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August FableFriday: Lori Cooney, Project Coordinator and Universal Instructional Design Specialist at UMass Boston's Institute for Community Inclusion

Lori Cooney is no stranger to the phrase “follow your dreams.” As project coordinator and universal instructional design specialist at University of Massachusetts Boston’s Institute for Community Inclusion (ICI), she understands that in order to plan for a career trajectory that you can be proud of, it’s helpful to take some time to learn more about yourself as a person by determining what your goals and interests are. That’s why, together with FableVision Studios, she heads up the development of Future Quest Island, an online adventure game that prepares students for college and career readiness. For over four years, ICI and FableVision have worked together to create a game that stays true to the mission of supporting students of all ages and abilities to follow their dreams.

“I want all students to discover and learn about the many career options available to them in this world, and would like to see them apply their individual skills and interests to planning for high school and life after high school to develop an Individualized Learning Plan that they can monitor throughout their educational career,” shares Lori. “I want students (with and without disabilities) to dream big about their future careers, become self-determined and recognize their postsecondary options so they can start planning early and do the best they can to reach their goals.”

Dive in for a deeper look at the core values that drive all of ICI’s efforts, the game that’s getting kids excited about planning for their future, and learn about Lori’s professional background in teaching and communications—as well as her stint with stardom on the big screen!                                                                           

How did you decide on your career trajectory when you were younger?
When I was a child I wanted to be two things: a famous actress and a teacher. I started babysitting and working with kids in middle school, throughout high school and in college. As a high school student, I volunteered in an afterschool program with students with special needs and was a Respite care provider in college for my cousin with Down syndrome and autism. Ironically, I went to college to be a teacher, but transferred and received my degree in marketing and communications from Emerson College. I spent some time working in advertising and sales, while pursuing my acting career. Right after college, I was signed by an agency in New York and was in some commercials, on MTV, and was an extra in a movie. After that, I jumped into sales so I could travel Europe.

Eventually, I settled down, got married, and went back to school to be a teacher. I had my daughter and received my Masters in Technology Education from Lesley University all at the same time in 2002. I have been working in education ever since. Acting and teaching are very much alike. I never in my wildest dreams would have guessed I’d be here today designing and implementing a research-based college and career-readiness game for all students, funded by the Federal Office of Special Education Programs. I am very proud and extremely grateful for this opportunity and am looking forward to seeing where the wind takes me as I continue with my adventurous career.

How have you noticed the education technology industry changing since you first entered it?
It’s interesting to me how quickly things change in technology education and how inexpensive it is today to get a device in the hands of a student with mobile devices and Chromebooks. The most valuable change in technology education is the ease of using mobile devices for assistive technology. The built-in features on iOS and Android devices provide individuals with access that is cost-effective, readily available and extremely powerful. This levels the playing field for all individuals with all kinds of disabilities.

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ICI strives to create a world where all people with disabilities are welcome and fully included in valued roles wherever they go. Tell us more about how ICI seeks to accomplish this goal.
All of our efforts stem from one core value: that people with disabilities are more of an expert than anyone else. For over 40 years, Institute for Community Inclusion has worked on both a national and international capacity to create a more inclusive world for people with disabilities. Our core mission is to ensure that people with disabilities are given the same opportunities to dream big and make their dreams a fully included, integrated, and welcomed reality whether it’s at a school, workplace, volunteer group, home, or any other part of the community.

You wear many hats at ICI! What is a universal instructional design specialist?
A universal instructional design specialist is a unique position that combines Universal Design for Learning (UDL) and instructional design strategies (i.e. online learning, blended learning, varied assessments) to ensure that a tailored curriculum is delivered and accessed through multiple formats and methods so that all students can demonstrate knowledge.

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How did you come to cross paths with FableVision?
Prior to joining the ICI, I worked as a technology coordinator for Bishop Stang High School where I served on a MassCUE special interest group. One of my technology colleagues, Gaby, arranged for my chronically ill daughter to receive a copy of Animation-ish back in 2008 from Paul Reynolds at FableVision. Ever since then, I have been a big fan of the company and their philosophy of helping all children be the best they can be. When Future Quest Island was being considered for a large technology grant in 2011, I was attending an open house at FableVision and discussed a potential collaboration in moving forward. The rest, as they say, is history.

