia—mailing millions of books to kids around the world. The library began as Dolly’s way to honor her father’s memory and pursue her mission of inspiring children to love to read.


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Reading Is Fundamental

Last but certainly not least is Reading Is Fundamental, the nation’s largest children’s literacy nonprofit. Reading is Fundamental provides access to books and quality content that helps children learn to read and obtain the fundamental building blocks needed to succeed and reach their full potential. Their work aims to directly impact and engage communities to inspire a passion for reading among children across the United States. FableVision partnered with Reading Is Fundamental to create two literacy projects: Our Book By Us!, an app comprised of six minibooks featuring an original Peter H. Reynolds character, and Water Wonders, an ebook app that introduces readers to themes of Science, Technology, Engineering, Art, and Math (STEAM).


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But the celebrations don’t have to end after today. Reading and telling stories are important to everyday development and fun, for people of any age every day of the year! Check out our portfolio for more FableVision-developed literacy and other educational projects, and keep sharing your stories and love of reading with the people you love.

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June FableFriday: Shannon Frederick Meneses, Executive Producer at Learning Games Network

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An old friend of FableVision’s, Shannon Frederick Meneses has always been devoted to educational media. As the Executive Producer for Learning Games Network (LGN), she has been a powerful advocate for pedagogically-sound games with forward-thinking design and deep roots in educational research.

Over the years, Shannon has helped strengthen LGN’s commitment to broad and strategic outreach, advanced development, and a strong foundation in research. At LGN, Shannon works with scholars like Dr. Lacey Hilliard at Tufts University to insure that students and educators are getting games that are informed by the most recent and trusted research.

“With all of our projects and audiences, we are constantly re-thinking and re-shaping our outreach for our projects and audiences. We regularly conduct market research to expand our knowledge of our audience(s),” says Shannon. “I have found engaging your user base is an ever-evolving process and we continue to find unique and creative ways to reach out and keep them informed and connected.”

Shannon’s work both with FableVision and LGN included the development of the award-winning learning game Quandary, which teaches ethics curriculum to middle schoolers. In this FableFriday, we spoke to Shannon about her work with LGN and FableVision, and learned more about what drives her passion for educational media.

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Tell us a little bit about your role at LGN and the work the organization does.
I am beyond lucky to be the Executive Producer at the Learning Games Network. As part of a small company, we all have to wear many hats. My main role, though, is to create, coordinate, execute, and make things happen!

LGN is a spin-off of the MIT Education Arcade. It was created as a non-profit organization with the aim of bridging the gap between research and practice in the field of game-based learning. We build award winning games across a wide-range of ages, content, and devices. At their core LGN's games feature inspiring design, innovative pedagogy, and sound business strategy.

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What inspired you to enter the educational media field, and how did you get your start?
It may sound silly, but I can’t remember a time when I didn’t want to be in educational media. I come from a family of teachers, and I was always in awe of what they did.

Growing up, I wanted to find a way to do some good in this world and combine two things I loved: education and media. I had a fascination with TV shows and movies and how they were made. Not only did I love them for their content, but I was also intrigued by the process of making stories and characters come to life.

While studying TV and Film at the Newhouse School of Communications at Syracuse University, I was fortunate enough to be mentored by some of the best and brightest in media production. Hearing their stories and learning from their experiences only furthered my interest and passion for this work. I dove in head first and worked my butt off. Whether I was in a writing class tweaking scripts, behind the camera shooting, or editing footage until the wee hours, I loved and learned it all.

Soon after graduation, I moved to LA and gained experience as an apprentice editor in the New Media group at Disney. While I cherished my time in LA and the incredible relationships formed and expertise gained, my passion was still with educational media. So, I made my way back east and eventually landed in Boston. I continued to build my resume and worked at sound studios and production companies. In 2003 I landed my first project management job at Six Red Marbles. It was there  that I met FableVision’s Technical Director, Brian Grossman!  He eventually moved on from SRM and was hired at FableVision. A little while later, he reached out to me to interview for a producer opening. I was ecstatic when I got the job and I never looked back. I have been in production for 20 years, and I wouldn’t change a thing.

To engage students in ethical decision-making, LGN and FableVision created Quandary, a teaching tool designed to help students 8+ recognize and deal with ethical situations in their own lives. What inspired this game?
The idea for Quandary began with Shelly London, while she was an inaugural fellow at Harvard University. Feeling there was a strong need to create a game that engages young people and helps them develop skills such as critical thinking, perspective-taking and decision-making, she set out to create this one-of-a-kind game.

She brought together a team of experts across the fields of child development, social and emotional learning and game design. That team of experts included scholars from Harvard and Tufts, who devised a prototype that was tested for viability, led by Professor Marina Bers. From there, Scot Osterweil and designers at LGN refined the game. Peter Stidwill, serving as LGN’s Executive Producer at the time, worked with FableVision to bring the game to life.

