NEW YORK, April 17 /PRNewswire-FirstCall/ -- As children everywhere tap
into the new digital playground through gaming, mobile devices and the
Internet, educators, researchers, policymakers and high-tech industry leaders
are joining forces to examine how these latest technologies are shaping the
education of today's children. Galvanizing this effort is the Joan Ganz
Cooney Center at Sesame Workshop, an independent, not for profit research
institute named for Sesame Street's visionary founder. Today, Center
executives announced plans to host a May 9 symposium in New York, "Logging
into the Playground: How Digital Media are Shaping Children's Learning." This
first ever, invitation-only event will explore how digital media can improve
children's literacy, learning and development.
Sponsored by McGraw-Hill Education, a leading global provider of
instructional, assessment and reference solutions, and Electronic Arts Inc.
(EA), the leading interactive entertainment software company, the gathering
will convene thought leaders from across research, communications and policy
to discuss new research findings, the expansion of effective models, and new
partnerships.
Michael Levine, the Center's Executive Director, said: "Today's children
are growing up in an era of rapid change. Unprecedented learning tools are at
their disposal: real breakthroughs and remarkable gains in education are
possible. We can and we must harness these promising communication
technologies for children now, especially those who are lagging behind. The
early endorsement of partners like McGraw-Hill, EA, CPB and PBS reinforce the
importance of our mission. The symposium is a timely opportunity to convene
the critical sectors to advance innovation and mobilize change."
The agenda for the day-long event, comprised of panel discussions,
children-led demonstrations of new technologies and a hands-on forum promoting
two dozen of the best digital media initiatives in the nation, features a
keynote address by EA's Chief Creative Officer, Bing Gordon, and one of the
first demonstrations of BOOM BLOX, a new game for Nintendo Wii developed by EA
in association with director Steven Spielberg. All panels will be streamed on
the web by the Center's partner Global Kids.
"This a momentous event, thought leaders from many different industries
have come together to work toward one cause -- to better the achievement of
our nation's children," said William Oldsey, executive vice president,
McGraw-Hill Education. "The classroom is likely to change more in the next
five to 10 years than it has in the last 50 or even 100 years, with technology
being the key driver. McGraw-Hill Education is at the forefront of this
change. Events like this one allow us to incorporate expertise from varied
fields to better serve the technological needs of teachers and students."
"EA is delighted to sponsor the very first Joan Ganz Cooney Center
symposium on digital media's impact on children's development," said EA Casual
Entertainment Marketing Vice President, Russell Arons. "Digital Media's
impact on children is an area of great interest to EA and we're excited to
showcase the upcoming video game, BOOM BLOX, which combines strategic puzzles
with fast paced action as an example of the video game evolution of learning
and fun."
The results of three special reports will also be released at the
symposium. The Cooney Challenge report will focus on the perspectives and
recommendations of over 60 thought leaders who identified key research,
policy, and practice issues to accelerate children's learning; a national
survey (developed in association with Common Sense Media) exploring the
perception of parents and educators about new media's educational potential;
and a report featuring potential strategies to promote children's literacy and
learning by the noted game expert and professor James Paul Gee from Arizona
State University.
Journalists and experts in the field of digital media for children
including Time Magazines' Claudia Wallis, author Lisa Guernsey and Children's
Technology Review Editor and NY Times columnist Warren Buckleitner, will
moderate and participate in panels on a variety of topics including the ways
in which digital media shapes literacy development, critical thinking,
creativity and cultural awareness. In addition they will discuss how to meet
the new challenges that come with the growth of digital media, emerging
learning technologies and which priorities the next President and the critical
sectors should tackle first.
About McGraw-Hill Education
McGraw-Hill Education, a division of The McGraw-Hill Companies
(NYSE: MHP), is a leading global provider of instructional, assessment and
reference solutions that empower professionals and students of all ages.
McGraw-Hill Education has offices in 33 countries and publishes in more than
40 languages. Additional information is available at
http://www.mheducation.com.
About Electronic Arts
Electronic Arts Inc. (Nasdaq: ERTS), headquartered in Redwood City,
California, is the world's leading interactive entertainment software company.
Founded in 1982, the company develops, publishes, and distributes interactive
software worldwide for video game systems, personal computers, cellular
handsets and the Internet. Electronic Arts markets its products under four
brand names: EA SPORTS(TM), EA(TM), EA SPORTS BIG(TM) and POGO(TM). In fiscal
2007, EA posted revenue of $3.09 billion and had 24 titles that sold more than
one million copies. EA's homepage and online game site is www.ea.com. More
information about EA's products and full text of press releases can be found
on the Internet at http://info.ea.com.
About the Joan Ganz Cooney Center
The Joan Ganz Cooney Center at Sesame Workshop
(www.joanganzcooneycenter.org) is an independent, not for profit research
center that examines the role of new technologies in learning and literacy
development both in and out of school. The Center conducts and supports
research, creates educational models and interactive media properties, and
builds cross-sector partnerships to scale-up best practices. Based at Sesame
Workshop, the center is named for Sesame Workshop's visionary founder, who
revolutionized television with the creation of Sesame Street. Core funding for
the Center is provided by the generous support of Peter G. Peterson, Genius
Products, Mattel, Inc and Sesame Workshop.
SOURCE McGraw-Hill