Together, we’re preparing students for 21st century skills and college and career readiness with Future Quest Island. As the lead person on the project, can you tell us more about the game?
Future Quest Island is an online adventure designed around national and state college and career readiness standards to assist all middle school students in preparing for high school and life beyond with online activities that promote student self-discovery, advocacy, exploration, organization, and technology literacy skills.

In this game, students create college and career, self-determination, social and online safety goals and perform a series of activities that are automatically saved in the online portfolio, also known as an Individualized Learning Plan (ILP). The ILP contains each student’s personalized learning goals, writing activities, and thought collages and organizes them by theme and a “Transition Passport.” A Transition Passport contains all transition-related activities to be used in Individualized Education Plan (IEP) meetings and/or in other meaningful ways. Every activity has a coin reward that students earn from the teacher to purchase new items for customizing their hut, which is a huge motivation on the island.

There is also a Future Quest Island Teaching Toolkit (TT), designed to provide teachers with information on how to successfully implement Future Quest Island. In the toolkit, teachers can access the recommended scope and sequence of teaching units, including lesson plans and supplemental lesson plans that promote college and career readiness among middle school students.

How do you tailor the content of Future Quest Island to be inclusive and accessible to all students?
The entire island is built with accessibility in mind and we tailored the content to be universally designed and inclusive in multiple ways. All of the avatars are designed to be inclusive of the student population with a variety of abilities, colors, genders, shapes, and sizes. The game is accessible with built-in voice over animation, text-to-speech, speech-to-text, and closed captioning. Every activity on the island has an image response system built in, which is a graphic representation that helps students generate words and sentence starters so that all students regardless of disability can complete the activity.

Students with print disabilities can use a screen reader or utilize the built-in voice over animation, while students with hearing impairments can turn on closed-captioning on videos. Future Quest Island was designed to work on all computers and mobile devices with internet access, eliminating the need for apps and software installation which can be a huge barrier for students.

Future Quest Island is among one of FableVision’s long-term projects. What has your experience been like working with us for four years?
Working with FableVision has been a fabulous experience. The team of individuals we worked with since the beginning of this project in 2012 all the way to 2017 has been essential to the success of the program. From concept to design to installation (and sometimes revision), the entire team—Brian, Loren, Keith, Michael, Polly, Karen, Paul, Chris, Adam, and Sarah—has been nothing short of amazing. I wholeheartedly believe the FableVision team wants this program to succeed as much as we do.

Setting personal, professional, and academic goals is a big component of Future Quest Island. What are some of your long-term and short-term goals for Future Quest Island?
For a short-term goal, we would like to continue the work and get it in the hands of students in grades 3-8. My long-term goal for Future Quest Island is to continue building the program so it can be a career planning tool from elementary to middle to high school and the portfolio will be their Individualized Learning Plan that transitions with students as they advance their education so that their teachers, guidance counselors, IEP team, future schools, families, and potential employers can see their career goals.

If you could pass on a piece of wisdom to adolescents thinking about their own career path, what would it be?  
I would say keep an open mind, listen, observe, ask questions and most importantly, never say never. There are so many careers that haven’t even been created yet and it’s amazing to learn about ourselves as the world around us continues to evolve.

Work is no fun without music to keep you grooving. What’s your favorite album to listen to while working? What’s your favorite album to listen to when you have friends over?
My favorite album of all time is Tigerlily by Natalie Merchant. It has the most inspiring song on it, Wonder, which is about a child who has a disability but is gifted in her way.  The song has a special meaning for me with my own daughter and son who have both had a lot of health challenges. When friends come over, my favorite album to listen to is anything by Train or Rob Thomas. I just love them both. Sometimes, depending on the level of friendship, I’m known to take out my guitar and play some music for my friends.

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July FableFriday: Nick Maynard, Senior Vice President at Commonwealth

Right from the start it was a direct mission match. FableVision Studios and Commonwealth have been working together since 2010 to provide people with the financial tools they need for the security and peace of mind they deserve. Commonwealth (formerly known as the Doorways to Dreams Fund) hopes to create a stronger and more prosperous society where everyone has financial opportunity. Together with Nick and our partners at Commonwealth, we’ve created the award-winning financial literacy games Bite Club, Con ‘Em if You Can, Farm Blitz, and Refund Rush. At the helm of innovation is Senior Vice President Nick Maynard, who’s part of the team responsible for making this mission a reality through playful learning.

