Smart Media
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Smart Media
Market trends, politics, technologies, media, and innovations at the crossroads of 21st-century entertainment and education.
Curated by Karen B Wehner
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iKids News

iKids News | Smart Media | Scoop.it
Kidscreen explores teh children's digital entertainment business
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FTC Amends COPPA regulations, more tightly controlling kids' privacy rules on websites, social networks, and mobile apps.

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Mining Minecraft, Part 2: Brilliance when students drive the learning | NetFamilyNews.org

Mining Minecraft, Part 2: Brilliance when students drive the learning | NetFamilyNews.org | Smart Media | Scoop.it
To prepare our children for success in their world (not ours) we need to let go of our pre-conceived notion of what school looks like --a teacher
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Comic Book Think Tank: The Future of Digital Comics? - IGN

Comic Book Think Tank: The Future of Digital Comics? - IGN | Smart Media | Scoop.it
A new platform for digital comics is exploring the world of Tolkien while expanding the very idea of what a comic book can be.
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How Technology is Changing the Way Children Think and Focus

How Technology is Changing the Way Children Think and Focus | Smart Media | Scoop.it
Are your children prepared to think and focus for success in 21st century life?
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"Jet-skiing vs scuba diving'' - fascinating metaphor for the effects of technology vs reading on developing minds, and a nuanced consideration of the relative pros and cons of each.

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Jeni Mawter's curator insight, December 12, 2012 2:57 AM

Technology Revolution means there will also be a Cultural Revoltion in the way we think and focus.

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What Is A Flipped Classroom? (Updated For 2012) - Edudemic

What Is A Flipped Classroom? (Updated For 2012) - Edudemic | Smart Media | Scoop.it
This new infographic comes at an important time. It answers the big question: what is a flipped classroom?
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Scholastic to publish kids picture book by Hunger Games author

Scholastic to publish kids picture book by Hunger Games author | Smart Media | Scoop.it
Having already found massive success with YA and tween readers, The Hunger Games' author Suzanne Collins has turned her attention to kids ages four and up with Scholastic's release of Year of the Jungle next year.
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Publishing Perspectives : On Publishing for Gen Y and “New Adult” Literature

Publishing Perspectives : On Publishing for Gen Y and “New Adult” Literature | Smart Media | Scoop.it
St. Martin's Press's Dan Weiss on why Gen Y wants content immediately accessible, on multiple platforms, with social applications providing increased immersion.
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Toys R Us creates a kid-run news network to tout holiday trends | Articles | Main

Toys R Us creates a kid-run news network to tout holiday trends | Articles | Main | Smart Media | Scoop.it
The company launched a series of ads and online videos in which kids serve as "anchors" of a toy-centric news network aimed at cluing parents in to the big kid trends.
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The Dark Knight and Marvel: the blockbuster franchise comes of age

The Dark Knight and Marvel: the blockbuster franchise comes of age | Smart Media | Scoop.it

Phil Hoad: "Harry Potter kicked off a new era of film in which long-term story arcs hold the key to retaining a global audience."


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Children’s Digital Book Publishing: Trends, Strategies and Tactics | Digital Book World

Children’s Digital Book Publishing: Trends, Strategies and Tactics | Digital Book World | Smart Media | Scoop.it

The children’s book category is constantly evolving as publishers vie for eyes and dollars from a discerning and increasingly voracious technology user.  To help publishers succeed in this lucrative market, Digital Book World and Publishers Launch Conferences have partnered to offer targeted  programming  at the Digital Book World Conference + Expo 2013, January 15th – 17th in New York City.

 

Children’s Publishing Goes Digital, an exclusive full-day conference track dedicated to children’s publishing is designed to help professionals develop category-specific marketing insights and the tools to deliver an engaging reader experience on a variety of platforms ...


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Pretty Damn Cool. A One-Stop, Web-Based Shop For Comic Book Publishing

Pretty Damn Cool. A One-Stop, Web-Based Shop For Comic Book Publishing | Smart Media | Scoop.it

As Adrian Tomine has pointed out, the one-time subculture of comics and graphic novels has migrated into the mainstream over the past decade. The marketplace for visual stories might be booming, but until recently, graphic offerings on e-reader platforms were fairly limited. Either because of low-resolution screens or poor options for self-publishing to digital stores, graphic novelists just weren’t very well-read on Kindles or iPads.

 

Graphicly, a small three-year-old startup, aims to change that. Originally, the company’s mission was to become an “iTunes for comics” marketplace, letting authors and publishing houses offer titles to readers for purchase via a dedicated app. But a recent TechCrunch interview with CEO Micah Baldwin revealed that the company is pivoting away from being a marketplace to focus on supporting the self-publishing ecosystem for visual stories....

