Global Kids Launches Comprehensive Digital Media Initiative and Announces Release of New Online Game Produced with Gamelab.Initiative funded by MacArthur Foundation MacArthur Foundation: see John D. and Catherine T. MacArthur Foundation. trains youth to be critical media consumers; New Microsoft-supported online game will educate thousands about global poverty NEW YORK New York, state, United States New York, Middle Atlantic state of the United States. It is bordered by Vermont, Massachusetts, Connecticut, and the Atlantic Ocean (E), New Jersey and Pennsylvania (S), Lakes Erie and Ontario and the Canadian province of -- Global Kids, Inc., the foremost nonprofit in New York City New York City: see New York, city. New York City City (pop., 2000: 8,008,278), southeastern New York, at the mouth of the Hudson River. The largest city in the U.S. specifically dedicated to educating students in underserved communities about international affairs Noun 1. international affairs - affairs between nations; "you can't really keep up with world affairs by watching television" world affairs affairs - transactions of professional or public interest; "news of current affairs"; "great affairs of state" , civic engagement and global literacy through school-based programs and the use of the Internet, today announced the roll out of its Digital Media Initiative (DMI (Desktop Management Interface) The first desktop management standard from the DMTF. Enabling PCs to be monitored from a central console, it was superseded by the DMTF's Common Information Model (see CIM). ), a program that trains youth to be both critical media consumers and producers through a series of development programs. The program components, which take place both in classrooms in New York City and online, will each focus on a specific digital medium: dialogue, games, and video. The program will provide opportunities for Global Kids to use its unique youth development approach to help teenagers around the world engage in dialogues and create sophisticated digital media projects. The DMI is funded by a $900,000 grant from the John D. and Catherine T. MacArthur Foundation John D. and Catherine T. MacArthur Foundation, philanthropic institution founded 1978 by John D. MacArthur (1897–1978), owner of a prominent insurance company and other businesses, and his wife Catherine T. , which today announced plans to build the emerging field of digital media and learning and committed a total of $50 million over five years to the effort. "This is the first generation to grow up digital - coming of age in a world where computers, the internet, videogames, and cell phones are common, and where expressing themselves through these tools is the norm," said MacArthur President Jonathan Fanton, who announced the new initiative today. "Given how present these technologies are in their lives, do young people act, think and learn differently today? And what are the implications for education and for society?" Specifically, the core components of Global Kids' Digital Media Initiative will include: * Facilitating, as well as producing a report on, a series of online dialogues that encourage youth to discuss the role of digital media in their lives. * Utilizing Global Kids' unique presence in the virtual world of Teen Second Life Teen Second Life is a version of Second Life reserved for teenagers, running on the so-called Teen Grid. It was developed in early 2005 for people aged 13-17 to play Second Life to engage youth in interactive workshops related to digital media. * Facilitating youth discussion through GK's Newz Crew site, a collaboration with NewsHour with Jim Lehrer James Charles Lehrer (pronounced [lɛɹə]) (born May 19, 1934) is an American journalist. He is the news anchor for The NewsHour with Jim Lehrer on PBS. , about articles, current events, and policy debates related to the relationship between young people and digital media. * Engaging youthCoin New York City and in Teen Second LifeCoin the creation of machinima (animated films made with video games See video game console. ) about digital media themes through a collaboration with the Museum of the Moving Image Coordinates:
The evolution and activities of the Digital Media Initiative can be followed at the DMI Blog (dmi.globalkids.org). Ayiti: The Cost of Life - New Online Game Teaches Global Issues In addition, Global Kids and Gamelab, New York City's largest game development company, today announced the release of the online game, Ayiti: The Cost of Life (CostofLife.org), which uses the location of Haiti to educate players about the obstacles to education faced by children in developing countries. When distributed When distributed When issued. and used within either a classroom or after school setting, the game will be a strong tool for building students' global awareness and civic literacy. The concept of the game was developed by youth in Global Kids' Playing 4 Keeps (P4K P4K Playing 4 Keeps (gaming) ) program and professionals from the award-winning game design studio Gamelab. Supported by Microsoft's U.S. Partners in Learning Mid-Tier Grants Initiative, which seeks to find and support "pockets of innovation" for increasing digital literacy digital literacy Informatics The ability to understand computer-based information. See Literacy. and career readiness, the game will be free and published with lesson plans for educators through a UNICEF UNICEF (y `nĭsĕf'), the United Nations Children's Fund, an affiliated agency of the United Nations. website Child Alert: Haiti (unicef.org/childalert/haiti/) and the educational network TakingITGlobal (takingitglobal.org). "It can be difficult to teach critical global issues to youth who can sometimes feel that their everyday lives are far removed from things going on in remote places around the world," said Mary Cullinane, Director of Microsoft U.S. Partners in Learning. "Global Kids' Playing 4 Keeps has found a way to use technology to bring these global issues to life in a truly engaging way. We are proud to support this innovative use of technology to make these issues more real for these young citizens." Playing 4 Keeps engages a cohort of twenty-four students from South Shore High School, a largely minority school of approximately 2,300 students located in Canarsie, Brooklyn Canarsie is a neighborhood in the Eastern portion of the borough of Brooklyn, in New York City, USA. , in working with professional game developers in the design, development and dissemination of professionally-produced online games about important social issues. During the school year, program participants conducted research about global