“At Commonwealth, we believe that tools that use fun to increase people's motivation to engage with financial topics reduce stress and anxiety surrounding financial decision making and lead to real-world action taking,” Nick explains. “These tools can improve the financial opportunity and security of financially vulnerable people.”

Through games that teach financial literacy, Commonwealth is improving the lives of Americans by educating users and making financial literacy, security, and opportunity attainable for all. Read up on the new tricks up Nick’s sleeve as he moves Commonwealth towards new heights, chats about utilizing gamification to improve financial education, and his gem of a find on Pokémon Go.

Tell us a little bit about your role at Commonwealth and how you approach your work.
I am a Senior Vice President at Commonwealth and recently celebrated 10 years with the organization. Since joining, I’ve been involved in leading initiatives to improve savings outreach for low to moderate income families, piloting and scaling prize-based savings in the financial services industry, and promoting national civic savings through 21st retail securities. Currently, I focus a great deal on scaling our work around gamification/games (“Financial Entertainment”) and Prize-Linked Savings.

Infographic: Using Games to Build Financial Capability 

Infographic: Using Games to Build Financial Capability 

Making people financially secure is the core of Commonwealth’s mission. How does the organization’s perspective and work stand out as distinctive?
User engagement and insights are at the core of our innovation process to create solutions that promote financial capability. For the games, we work on the designs alongside low- and moderate-income consumers. They join us at three key milestones during the development of each game to give feedback on the gameplay experience. We also conduct preliminary efficacy testing with these and additional users.

Our suite of “Financial Entertainment" (please have Flash enabled on your browser to view the site) video games currently includes six titles that cover topics ranging from budgeting and debt management to saving for retirement and avoiding financial fraud. Since the games launched in 2010, we’ve seen some exciting results! The FE website has had 975K visits by 750K users, and 53K app downloads.

How did Commonwealth come to cross paths with FableVision?
We had heard of FableVision from a number of folks in our network due to their outstanding track record and reputation. Our friends at the MIT Education Arcade brokered a formal introduction. Gary Goldberger and I sat down to meet, discuss our first two games, and the work we had envisioned for the future. The partnership has been going strong ever since.

You’ve worked with FableVision to create a suite of award-winning financial literacy games including Bite Club, Con ‘Em if You Can, Farm Blitz, and Refund Rush. What has your experience been like working with FableVision?
Collaborating with FableVision has been a fantastic journey. Across all facets of the FableVision team—production, art, content, tech, design—folks dug deeply into our mission of financial security innovation. The success we have achieved together is a reflection of that approach.

 

The Con ‘Em if You Can game (avoiding financial fraud) is played through the eyes of an antagonist. How did you decide to have the end user play as a con artist?
The original design was developed with our partners at the MIT Education Arcade, Caitlin Feeley and Scot Osterweil. We had always wanted to leverage this approach as a pedagogical strategy, learning by being an actor who might exploit financially vulnerable consumers. Caitlin and Scot were able to package that “being the bad guy” idea in a palatable way for us.

Why and how do you think games improve financial opportunity and literacy?
With hundreds of millions of users, casual video games like Angry Birds and Candy Crush are hugely popular among a wide variety of demographics and offer an opportunity to engage financially vulnerable people. These games are easy to learn, addictive, available on demand, and allow for short periods of play. Thanks to widely used digital technologies like smartphones, video games can be made available at scale more cost-effectively than traditional financial-education workshop models.

How does Commonwealth measure the effectiveness of its games? What impact have you seen?
We measured how well the games work in prompting positive financial behaviors and action taking through two initial studies. First, we conducted a randomized comparison trial of the debt-management game Farm Blitz, a match-three puzzle game in which players need to match like vegetables in a row quickly so they can earn money to pay down debt, manage cash on hand, and invest in their future as they advance to higher levels. The Farm Blitz study measured the impact of gameplay—as compared to reading traditional financial-education materials—on gains in knowledge and uptake of a savings opportunity. Both groups achieved statistically significant gains from the baseline on measures of confidence and knowledge, but savings action-taking was slightly higher for the video game group. Thinking about magnifying impact, a video game is more appealing than reading a pamphlet, and thus video games are better able to attract a larger target population to engage with financial-education content.

In another study, we partnered with office-supply company Staples to customize and test a version of our Bite Club retirement-planning game. As owners of a vampire "day club," Bite Club players have to keep their customers happy by clicking and moving them around to give them what they want. Between rounds, players must pay down debt and save for retirement. During the test, the customized game connected to Staples' 401(k) and benefit platform and allowed players to take action in their accounts during play. During one test using a single direct-mail piece promoting the video game to newly eligible participants, Staples observed an 11 percent rate of positive action taking in those recipients' 401(k) accounts.

