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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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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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May FableFriday: Jonathan Raymond, President of the Stuart Foundation

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The age-old saying “education is power” is the driving force behind everything that Stuart Foundation President Jonathan Raymond does. Through curiosity and care, Jonathan has worked to transform the way we perceive learners and the learning environment. By taking on challenges while providing a reliable safety net of support, Jonathan’s educational philosophy allows kids to develop resilience, respect, and a drive for self-improvement.

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FableVision Studios is currently collaborating with the Stuart Foundation and The Forum for Youth Investment to put the spotlight on Jonathan’s new book, Wildflowers: A School Superintendent’s Challenge to America. Building on foundational efforts by groups such as  ASCD, CASEL, the Aspen Institute National Commission on Social, Emotional, and Academic Development, and others, Jonathan’s book features his experiences as a school superintendent as he put Whole Child into action.  As he shares, while implementing the Whole Child approach presented its share of challenges, he is proud about the transformative impact it had on education in the Sacramento City Unified School District (SCUSD), one of the top 1% of largest school districts in the country and one of the most impoverished and ethnically diverse.  By cultivating a much wider,  more inclusive, and synergistic learning climate, Jonathan showed how an entire community can work toward uniting around education’s # 1, driving priority: fulfilling each child’s unique requirements to grow educationally, emotionally, and socially into the most powerful version of themselves.

Pushing kids to find their inner drive is at the heart of the Stuart Foundation’s “North Star” mission. Jonathan knows that the first step in helping students unlock their endless potential is by believing that it’s possible. He explains that, “we need to start expecting more from our kids and believing they are capable, competent, and responsible.” By creating adult-student relationships that are free of hierarchy and full of support, Jonathan helps students reach their greatest potential.

From a kid hungry for knowledge, to Sacramento Superintendent, and now President of the Stuart Foundation, Jonathan’s had an exciting array of experiences in the education world. Read on to find out the origins of Jonathan’s passion for education, his guiding values for education reform, and a few of his favorite children’s books!  

The Stuart Foundation focuses on district education systems and statewide policies. Tell us a little more about the values this foundation upholds.
We have several values at the Foundation and the two that stand out most for me are being bold and persevering. E.A. Stuart, the founder of the Carnation Company, was a risk taker. He also failed at earlier business ventures before Carnation. Through it all, he believed in the importance of education, helping those least able to help themselves, and good old fashioned hard work and “stick-to-it-ness.” Today, we make sure to keep these values alive in all we do. 

You have a deep history of working to enact change in the education space – tell us a bit about your journey to where you are now!
I’m fortunate that I had two parents who believed in the importance of education and giving back to the community – particularly my mother. This all became very real for me in the 6th grade when my parents received a call from the principal in my school explaining that “young Jonny wasn’t reading at grade level, perhaps he had a learning disability, and we want to send him back to 5th grade.” Thank goodness my mother was skeptical and decided to have me tested by an expert. After two days of testing – the two best learning days of my life – he shared “there’s nothing wrong with this kid except that’s he’s bored. He needs to be challenged and pushed.” Sound familiar?

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Luckily for me I moved to a new school where I met my first great teacher, Mr. Harry Boyadjian, who turned the “light bulb of learning” on for me.  I’ve never looked back since then. I’m grateful that I’ve found my calling as an educator. Being impatient and loving a challenge, reimagining public education is the perfect place for me to give back. 

How has your past experience informed how you approach your role as President of the Stuart Foundation?
One of the best things I bring to my role at the Stuart Foundation is my practical experience running a complex urban school district. I’m a bit of a novelty (some might say maverick) in the philanthropy world. I like to think this helps to keep the work of the Foundation grounded in the realities and urgencies facing children in public education. 

One of your goals as President of the Stuart Foundation is to hold schools to a higher standard, and you’ve had real results! How do you come up with and implement innovative programs to help better the schools you work with?  
It all starts with children. When you put children at the center of the work and think about what is best for them, and engage and empower and hold them to high expectations, lots of solutions and natural partnerships begin to emerge. Sometimes we have to be patient, but it all starts with having an unyielding belief in the unlimited potential of all children. In other words, you have to believe it BEFORE you see it. 

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Your collaboration with FableVision on Wildflowers has been multifaceted, from an animated trailer, to a website, to customized marketing collateral – what has the process of working with the FableVision and The Forum for Youth Investment teams been like?
We all just clicked. It’s like we had this special connection that drew us together around the urgency of finding a better way to educate children. We trusted each other and our ideas. We started with a vision of what this partnership could be and from there we gathered energy and momentum.  I know I sound like a broken record, but it’s true. It starts with belief.  Like Michelangelo said, “I saw an angel in the rock and craved to set it free.” From Paul and Peter and Karen and our respective teams, we are all connected and united around creating a better way to educate children. When you have something that grounds your work – that is so foundational and fundamental – you feel anchored. Whole Child. Whole Family. Whole Community. What could be more timely and important? 