How is Quandary unique in the world of game-based learning and social-emotional learning?
Quandary has many components that make it unique, from its visual appeal to the conversation it sparks in educators and players alike.

In Quandary, players are captain of a human colony on the Planet Braxos, attempting to build a viable outpost. The story is told through captivating graphic novels, drawing players in as they have to make difficult decisions in which there is no one right answer—just like in real life.

Throughout the game, they develop skills such as critical thinking, perspective-taking and decision-making. While there are a number of games that incorporate these concepts, Quandary is unparalleled, as it addresses these ideas head-on. Quandary also takes it a step further, as it doesn’t represent ethical challenges as black and white issues. In this game, all sides are treated fairly.

Collaboration is also a key component of Quandary. We encourage educators to have students play in pairs as it promotes quality interactions during gameplay. As students engage in the game, they are allowed to replay, gather new information, hear from different colonists, and change their minds, thereby impacting the outcome based on their choices. This ability fosters a deeper level of thinking and the game becomes a catalyst for discussions among players and further enhances socioemotional learning.

What has your experience been like working with the FableVision team?
I might be a bit biased, but  after working for FableVision as a producer, the team is and always will be like family to me.

As a producer, it’s my job to lead projects, organize teams, and keep things on track. I love what I do, but it cannot be done without great partners and collaborators like those at FableVision. They are a joy to work with—true storytellers and an immensely talented team. You know when FableVision is on a project it will get done, and done well.

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Scot Osterweil has also done a lot of work with LGN and FableVision on Quandary and other projects. How would you describe working with Scot?
You come to learn that this industry is actually quite small. You start to hear and see the same faces. You surround yourself with the people you want at the table. Scot is hands-down one of those people.

I have been fortunate to work alongside him for a number of years now and in a few capacities. Not only is he a legendary game designer, but he is intelligent, creative, and a true mentor. I remember receiving a call from Scot about the role at LGN. We met in his office to discuss the position. If I recall correctly, we both said it felt like kismet. Even though he’s world renowned, he’s humble and treats you as his equal. He genuinely wants thoughts and ideas from ALL team members. He is direct and deliberate with his ideas and when he speaks, everyone listens.

We heard that LGN and FableVision are heading to New York City this month. What's the occasion?
Yes, can’t wait! Peter Stidwill and I will be speaking about Quandary at the Games For Change Festival on Tuesday, June 18 at Parsons School of Design. We will share our thoughts on how to keep a game sustainable, relevant, and engaging in today’s ever-changing landscape.

Which trends are you seeing in the game-based learning arena that you’re most excited about?
I am a firm believer in trying to reach all learners—meeting them where they are rather than making them meet you. No one person learns or retains information the same way as someone else. Unlike traditional teaching methods, game-based learning has a unique ability to address numerous learning styles at the same time.

While at LGN, I’ve had the opportunity to work closely with Lacey Hilliard of Tufts University and accompany her on a research study here in Boston. Helping conduct this study allowed me to see collaborative learning first-hand. Students were actively engaged in the game—they were sharing their ideas, all the while learning and retaining valuable new skills.

What excites me most is hearing and seeing players when that lightbulb goes off.  I am eager to see what the future holds as game-based learning continues to become an integral part of education.

Favorite FableVision project: Without hesitation, Lure of the Labyrinth. It was one of my first days at FableVision when then Executive Producer, Karen Bresnahan, handed me a huge project binder and said: it’s all yours. I couldn’t imagine what I was getting myself into, but Labyrinth quickly became and still is one of my favorite projects, ironically with MIT’s Scot Osterweil at the creative helm.

Labyrinth was a large undertaking spanning multiple years. It’s a true testament to what can be done when you get a top-notch team of creative directors, writers, artists and developers together. As a producer, it’s not always easy to keep a team motivated and on track over a number of years, but this team just worked.

We heard you like to sail. Where’s your favorite place to travel to by boat and why?
Yes, it’s true, but it’s been ages since I’ve sailed like I used to. Favorite place to travel by boat: Cape Cod. Although, I used to have dreams of joining a crew and sailing somewhere exotic and just going completely off the grid.


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More About Shannon

Favorite dinosaur: Have to give a shout out to one of the smallest - the microraptor. Although, my children love dinos, and they’d be sad if I didn’t mention the T-Rex.

Go-to vacation spot: I actually don’t have a go-to spot. When possible, I really like to choose new destinations and my kids are always in tow.  Last year was Ireland. Discussions for the next trip are in the works—any recommendations?

Favorite dish to cook:  Hm, too many. I’m an avid cook (and baker) and time permitting, I like to try new things. It’s rare that I use a recipe. If I did have to choose, I’d pick my grandmother’s homemade ravioli and meatballs. There’s nothing more gratifying than looking around my kitchen after a day of cooking and baking, knowing I did it with my own two hands.

New skill you would like to learn: Play the steel drum. Stay tuned, I start lessons this month!