These studies provided early evidence that games really can foster learning and prime individuals to take active roles in their own financial planning, and have fun while doing it. The results in turn led Commonwealth to think about how we might further integrate fun financial tools into contexts in which they could create sustained behavior change and lead to improved longer-term financial outcomes.

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How have you seen the conversation around financial literacy evolve?
The approach to financial literacy is changing and user engagement is becoming more significant than ever to build financial capability. Traditional financial workshops, while informative, don't always meet the needs of users. Such workshops can lack excitement and are typically offered at times and in contexts removed from those in which people make financial decisions.

Widely-used digital technologies like smartphones are a game changer! Video game technology can be leveraged to address some of the shortcomings of traditional financial education by acting as appealing, low-stress entryways that motivate users to engage with educational experiences. The possibility to embed opportunities for playing the game (gameplay) on the computers and mobile devices that players already use to manage their financial lives and easily connect to platforms for taking action is very powerful. We encourage the financial industry, community partners, and policy makers to explore solutions that leverage games and gamification to increase engagement and improve financial security and opportunity.

So—what’s next for Commonwealth? Have anything cool in the works?
Motivated by the findings of our initial research and inspired by the success of gamified digital health and fitness tools like Fitbit and the Zombies, Run! app, we developed a “game” that would create a self-contained system for motivating and rewarding consumers for ongoing real-world savings actions.

SavingsQuest is a tool that uses challenges, badges (digital awards offered for completing certain actions, like saving $5 at a time), and messaging to motivate savings transfers connected to live financial products, such as between a checking and savings account. Unlike traditional savings activity, SavingsQuest offers a fun and dynamic interface that delivers instant gratification for every save with an animated dancing pig. These elements combine to encourage small and first-time savers to start saving—even if only a penny at a time—toward the goal of having $250 (or any other chosen amount of savings) set aside for an emergency.

Beyond emergency saving, we also sought to bring the principles of gamification to bear on the challenge of improving college financial readiness. With the support of the Treasury Department's Financial Empowerment Innovation Fund, we developed a gamified application called Ramp It Up to do just that. Ramp It Up is a game in which players tap their screen to enable their character to fly through the air and avoid obstacles while collecting as many coins as possible. Players use the coins to unlock new abilities and levels. Between rounds, the game requires players to navigate and interact with college- and career-readiness tools—creating a Free Application for Federal Student Aid account, for instance, or searching for scholarships—in order to advance and unlock certain features within the game. As they engage in these activities, students gain both financial knowledge and confidence in their ability to attend and pay for higher education. With so many resources competing for the attention of young people, tools like Ramp It Up can help break through the noise to spur meaningful action using a format familiar to and popular with students.

What was your favorite video game growing up?
It was absolutely Galaga! I remember spending lots of quarters and hours at the arcade on rainy days trying to get the spacecraft captured so I could double up my fire power, and then trying to get perfect scores on the “Challenging State.” The feedback in this game was excellent with the hit/miss ratio being something to try to improve. During the height of its popularity, it was a huge accomplishment to make the leaderboard and a worthy challenge to get the overall high score on a Galaga machine.

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I hear you play a lot of Pokémon Go. What's the best Pokémon you've caught or evolved?
I play lots of Pokémon Go with my 7-year-old son. With the release of the new gym design, we were able to battle and catch a 20133 CP Tyranitar, which was pretty cool. We have a good system worked out in the new design where he battles and I catch in the new gyms. This game has definitely had a long tail with us.


Nick Maynard is a Senior Vice President for Commonwealth. Since joining, Nick has led initiatives improving marketing to LMI families, piloting prize-based savings in the credit union industry, and offering US Savings Bonds at tax time.  Currently, he concentrates on scaling work around Prize-Linked Savings and gamification/games (“Financial Entertainment”). Prior to joining Commonwealth, Nick spent almost a decade providing customer, market, and operational strategy consulting to Fortune 1000 executives while at Deloitte Consulting and Braxton Associates. Nick holds both a Masters in Business Administration and a Masters in Public Policy from Harvard University. He also holds a Bachelors of Engineering and Operations Research from Princeton University.