How do you think we can build schools that are capable of giving kids the kind of cultures and climates that support their voice, presence, and learning interests?
This isn’t so complicated. Start by believing in children and giving them a voice and presence. Start asking them what they are interested in and genuinely listen. Start expecting more from our kids and believing they are capable, competent, and responsible. We get great things from kids when we push and pull. It’s amazing what’s possible when we begin forging trusting relationships between adults and children.  

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What are your hopes for the future of the American education system?Imagine what might happen if we developed more empathy? That we start every public conversation about education with the traditional Maasai Warrior greeting of “how are the children?” We then move to a recognition that they are all our children. As a community of educators, policy makers, community and civic leaders, parents and concerned citizens, we must put aside the “I’m right and you’re wrong,” “my way or the highway,” the either/or rhetoric, and realize that preparing our children to thrive in college, career and community requires a both/and approach. It’s only by working together and making education the priority it needs to be in terms of leadership, resources, and attention that we can hope to achieve the answer to the traditional Maasai Warrior greeting: “All the children are well.” 


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Jonathan’s Favorites

Boston sports team: The SOX!
Place to eat in San Francisco: The House. A tiny Asian/Fusion spot, nestled among Italian eateries off of Columbus Ave, in North Beach. Yummy good!
School subject: Byzantine History (loved my professor!)
Fictional school: North Star Academy
Book to read with your kids: Goodnight Moon
Peter H. Reynolds book: The Dot – here’s to making your mark!


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Wildflowers exemplifies the importance of tending each child’s unique needs. This book was written to spark conversations and inspire thoughts and ideas on how to educate and develop our children in ways that return them to the center of the learning process, with unwavering belief in and expectations for their success, and an unyielding commitment to give each child what he or she needs. 

Coming soon in spring 2018! 

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March FableFriday: James Collins, Director of Strategic Partnerships and Government Relations

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There is a common thread spanning across James Collins’ personal and professional life: storytelling. Hailing from the U.S. Department of Education, and the Smithsonian Institution before that, James is on the frontline of education innovation. With a constant eye towards improvement, James has made it their mission to tell the stories that so often go untold. Their belief that storytelling can both inspire imagination and minimize digital inequity is the foundation upon which they forge new relationships and partnerships in his role as Director of Strategic Partnerships and Government Relations at FableVision Studios.

According to James, “People have a habit of repeating the same stories over and over again. Familiar stories are comforting, but education asks us to look more broadly at the world. Where are the stories of those who do not have a voice? The underserved school districts in rural states and on tribal lands, the non-profits working to protect vulnerable populations, the scientists and think tanks trying to turn their research into a call to action… These stories can be easy to forget, but it is vital that they are shared. I would love to work with anyone who feels that their story is not being told.”

Roll the dice and draw a card to learn about how James is building a home for FableVision in Washington D.C., their goals to push the boundaries of storytelling in his new role, and their tabletop game recs!

James, tell us about your journey to FableVision!
When I was a kid, I played a lot of DOOM. My mother (an engineer) bought me my first computer science book and challenged me to do something more than just shoot demons. I learned how to hack the game and realized that I had more fun building, exploring, and coding than I did shooting. My path since then has focused on finding ways to change the narrative. We learn from every game that we play – why not learn something beautiful? We tell stories every day – why not tell ones that inspire?

I knew that I wanted to work with a team that understood that.

James and the team at the U.S. Department of Education participating in the #ReadWhereYouAre campaign.

James and the team at the U.S. Department of Education participating in the #ReadWhereYouAre campaign.

You talk a lot about stories. How has your love of stories shaped your professional path?
When I worked at the Smithsonian, we devoted a huge amount of resources to telling the stories of physical objects. Curators, exhibits, special events. The digitization crew there was just starting to really convert some of those physical objects into digital ones. But what do you do with those? How do you tell the story of a digital rock?

For me, the answer was clear. Museums put objects into context. A rock in a glass container is interesting just as a rock. A rock in a prehistoric forest with dinosaurs grazing nearby tells a more meaningful story. With technology, we are not bound by physical limitations. We can hang a painting on a digital wall in a digital museum, but we can just as easily show Picasso hiding that painting from the Gestapo as he lives in 1940s Paris. Which is going to fire the imagination more? Which is going to help us better understand our role in history and the importance of art in times of darkness? How does the approach change the connection we have with objects?

I took some of that same perspective with me to the Department of Education where we wrote vision documents including the National Education Technology Plan and a joint policy brief on using education technology for early learners. Each focuses on positive stories and principles being used out in the field today. We even hosted a story map telling the stories of all of the amazing work that schools are doing across the United States.

