The Pigeonhole is a made-for-mobile digital book club, serialising their books in installments delivered straight to a reader’s virtual bookshelf on the iOS app or website. Here Commissioning Editor, Sarah Ream, tells us what to consider when serialising content and shares insights into work works well. When I began at The Pigeonhole, I naively assumed …
Transmedia Storytelling & Children's Publishing are a perfect match. Meeting kids on the platforms they play in/with is becoming even more important. Transmedia storytelling across platforms not only increases engagement but discoverability. - Cynthia Jabar
Smartphones are fueling a shift in the communication landscape for teens. Nearly three-quarters of teens now use smartphones and 92% of teens report going online daily — including 24% who say they go online "almost constantly."
cynthia jabar's insight:
Teenage girls use social media sites and platforms — particularly visually-oriented ones — for sharing more than their male counterparts do. For their part, boys are more likely than girls to own gaming consoles and play video games.
Thinking through the consequences of the proliferation of powerful tools and technologies.
cynthia jabar's insight:
"Educational Challenges: One interesting line of discussion involved the kind of education that people will need to thrive in this rapidly changing world. At each panel, a worried parent approached the microphone during the Q&A period and asked for advice on how to steer children through these rapidly shifting waters." - John Tierney
The experiences of PBS stations implementing resources from The Ready To Learn Initiative locally suggest that expanded learning providers and public media stations can make effective use of PBS KIDS transmedia content
Read a sample or download Child Development 101 For Interactive Media Designers by Warren with iBooks.
cynthia jabar's insight:
Ideal for novice and professional interactive designers, this is the iPad edition of the handout packet used for Dust or Magic events, with links. There are four sections. Section 1 covers major theories of human development with specific examples of both dust and magic. Section 2 covers developmental stages, with milestones. Section 3 shows how theory can inform design, with more examples. Section 4 provides links to talks given by design experts.- iTunes
As pointed out by Pitchfork, in 2015 vinyl sales brought in more money than the income received from free online streaming services. Note that this figure was based on gross sales as determined by sticker price, and not on net profit recouped by labels or artists. In 2015, vinyl sales rose 3
Studio NPL is changing the very definition of library, surrounding their students with cutting-edge technology to teach them how to learn. Adult mentors are trained to cultivate an environment that makes it easy to HOMAGO: Hang Out, Mess Around, Geek Out. It’s a simple philosophy that encourages a low-pressure, broad-spectrum approach to learning. Rather than starting their students with in-depth workshops, learning tools are left out in the open, always accessible for experimenting. Kids who express interest in particular subjects are then channeled toward resources for deeper exploration. Studio NPL aims to help the teenagers of Nashville find their passion by giving them access to technology that might otherwise be out of reach. Niq explains that the ultimate goal is “to grow the next great citizen of this community, both locally and globally.”
The students of Studio NPL will leave as highly skilled individuals with advanced technological savvy and minds filled with unlimited potential. That’s good news for Nashville and the world beyond.
EPIC HEADSHOP: The Evolution of Minecraft When my 8-year-old son typed “epic headshop at 31;65” into the command prompt, I realized the Minecraft I knew was dead. In its place something new had emerged. If I wanted to keep using it as a vehicle for advancing learning goals, it was high time for a serious reevaluation.
With support from the United States Department of Education, the Corporation for Public Broadcasting (CPB) and Public Broadcasting System (PBS) are leading Ready To Learn, an initiative designed to develop and deploy dynamic new educational content to support math and literacy learning among children ages two to eight, especially those living in poverty. This approach, known as “transmedia storytelling,” or simply “transmedia,” utilizes the appeal of familiar characters and narratives across multiple platforms—including interactive games, television series, and websites—to create a coordinated and connected learning experience for children.
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