 


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Kidscreen Summit’s Pitch It! competition opens

Kidscreen Summit’s Pitch It! competition opens | Smart Media | Scoop.it
Applications are now being accepted for the 2013 Kidscreen Summit Pitch It! competition.
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Parents ask: What are the benefits of children’s eBooks? An enhanced reading experience, introduction to technology, and ease of consumption | KiteReaders eBooks & book apps

Children today are able to use new technologies, such as tablets, with amazing ease. As a result, these tools are quickly becoming the medium through which today’s kids are learning and interacting. However, many parents are still hesitant to use tablets as a medium through which children can learn and read.

 

It does not help that games like Angry Birds and Tiny Village encourage kids to spend hours looking at a screen without gaining any educational benefits or skills. However, there are several progressive companies within children’s publishing that are striving to change this. These companies are coming up with innovative and new methods that allow children to connect to the story and digest information more easily than ever before ...


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Some Thoughts on Kids, Privacy and Data Collection

Some Thoughts on Kids, Privacy and Data Collection | Smart Media | Scoop.it
If you haven't noticed, we love data and the stories it can tell. But the ins and outs of data collection has plagued me my entire career.
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Comic Book Think Tank: The Future of Digital Comics? - IGN

Comic Book Think Tank: The Future of Digital Comics? - IGN | Smart Media | Scoop.it
A new platform for digital comics is exploring the world of Tolkien while expanding the very idea of what a comic book can be.
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How Online Gaming Can Teach Kids About the Economy - Forbes

How Online Gaming Can Teach Kids About the Economy - Forbes | Smart Media | Scoop.it

There are numerous educational games designed to teach children about various financial practices. For example, there is the education-based economics simulator, Beat the Market Online or the World Game of Economics simulator that teaches about exchange rates and economic policies between countries.

These games do have value, but they often miss the opportunity to provide real, hands-on experience with the marketplace because they do not foster free trading between real players. More importantly, most students will recognize them immediately for what they are: educational tools. While some kids are willing to learn in this way, many balk at the notion of an educational game because it feels too much like homework.

The most valuable tool is actually more nuanced, and lies within games that children are already interested in playing. Sites like Neopets or Gaia Online attract millions of users of all ages, and popular multi-player online games like World of Warcraft have a massive draw for kids and adults alike.

While easily dismissed as an unproductive waste of time, these games actually offer something that educational simulators do not: a free user-driven economy where players accrue wealth and make meaningful decisions about how to spend it as part of a larger structured game play. In this sense, these games are like microcosms of real life. Players learn to cooperate, work toward achieving their goals and plan ways to accrue and utilize the resources that they earn.


Via Maria Margarida Correia, @FernandoCarrion, Karen B Wehner
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Jeni Mawter's curator insight, December 12, 2012 2:20 AM

Games provide storytelling and life lessons to children and young adults without being didactic.

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Interview: Steampunk Goes Transmedia With ‘Clockwork Watch’ - Monsters and Critics

Interview: Steampunk Goes Transmedia With ‘Clockwork Watch’ - Monsters and Critics | Smart Media | Scoop.it
Last weekend s Thought Bubble Comics Event in Leeds (UK) brought me into contact with a lot media happenings in the genre, but one person that really impressed me with his charm offensive and positive can-do attitude was Yomi Ayeni, who was at the...
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Video Games: 14 in the [MoMA] Collection, for Starters

Video Games: 14 in the [MoMA] Collection, for Starters | Smart Media | Scoop.it

Are video games art? They sure are, but they are also design, and a design approach is what we chose for this new foray into this universe. The games are selected as outstanding examples of interaction design—a field that MoMA has already explored and collected extensively, and one of the most important and oft-discussed expressions of contemporary design creativity.


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The Digital Rocking Chair's curator insight, December 1, 2012 2:04 AM

And, for the counter argument, you might like to check out Jonathan Jones' blog post: Sorry MoMA, video games are not art over at The Guardian.

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The Digital Media Diet Parents, Kids & The Digital Shift: Strategies for a Balanced Media Diet | The Digital Media Diet

The Digital Media Diet Parents, Kids & The Digital Shift: Strategies for a Balanced Media Diet | The Digital Media Diet | Smart Media | Scoop.it

This guest post is brought to you in collaboration with Lorraine Akemann of Moms With Apps. This is Part 1 of a 2 part post … the 2nd part will appear in the MomsWithApps.comblog in December of 2012.

 

 

From Lorraine, “Carisa and I have both been blogging about family-friendly apps since 2009. We realized through our friendship and conversations, that contrary to what the public might think, media habits in our own homes are actually quite conservative. By immersing ourselves in tech culture, we are gaining enough ‘digital literacy’ to make media plans for our own kids. We hope that by sharing our own stories, we can learn more about your stories, and create a collective view about healthy media habits for families.”