 

 

 

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FableVision Resources for a Summer of STEAM

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Get ready for a STEAM-infused summer! The integration of the Arts into STEM adds a dash of creativity into summer learning. Here are just a few of our favorite STEAM projects for you to play with. This list is perfect for parents looking to keep their kids engaged over the summer months—and have fun while doing it!

Looking for something more hands-on? Check out our kite-making activity below, created by FableVision’s Christina Kelly!


Geniverse, Concord Consortium
Geniverse is a free virtual lab environment that allows students to learn about biology through interaction and experimentation. In Geniverse, students are able to investigate dragon phenotypes and genotypes, run breeding experiments, and solve genetic problems. Geniverse encourages students to have fun while learning biological concepts through interaction with mythical beasts but each concept is rooted in science and can be directly applied to both the classroom and the real world.


Good Thinking! The Science of Teaching Science, Smithsonian Science Education Center
Good Thinking! is an engaging and entertaining free web series designed to enhance K-8 science education, and deepen understanding of STEM topics for teachers and students alike through exploration of pedagogical ideas across a range of subject-matter topics like energy, natural selection, and gravity, as well as cognitive research findings on topics such as student motivation, or the myth of left- and right-brained people. Each episode has been vetted by experts and adheres to next generation science standards.


Weather Lab, Smithsonian Science Education Center
Weather Lab is a free online game that allows players to select different ocean currents and air masses that visualize the result of the combination. As a tool used in classrooms, care was taken to ensure the correct symbols and movement of air masses correspond with the weather pattern and land at the exact point on the map. Teachers use the Weather Lab to encourage students to think critically and make predictions. The overall goal is to teach students about the relationship between climate and how it affects them on a personal level. 


Zoombinis, TERC
In Zoombinis, players test their logical reasoning, data analysis, pattern finding, and problem-solving skills as they help Zoombinis complete unique challenges. 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. Hip, hip, Zoombinis!


Sid the Science Kid, Jim Henson Company/KCET/Los Angeles for PBS Kids
The website created for Sid the Science Kid allows 3-5 year olds to explore and practice scientific methodology through several games that integrate progressive learning and open-ended play. The site encourages collaborative learning between adults and children by providing interactive teachable moments that extend the learning within each game. The Parent/Teacher sections contain free extensive information about the show and the website, and they provide resources to aid adults as they explore science and help answer their children’s questions.


Renegade Buggies, National Center for Families Learning
With retail wrapping, Renegade Buggies encourages free financial and mathematical literacy for the whole family. By combining gaming with money management skills, Renegade Buggies is a fun way for both children and parents to learn basic budgeting skills. The game has four levels: unit prices, buying in bulk, coupons, and promos. The entertaining gameplay meets the educational goals seamlessly, and customizations up the fun factor: visit the virtual body shop with your earned coins for a stunt suit, bunny ears, and more!


Fab@School Maker Studio, FableVision Learning
Fab@School Maker Studio is an easy-to-use web-based digital design and fabrication tool that invites students in grades 3-8 to experience STEM and STEAM learning in a more engaging, personally meaningful way. Fab@School Maker Studio offers a unique on-ramp to engineering with cross-curricular activities ranging from simple to sophisticated. The program supports a variety of materials and a large set of tools from scissors, rulers, and pens to 2D cutters, laser cutters, 3D printers, and more!

Get Crafty with Christina Kelly, FableVision's Production Designer!

Meet Christina, the mastermind behind our new summer banner full of cats and kites. She’s taking inspiration from her summerscape to show you how to make (and fly!) your own handmade kite this summer. Let your imagination soar with her step-by-step instructions.

 

 

 

 


Collect your supplies. You will need:

  • Tissue paper
  • Tape
  • 2 wooden dowels
  • Scissors
  • Ruler
  • Markers
  • Ribbon for the tail
  • String

1. Sketch and cut your kite sail
Fold the paper in half and taking a pencil, trace a half diamond the length of your dowel. Carefully cut out the shape and unfold your paper.


2. Build your kite structure
Take your wooden dowel and lay it down the center of your sail, from the top of the diamond to the bottom. Tape at the ends to secure the dowel to the sail. Take the second dowel and lay it down to form a “t” with the first piece. Tape the ends together.


3. Make a tail
Using your ribbon, add a few tails to your kite. For a fun look, you can curl the ribbon with your scissors. See directions here to learn how.