Favorite cartoon character: Curious George.

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Digital Learning Day: Five Game-Based Learning Tools for Success Through Play

As the education technology world continues to evolve, exciting new products and services are emerging to strengthen and create unique learning experiences for leaners of all ages. Digital Learning Day was established in 2012 to spotlight the many different facets, tools, and applications that support and empower teachers and students. It applauds educators who are getting creative with their digital resources to open up a whole new world of discovery. In honor of Digital Learning Day, we’re sharing some game-based learning tools we’ve developed with a few of our partners.

We’ve been in the educational media industry for over 20 years. Throughout this journey, we’ve held on to our belief in the power of learning through play. This roundup of resources offers a look at immersive play in diverse content areas including history, civic engagement and reading, logic, financial literacy, leadership, resiliency, and social emotional skill building. Players learn and develop skills as they play exciting roles of daring explorer, investigative journalist, and even a wily con artist.

We’d love to hear and learn from you! Share how you’re implementing game-based learning tools in the comments below.


Zoombinis, TERC
Make me a pizza! 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. Play the revamped classic game you know and love!


Con ‘Em If You Can, Commonwealth
Con 'Em If You Can is a fun, interactive strategy game developed to help players learn how to spot and avoid investment fraud. The game turns the tables and players are cast into the role of fraudster, learning key techniques – phantom riches, reciprocity, scarcity, social consensus, and source credibility – to scam the residents of Shady Acres and thwart the Fraud Fighting Agency!


Operation: REACH, Boys & Girls Club of America
Players set sail on the SS Chelonia to rescue crewmates stranded along a mysterious island archipelago. Aboard the ship, players work with the Captain to navigate and mediate interpersonal conflicts among the crew that threaten the success of the mission. Only with communication, resiliency, collaboration, and empathy will they be able to gain the strength and knowledge to face the final mystery of the Fog, and return safely home. Players gain social emotional learning skills by utilizing tools to keep their stress and anxiety at bay.


Read to Lead, Classroom, Inc.
After the Storm and Community in Crisis places middle schoolers in the fictional city of Port Douglas – a community devastated by a hurricane. By leading the daily news website and running the community center, students assume a leadership role in the community and pick up literacy skills along the way. The literacy learning games in the Read to Lead series promote vocabulary, multi-media production and editing, and work place readiness through real world simulations.


Ripped Apart: A Civil War Mystery, Smithsonian Institution National Museum of American History
Ever wondered what it’s like to work at the Smithsonian? With the sudden and curious departure of her last intern, Museum Curator Isabella Wagner needs help solving a mystery dating back to the Civil War. Ripped Apart invites players to immerse themselves in the 19th century by exploring the photographs and belongings of mysterious characters from America’s past as an intern at the museum. The app aims to improve the understanding of American history, while helping players get a feel for the critical thinking skills, analysis, and tools museum curators use to study and classify historical objects and artifacts.

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Rock the Vote: Get FableVision and Committee for Children to SXSWedu 2017!

Committee for Children (CFC) and FableVision are hoping to bring our team of experts to SXSWedu to give educators the digital tools they need to make empathy the forefront of a child’s development in a media-rich world. And we need your help to get there. Yes, you!

How can you help?

  1. Head to SXSWedu’s website here.
  2. Make an account to view our session. 
  3. Rock Your Vote! (Voting ends Sept. 2)
  4. Share with your social network via Twitter, Facebook, Instagram, you name it.

Link to vote: Empathy Empowers: Digital Learning Strategies

So, what’ll we be talking about?
Kids spend a lot of time online developing social-emotional skills within the digital space; the lack of face-to-face contact makes it easier to be “mean,” often without consequences. Leveraging research, psychology, and media, Committee for Children and FableVision are using educational media as an antidote. With built-in opportunities for failure and success, media helps kids understand how they can take ownership of creating a positive climate conducive to learning in a respectful and supportive environment. Educational specialists and developers will share insights and statistics on merging content with media, and discuss how it can promote empathic, ethical decision-making in kids.

“The great thing about this partnership is the seamless merging of content and engaging gameplay,” says Rachel Kamb of Committee for Children. “Our teams have worked really hard to create quality media and can’t wait to share our findings with the SXSWedu community.”

Who are the experts?

 
 

What can you learn?

  1. Tips to create a safe space online, where kids can act freely, be entertained, and challenge and enrich moral development without sacrificing agency.
  2. Get insights and statistics on merging content with rich media; discuss various media resources geared toward numerous age groups to promote kindness.
  3. Learn strategies on using media to reinforce social-emotional learning and bullying prevention skills and concepts both in the classroom and home.

What are some things you can expect to see?

  • How learning games like Committee for Children’s ParkPals (developed by FableVision) promotes learning kindness, created to address bullying.
  • More media and resources produced by Committee for Children and FableVision that encourage empathy and personal development.

Get your vote out and spread the word!

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