 

Through our discussions, we found ourselves contemplating similar questions, like, “How much screentime is too much?” This turned out to be a key issue on both our minds, as we navigate family life. There is a balance between exposing children to technology, and keeping technology at bay … so trade-offs aren’t made with other aspects of a child’s development.

 

 

 

Below, you’ll find some of the techniques that we’ve identified, with data from our survey. We did this ‘quick study’ with 100 parents recruited from high-tech households in our social media fan base for Digital-Storytime & MomsWithApps.

 

The purpose of the survey was to take a the ‘temperature’ of other families trying to balance media use for their kids, to see how our list stacked up against techniques being used by other families. Note: We focused primarily on ‘leisure time’ or ‘free time’ use of visual media or ‘screen time’ by kids, excluding all curricular & extra-curricular use of media devices for learning in a school/homework or homeschool environment (as well as use of screens for communication or other ‘acts of daily living’ for children with learning disabilities). 

 

We also gathered a lot of qualitative comments that we’ll present in the the 2nd post, regarding advice from parents about how to manage screen time & ideas for the larger community.


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Andrea Philips on Transmedia & Gaming - Broad Strokes: Coloring Canon Outside the Lines

Andrea Philips on Transmedia & Gaming - Broad Strokes: Coloring Canon Outside the Lines | Smart Media | Scoop.it
Telling stories across multiple media lends depth to the narrative.

 

At Nordic Games Conference this year, mere moments before I took the stage, a gruff man from Hamburg asked me why I had come.

 

"Transmedia," I told him.

He scoffed. "Transmedia is irrelevant," he said.

 

This sentiment isn't exactly hard to come by in gaming circles. According to prevailing feeling, transmedia is bad films based on your game. Or bad games based on someone else's film. It's marketing gimmicks and action figures. It's exploitative, brings no value to the audience, and definitely doesn't make the experience of the game itself better. Right?

 

Story isn't necessary to make a game. Not even a great game that people love - games from Tetris to backgammon do a stellar job without even a hint of narrative.


Wrong. Transmedia and games are a natural fit - arguably more so than transmedia goes with film and TV. Games have done things I'd consider transmedia for decades. And I maintain that modern games can become better by adopting even more transmedia narrative methods.

 

First, though, we need to establish a definition for "transmedia storytelling." Per USC Prof. Henry Jenkins, transmedia storytelling is the art of telling one story across multiple media, where each medium is making a unique contribution to the whole....

 


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iPad mini: Ideal eReader for Kids’ Book Apps | The MacTrack - iPhone, iPad, iPod Touch and Mac News

Austin, Texas – The selection of educational book apps on iTunes has positioned the iPad mini to become the eReader of choice for kids, according to Carisa Kluver, founder of Digital Storytime, a children’s book app review site.

 

“While the iPad mini’s price point and portability make it an attractive holiday option for families,” Kluver said, “it’s the explosive growth on iTunes of quality book apps – a hybrid of an eBook and a game – that make it irresistible in the educational technology world.”

 

With more than 600 reviews of children’s book apps on her site, Digital Storytime, has become a trusted source for parents, educators and librarians shopping for educational quality story book apps. Because the iTunes App Store’s “Books” category of book apps exceeds the offerings of other platforms such as Android and Kindle in quality and quantity, the iPad mini is a natural choice for families and educators looking to engage children in reading through book apps ...


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Podcast: Interview with Haley Moore, creator of “Laser Lace Letters” | J.C. Hutchins: New Fiction And Author Updates

Podcast: Interview with Haley Moore, creator of “Laser Lace Letters” | J.C. Hutchins: New Fiction And Author Updates | Smart Media | Scoop.it

Today, J.C. chats with Haley Moore, an incredibly talented transmedia storyteller who specializes in creating artifacts — physical items — from fictional worlds. Haley is presently promoting “Laser Lace Letters,” a Kickstarter project.


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MediaPost Publications Children's Museum Promotes Creative Kids' Play With Cardboard Box Shop 11/12/2012

MediaPost Publications Children's Museum Promotes Creative Kids' Play With Cardboard Box Shop 11/12/2012 | Smart Media | Scoop.it
Children's Museum Promotes Creative Kids' Play With Cardboard Box Shop - 11/12/2012...

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Publishing Perspectives : Reaching Tween Readers: Content Matters More than Format

Publishing Perspectives : Reaching Tween Readers: Content Matters More than Format | Smart Media | Scoop.it
Tweens have plenty of cash to spend on themselves, so there's a big opportunity there for publishers, but they have to learn what tweens want and how to deliver it.
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Poptropica #virtualworld expands book line based on in-game locations and characters.

Poptropica #virtualworld expands book line based on in-game locations and characters. | Smart Media | Scoop.it
Popular free-to-play kids virtual world Poptropica has grown its book line with tomorrow's launch of four new book titles.
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