4. Attach your line
Take the string and tie it to the right and left hand sides of the horizontal stick. Then tie the string to the center of that string for your flying line.


5. Decorate your kite
Add a dash of personality to your kite! I really like cats so I’m making my kite a purr-fect blend of kittens and pizzazz.


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6. Go out there and fly your kite!
You’re ready! Just find a strong breeze and watch your kite soar!

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June FableFriday: Mia Doces, Director of New Mission Ventures at Committee for Children

Mia Doces lives and works by the “walk a mile in someone else's shoes” idiom. Turns out there’s a fair amount of perspective taking that comes with developing classroom tools that teach empathy and social-emotional learning (SEL) skills—but that comes as no surprise to the Director of New Mission Ventures at Committee for Children.

FableVision has partnered with Committee for Children on the award-winning ParkPals: Kindness Rules game, which teaches SEL and anti-bullying skills like fair play, responsibility, safety, and respect for 2nd and 3rd graders. As a former classroom educator, Mia has brought her expertise and experience to a number of like-minded environments and organizations such as Sesame Workshop and the Born This Way Foundation.

“For every product I’ve developed I put myself in the shoes of the users and imagine how the tool or the curriculum or the program is both helping kids and also making a teacher’s life easier,” Mia explains. “That’s always the starting place, but of course we test in classrooms because they are dynamic and unpredictable.”

Walk a mile in Mia’s shoes to learn more her adventures—from Committee for Children’s mission-driven work to hunting for the latest edtech tools and innovation, to traversing across America to find delectable donuts, to her riveting tales of bulls and carnivals in the rugged, rainforested land of Costa Rica.  


Committee for Children's Second Step program suite of resources

Committee for Children's Second Step program suite of resources

Committee for Children is a global non-profit dedicated to fostering the safety and well-being of children. Tell us more about the organization’s guiding principles.
Committee for Children’s mission is to foster the safety and well-being of children through social and emotional learning and development. We do that through both advocacy and education. The core work of the organization is to develop and disseminate evidence-based, social-emotional learning programs that are fun and engaging for young people and easy for educators to implement. The programs are developmentally specific to grade level and are aligned with best practice pedagogy.

You currently explore new avenues for broadening Committee for Children’s mission impact as the Director of New Mission Ventures. What does that role entail?
I spend a good deal of time out in the field talking and listening. I look for organizations and individuals who are taking innovative approaches to improving outcomes for kids and families. I look for opportunities to partner with others to help address unmet needs, especially when it comes to underserved populations. I consider how emerging technologies, like VR for example, might enhance or harm young people’s ability to learn empathy and social skills.

Then, the NMV team explores and experiments with new ideas—seeking to test hypotheses and continuing to iterate as proof of concept advances. In some cases, those hypotheses turn into actual products that our teams develop.

Mia Doces on the  Anti-Bullying Panel at Sesame Workshop

Mia Doces on the  Anti-Bullying Panel at Sesame Workshop

You’ve been in the education space for a long time, first as an educator, then working with Committee for Children. How has your teaching experience informed the work that you do?
I know first-hand how demanding and difficult—and rewarding!—it is to be an educator. Sometimes you imagine something, say a lesson, working one way and you try it out in a real classroom and realize you hadn’t accounted for one factor or another and it turns out completely differently than what you’d expected. There’s so much iteration and retesting that needs to happen. Having been an educator really helps with the notion that even in the workplace you need to constantly be a learner.

As technology continues to expand, how do you see digital tools boosting social and emotional skills in teaching and learning?
I think digital tools are most effective when they support and scaffold adult-child interactions, especially when it comes to teaching and learning SEL skills. Most adults do not necessarily feel like “experts” in the field of social and emotional learning. We make curricula and tools that are simple and fun to implement, allowing the adults to really learn alongside the children. Among the many goals of our programs are sparking relevant conversations, helping adults provide “in the moment” scaffolding to children as they work through challenges and creating a structure for skill practicing in a supported environment.

You were a key member in bringing the Second Step program to life. How does Second Step support and optimize SEL learning to improve student outcomes?
Second Step is a multi-component, research-based social and emotional skill-building program. The unique lessons at every grade level are carefully created and presented in an order that helps students build skills over the course of the school year. The elementary school program begins with a unit called Skills for Learning, in which children learn about and practice skills and strategies for becoming great learners. The activities are based in neuroscience, building executive function capacity via games and reflections. Then, children build skills in empathy and compassion, practicing skills like perspective taking and offering help. As the program progresses, students learn skills in recognizing emotions, regulating strong feelings, friendship-making, social problems solving, and a host of other skills and competencies that are integral for success in school and in life.

