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The New Coviewing: Intergenerational Play and Learning for a Digital Age Michael H. Levine The Joan Ganz Cooney Center at Sesame Workshop screen2screen, Fordham University October 8, 2010

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The New Coviewing:Intergenerational Play and Learning for a Digital Age

Michael H. LevineThe Joan Ganz Cooney Center at Sesame Workshop

screen2screen, Fordham UniversityOctober 8, 2010

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• About the Cooney Center• A brief history of intergenerational play and literacy

learning• The new coviewing: Joint media engagement• Research on joint media engagement• What next? Setting an R&D agenda

Overview

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About the Cooney CenterJoan Ganz Cooney’s 1966 report to Carnegie Corporation,The Potential Uses of Television in Preschool Education

“How can emerging media help children learn?”

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Pioneering Research in Children’s Media

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The Cooney Center’s MissionTo foster innovation in children’s learning through digital media

What we care about• Middle childhood (5 to 11-year-olds)• Improving literacy: old and new• Underserved populations• Learning ecologies across formal and

informal environments

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govt agencies

mass media

parents’ work

digital media market

local school system

the neighborhood

attitudes & ideologies of the culture

friends, afterschool,

etc.

home school

digital media spaces

An Ecological Framework

Bronfenbrenner, 1977

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Research PrioritiesTo foster innovation in children’s learning through digital media

Our research priorities stem from an ecological perspective on learning:

• Joint media engagement• Bridging learning across home,

school, and community settings• Networked participation

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Research Activities

• Research and market scans• Studies of digital media use and literacy learning• Convening key sectors and disciplines• Prototype design and testing• Policy papers

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Recent Research Publications

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A Brief History of Intergenerational Play and Literacy Learning

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Research on Television Coviewing• Children who coview with their parents enjoy

programs more than other children (Salomon, 1977)

• Sesame Street researchers found that children learn more from the show when parents watch with them

• But parents must be actively engaged, talking and pointing things out (Wright, St. Peters, & Huston, 1990)

• To keep parents in the room and engaged, Sesame Street producers included adult humor, music, and celebrities

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The New Coviewing:Joint Media Engagement

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Joint Media Engagement

• Caregivers can act as guides by establishing joint attention to media features salient for learning

• This guidance promotes children’s engagement with media in purposeful ways

• JME extends the notion of coviewing to include newer, interactive forms of media and other learning spaces

• JME research studies how media content intersects with in-room and in-world interactions and learning (Stevens, Satwicz, & McCarthy, 2008)

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Joint Media Engagement

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Research on Joint Media Engagement:Two Studies

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Intergenerational Play & Learning• Games are the most popular digital activity for children

ages 2-14, with 85% usage among device users• 97% of American teens play computer or video games• The average child starts to play computer games at age 6,

and cell phone games at age 10• A 9-year-old spends ~55 minutes on a

portable or video game console on a typical weekday, over double the amount of time spent by 6-year-olds

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Intergenerational Play & Learning

Aim to develop research-driven design principles for creating intergenerational play mechanics that help children learn in a variety of settings

Partners• USC Game Innovation Lab• University of Michigan School of

Education• The Joan Ganz Cooney Center • Corporation for Public Broadcasting

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Key Research Questions

• How can intergenerational play be intentionally designed and promoted during game play?

• What behaviors are associated with intergenerational game play?

• Which player dynamics attract both parents and children to play?

• Which platforms and play mechanics best support intergenerational engagement?

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Trends

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Intergenerational Play & Learning• Game choice• Rules of the game• Competition• Mentoring opportunities• Influence of game type• Focus of the interaction • Mutual engagement

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Story Visit

• A traditional paper book (Monster at the End of this Book by Jon Stone)• A sensor-enhanced frame to monitor page each party is viewing• Video-conferencing technology• Video of Elmo to maintain child’s engagement and support the interaction

between the child and grandparent

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• Grandparent and child-parent dyad were in different rooms of the lab, to simulate distance communication

• Grandparent read the story and parenthelped child follow along

• Small paper flaps in the grandparent’s book could be lifted to reveal a suggestion for how to engage the child in conversation related to the book content.

• Whenever Elmo’s thought bubble appeared, the child could touch it to hear a story-relevant comment or question from Elmo.

Story Visit - Study Procedure

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• Most Story Visit calls lasted from 6 to 10 minutes, in contrast to parents’ reports of calls lasting under 1 minute when traditional phone technology is used.

• The quality of call interactions was much higher than in regular phone calls. Children remained highly engaged in the sessions 97% of the time with Story Visit.

• When using Story Visit, grandparents averaged asking two questions per page of the book.

Story Visit - Findings

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Story Visit - Implications• Elmo can help make video-conferencing more child-

friendly• The Story Visit System can facilitate richer interactions

around reading and provide a shared context for long-distance family interaction

• Communication, education, and entertainment can converge to help young children play, learn and connect

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What Next? Setting an R&D agenda

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Challenges to Creating Effective Digital Media• Current research efforts are fragmented and lack shared

priorities and practices• Old models of R&D no longer apply to an evolving, multi-

disciplinary field• Most current investments in educational technology are spent

on hardware and software, rather than on training to effectively use technologies

• Educational digital media rarely bridges home and school, or spans multiple grades

• The public dialogue about games is often focused on their negative effects, not their potential

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Studying Digital Media SolutionsCraft studies to investigate potential of digital media to:• Engage parents in scaffolding their kids’ learning• Personalize early literacy development• Promote healthy eating and exercise habits• Inspire kids to engage in scientific inquiry• Support learners with special needs

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Advancing Methods to Study JME

How do gaming experiences transfer to in-room and in-world learning? (Stevens, Satwicz & McCarthy, 2008)

• Family as the unit of analysis

• Transmedia migration• Boundary crossing

(Barron, 2004)

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Family as the Unit of Analysis

Can video games (re)unite generations?

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Transmedia Migration

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Boundary Crossing

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• Youth Prize & Developer Prize categories• Announced at the White House on

September 16, 2010• Winners awarded at 2011 Leadership Forum• Visit http://www.cooneycenterprizes.org

Presented in collaboration with:

Sponsored by:

Founding outreach partners:

National STEM Video Game Challenge

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Thank You