Our world revolves around stories. Stories that matter, stories that move.

Image by Darren Milligan licensed under CC-BY-NC 2.0

Image by Darren Milligan licensed under CC-BY-NC 2.0

You worked in education technology for the U.S. Department of Education and the Smithsonian prior to joining the FableVision team – how were they different?
I worked as a liaison across all of the offices at the Department. At one point, I was leading our work on early learning, informal learning, and broadband/school infrastructure. Those can look unrelated from the outside, but what you begin finding is how interconnected education is. For example: what about a preschool that partners with a museum to create new learning experiences for their students? That’s an amazing partnership for a preschool near a museum, but what about those that are in rural areas without a strong museum presence? Improving broadband infrastructure could provide a similar experience to those disadvantaged students.

At the Smithsonian, we would ask the same question: how can the children of Maryland, Michigan, and Montana all have a meaningful experience with the Smithsonian’s collections? It shouldn’t matter whether you were born in Baltimore, Detroit, or Billings.

Even though we asked similar questions, we would approach them in different ways. At the Smithsonian, we would partner with outstanding youth organizations like the Boys and Girls Club of America, 4-H, or the Girl Scouts to reach children where they already were. At the Department, we would find ways for those organizations and others to work together to advance equity in education more broadly.

I am looking forward to working with more of those partners now that I am here at FableVision, and I am thrilled to be associated with FableVision’s studio so that we can build the tools, experiences, and stories that we have been dreaming up.

James pictured here with the Office of Ed Tech and Education Secretary John King

James pictured here with the Office of Ed Tech and Education Secretary John King

Where do you see the future of ed tech going?
Full disclosure: My research background is in machine learning, so I am biased toward data, data, data.

If I had to guess, I would say that a significant seachange will be when highly individualized technologies like blockchain and broad state-wide data systems begin working together. At that point, you will be able to capture a full picture of a learner’s trajectory.

As former Education Secretary John King once said to me, data can reveal inequity. I believe that using and capturing data smartly (and with adequate privacy safeguards!) will show us the path to removing institutional barriers to education.

As a parent, you have a front row seat to observing how media can influence children’s education – what are some ways you incorporate ed tech in your personal life?
The important part isn’t the technology, it’s being present in the moment. We love walking through the forest when it’s muddy, looking for squirrels and birds. We love trying to dance ballet while we watch Swan Lake on our tablet. And we love making troll pizza in Zoombinis too!

Whatever the format, we look for experiences that we can share together.

This March, you’re taking wing at SXSW EDU! What’s warranting this exciting trip?
Two years ago, I led a roundtable at SXSW EDU on game-based assessment. We had an amazing group of educators, students, corporations, non-profits, and others join us. That conversation showed me how valuable SXSW EDU and other conferences can be at bringing together people who don’t normally get an opportunity to collaborate. I am looking forward to meeting even more new people and finding ways to connect more of this wide-ranging community together.

I have to give a special shout-out to The Tribe of educators that will be out there too. Being able to meet up with so many expert teachers using games in the classroom is always energizing.


James’ Favorites:

The "Tribe" of Game-Based Educators

The "Tribe" of Game-Based Educators

Classic Tabletop Game: Diplomacy
Released in 1959, this light WWI simulation was Kissinger and Kennedy’s favorite game. It’s completely luck-free (a rarity for war games), and it even has a Youngstown, Ohio variant (my hometown)!

New-Cool Game: Gloomhaven
I’m on the bandwagon on this one. Gloomhaven is 20 lbs. of epic, strategy-based dungeon crawling.

Museum in the D.C. area: The Smithsonian Arts & Industries Building
A&I was the first national museum ever opened – and has just been reopened with an eye toward innovative, tech-infused programming. I’m so excited to see what living, breathing exhibits they share with the world.

Most recommended D.C. restaurant: The Board Room
How could I not recommend Dupont Circle’s only board game bar?

Fantastical world you wish you could vacation in: Stardew Valley
I hear they have really good produce.

Must-listen video game soundtrack: Chrono Cross
But an honorable mention to the underappreciated Baten Kaitos OST.

Item that’s always within reach of your desk: A ready to play copy of Quarto!
See how I snuck in another tabletop reference?


Catch James Collins and the Rest of the FableVision Team at
SXSW EDU 2018! 

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Join FableVision’s Peter Stidwill and Georgia Public Broadcasting’s Andrew MacCartney and Laura Evans as they discuss the intricacies and production process behind the award-winning Georgia Race Through Time game at SXSW EDU!

Immersive Learning: Teaching History Through GBL
When: March 5 at 12:30 p.m.
Where: Room 17B, Austin Convention Center

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

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

A preview of SuperChem VR from Schell Games

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

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


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


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


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


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

 

 

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