In addition to student-facing lessons, there are many resources for teachers, counselors, administrators and parents that give them the tools they need to support a child’s social and emotional growth.

How did Committee for Children come to cross paths with FableVision?
I met Gary Goldberger at a Serious Play conference a few years ago. We were excited to discover we had worked with a number of the same colleagues on aligned projects. Gary has great energy and humor in addition to deep roots in children’s media, so I knew he and FableVision would be great thought and work partners.

Studies show that mindfulness in the classroom can help create a happy, calm, and positive culture. How did you come up with the concept for Mind Yeti?
For years we’ve known about the benefits of a mindfulness practice for adults. But the research about the benefits of mindfulness for children was still nascent, albeit encouraging. We saw an opportunity to not only enrich the Second Step experience in the classroom by strengthening attention and calming skills through mindfulness exercises, but we also saw an opportunity to create a product that could easily bridge the home-school divide.

We designed Mind Yeti to be as easy to use and effective in the home as well as the classroom. To do this, we knew we wanted to create a light narrative that would both engage children and help them understand some of the fundamental components and benefits of mindfulness exercises. We did a lot of testing with young people to help guide our creation of the Yeti character, Yeti’s world and the Hubbubbles. The audio sessions include a diversity of voices and everyday sounds that help them feel interesting and familiar to kids. We have a saying that we strive to go “beyond the gong” and really make this experience relevant to the lives of today’s youth.

Are there new projects on Committee for Children’s horizon that you’re excited about?
There are so many! But one I’m particularly excited about is an experiment we’re doing within a Minecraft multi-player space. We’ve partnered with Connected Camps (Katie Salen and Mimi Ito) to explore how SEL content might be embedded in virtual environments. Situated within the social space of a Minecraft server, the peer-mediation program explores ways in which kids can develop problem-solving skills in the face of authentic and naturally arising conflict. The server allows many kids to play together in a shared virtual space, providing a framework for conflict resolution and communication tools. The program will pair SEL-infused online moderation strategies with a scaffolded conflict resolution program. It is being designed for middle school youth participating in afterschool programs.

We hear that you are quite a voracious traveler. Tell us an adventure story from your travels!
Recently, I was in the Arenal region of Costa Rica. When I travel I like to find events or activities that the locals enjoy, so when I heard a traveling rodeo was in the nearby town and that it was a big deal for locals, I had to go. When we got there, we found a rickety arena set up with lots of families in the stands, kids climbing all over the structure and, in the middle of the arena, there was a large group of children playing typical carnival games—wheelbarrow races, three legged races, etc. We thought it was a bit strange that an entire arena was set up for spectators to watch this. Until…they let out the bull. On the children.

Before we really realized what was happening we found ourselves watching a large group of children practicing what could only be described as rodeo clown training; taking turns trying to touch the bull or running wilding around it, attempting (not always successfully) to not get trampled. For the only two Americans in the crowd, the spectacle was terrifying—No helmets! No pads! But for the locals it was terribly exciting. And best of all—no one was seriously hurt!

Speaking of travels, rumor has it that you’re a foodie. What are some of your favorite spots to chow down in your hometown of Seattle, Washington…and around the globe?
I do have a notorious sweet tooth, so a 1 a.m. Voodoo Donut in Austin, Texas with Gary Goldberger and crew is always a delight! If you’re visiting Seattle and you’re a foodie, you’re in for a treat! There are so many great restaurants to choose from! If you’re looking for great NW seafood in fun locations try:


Spotlight on ParkPals: Kindness Rules

with Rachel Kamb, Senior Program Developer
at Committee for Children

What was your experience like working with FableVision on ParkPals: Kindness Rules?
It was great to collaborate with such an experienced team. At Committee for Children, our primary focus is on teaching social-emotional learning skills and concepts to students in the classroom. A game-based product is a new approach for us. Bringing their expertise together with ours was a fun and creative process.

With a focus on bullying prevention, how does ParkPals aim to create a safe and supportive environment for kids
ParkPals was designed to focus on the behaviors and attitudes that prevent bullying from happening: respect, responsibility, fairness, and safety. These behaviors and attitudes support a positive social climate. Creating a positive social climate helps children feel safer and sets the expectation that they will treat each other with respect. It can reduce the likelihood of bullying and help students feel more comfortable reporting bullying if it happens. ParkPals is a virtual playground where children can practice these skills that contribute to a safe environment in safe space.