issues and gained digital literacy, leadership, and career skills. Students participated in workshops on such global issues as Defining Human Rights, Racism, Health, Education, and Children's Rights The opportunity for children to participate in political and legal decisions that affect them; in a broad sense, the rights of children to live free from hunger, abuse, neglect, and other inhumane conditions. , and then selected an issue on which to focus the game. With professionals from Gamelab, they learned about a range of issues related to game design as a form of critical media literacy Media literacy is the process of accessing, analyzing, evaluating and creating messages in a wide variety of media modes, genres and forms. It uses an inquiry-based instructional model that encourages people to ask questions about what they watch, see and read. as well as the game industry and the game development process. The students also took numerous field trips and spoke about their work at prestigious conferences, including the Game Design Conference in San Jose San Jose, city, United States San Jose (sănəzā`, săn hōzā`), city (1990 pop. 782,248), seat of Santa Clara co., W central Calif.; founded 1777, inc. 1850. , the Games 4 Change Conference in New York City, and the Microsoft Corporation (company) Microsoft Corporation - The biggest supplier of operating systems and other software for IBM PC compatibles. Software products include MS-DOS, Microsoft Windows, Windows NT, Microsoft Access, LAN Manager, MS Client, SQL Server, Open Data Base Connectivity (ODBC), MS Mail, in Redmond, Washington. This year, participants chose to focus their game on the general topic of poverty as an obstacle to education, based on their learning about the United Nations Declaration of Human Rights and about obstacles to receiving an adequate education that youth face around the world. They then decided to use Haiti as a case study and setting for the game. The youth have documented the process of creating the game in a blog at (www.holymeatballs.org/playing_4_keeps) and are publicizing it through (www.myspace.com/thecostoflife). In Ayiti: The Cost of Life, each player assumes the roles of family members living in rural Haiti. Over the course of the game, the player must choose among and balance various goals, such as achieving education, making money, staying healthy, and maintaining happiness while encountering unexpected events like disease and hurricanes. The player must make many decisions that contribute to or detract from achieving his or her chosen goals. The game is designed as a serious learning tool that educators and youth workers can use in their classrooms. With its lesson plans, Ayiti: The Cost of Life, can educate players about poverty and its effects on education in general around the world, as well as about the effects of poverty on education in Haiti. "Ayiti: The Cost of Life is a great way to teach American youth about global issues such as poverty, access to education and human rights," said Chinwe Okorie, United Nations Representative for the World Association of Girl Guides and Girl Scouts The World Association of Girl Guides and Girl Scouts (WAGGGS) is a global association supporting the female-oriented and female-only Scouting organizations in 144 countries. It was established in 1928 and has its headquarters in London, England. . "Players' efforts to keep the family healthy, happy and both parents alive make you engulfed." The educational effectiveness of the game is being evaluated by the Educational Development Corporation's Center for Children and Technology. About Global Kids, Inc. (www.globalkids.org) Founded in 1989, Global Kids' mission is to transform urban youth into successful students and global and community leaders by engaging them in socially dynamic, content-rich learning experiences. Through its leadership development and academic enrichment programs, Global Kids educates youth about critical international and domestic issues and promotes their engagement in civic life and the democratic process. Through professional development initiatives, Global Kids provides educators with strategies for integrating experiential learning methods and international issues into urban classrooms. Over 85% of the high school seniors who participate in GK's leadership program graduate and attend college. About the Global Kids Online Leadership Program (OLP OLP Organisation de LibĂ©ration de la Palestine (French: Palestine Liberation Organization) OLP Organizacion para la Liberacion de Palestina (Spanish: Palestine Liberation Organization) OLP Open License Program ) Global Kids, Inc. is a nationally recognized leader in using digital media to promote global awareness and youth civic engagement. Global Kids' Online Leadership Program (OLP) integrates a youth development approach and international and public policy issues into youth media programs that build digital literacy, foster substantive online dialogues, develop resources for educators, and promote civic participation. Currently, the OLP is accomplishing its goals through initiatives within three broader areas: the development of socially -conscious online games; youth-led online dialogues; and the Digital Media Initiative. About Gamelab Gamelab invents new ways for people to play. Founded in 2000 by Peter Lee and Eric Zimmerman, Gamelab is New York City's largest and longest-running game development company. Gamelab creates innovative games for broad audiences on and off the computer, from multiplayer online games to card and board games to museum installations and social games played by thousands in the real world. Our work has won many awards and has been exhibited internationally. Recently, Gamelab received a first-of-its-kind MacArthur grant with the University of Wisconsin-Madison “University of Wisconsin” redirects here. For other uses, see University of Wisconsin (disambiguation). A public, land-grant institution, UW-Madison offers a wide spectrum of liberal arts studies, professional programs, and student activities. for a 3-year research project on game design and media literacy. About The John D. and Catherine T. MacArthur Foundation The John D. and Catherine T. MacArthur Foundation is a private, independent grantmaking institution dedicated to helping groups and individuals foster lasting improvement in the human condition. With assets of $5.5 billion, the Foundation makes grants totaling approximately $200 million annually. For more information or to sign-up for MacArthur's electronic newsletter, visit www.macfound.org/digital. |
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