Join us for a discussion on
digital learning and SEL tools at ISTE!

Hear more from the ParkPals development team! Join FableVision and Committee for Children in San Antonio at ISTE for a session on fostering empathetic learning experiences in the classroom and at home. Committee for Children’s Rachel Kamb and FableVision’s Gary Goldberger and Leigh Hallisey will share insights on merging content with gaming to develop social-emotional competencies and reduce bullying.

What: Empathy Empowers: Digital Learning Strategies
When: Wednesday, June 28, 1 p.m. in San Antonio, TX

Click here for more session info!

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Drawing from Memory: Wrapping up 20 years with our Wall of Inspiration

We’re strong believers in the power of play. The Wall of Inspiration at FableVision Studios serves as a reminder to keep our inner child’s sense of wonder alive. The wall is one of the first things to catch your eye when you walk through our front doors. FableVisionaries are encouraged to add to the wall with memorabilia, toys, or books—whatever it is that sparks inspiration and imagination in their work. Over the years, the wall has grown to include items from the newest staff members. The pieces each have special, nostalgic significance and it’s a testimony to our 20 years of creating lasting stories that matter, stories that move.

As we wrap up our celebrations, be sure to check out our 20th anniversary page here for more personal anecdotes on what makes FableVision the special place that it is as we continue on our 200-year mission.

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1. Gary Goldberger, President and Co-Founder
The Blue Shoe was the project that started FableVision and launched my career. It was the first movie I directed and had a hand in animating. I remember spending nights and weekends working to bring this movie to life. It was a true passion project and it set me on the path towards creating stories that matter and move.


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2. John Lechner, Art Director and Co-Founder
In the early days of FableVision, Peter Reynolds created a cast of characters called the NaviGuides, who live underground and help people achieve their dreams. One of our interns in the early days, Karen Kukta, created a plush version of the main character, Candu, as a gift for FableVision. Candu has been gracing our studio ever since, inspiring us. 


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3. Karen Bresnahan, Executive Producer
Many of us grew up in the days of lunch boxes, and we created the FableVision lunch box as a fun marketing tool. We would fill it up with surprises and send it out to special people, and it was always a hit. There are still a few of these rare collector’s items left. 


4. Bob Flynn, Director of Art and Animation
I had a lot of fun learning about Pokemon and playing the new game this year. I’m probably biased, but I think these are the best Pokemon starter designs since the original ‘90s game. (I chose Popplio!)


5. Jordan Bach, Senior Developer
These two pins were made for Kickstarter supporters of Zoombinis, a game we made with TERC and Learning Games Network. They're a reminder of all the great fans who pitched in to help fund the project, and also of the fun time we had making the game.


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6. Sarah Ditkoff, Marketing and Client Services Manager
I got this little trophy from the National Spelling Bee booth at my first ISTE Conference. I was new to FableVision and overwhelmed by how big and busy the conference was. It acts as a little reminder of a time I was scared of something but it all turned out okay—lucky for me it's shaped like an actual trophy!


 7. Loren Lee-Flynn, UX/UI Designer
Shortly after I started at FableVision, my parents attended an open house at the studio. My dad immediately noticed the Wall of Inspiration, and loved it. For him, the shelves cluttered with toys and random objects meant that his daughter had found a fun and friendly place to work. The next time I saw my dad, he handed me three grotesque plastic figures that he had painted as a kid. He suggested they would be a good addition to the Wall of Inspiration, and I think he was right.


8. Christina Kelly, Production Artist
While I didn't make the stars inside this jar, I watched multiple people in the office come together over the weeks to fold stars and fill the jar. It started as an activity for a project wrap party, and as people showed others how to make them, filling the jar with stars became an office-wide activity. It inspired me to see the filled jar, a physical embodiment of the studio coming together.


9. Mitul Daiyan, Marketing Coordinator
As I celebrate my first year at FableVision and help wrap up our 20th anniversary celebrations, I wanted to pay tribute to this meaningful year. This framed gallery includes the artists and former FableVisionaries who contributed their take on what makes FableVision FableVision. It inspires me to see the strides we’ve made with the help of a loving, wonderful, crazy-talented community.   

 

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