Wednesday, October 14, 2009

The outer spaces of learning

Colleen Macklin, Parsons The New School for Design

In the recent Star Trek movie by J.J. Abrams we get to see what a 23rd century Vulcan school was like for young Spock. Hundreds of crater-like pods, with 360-degree projection systems, allow individual students to navigate through an encyclopedic array of topics fully described through visualizations and sound. These images, as science fiction images often do, illuminate more about our present anxieties and desires than they do about possible futures. Star Trek fan and media theorist Henry Jenkins points out these conflicting visions in his blog, "Confessions of an Aca/Fan":

"In some ways, this is the future which many educators fear -- one where they have been displaced by the machine. In other ways, it is the future we hope for - one where there are no limits placed on the potentials of individual learners to advance."

As an interaction designer I can’t help but be fascinated by the design characteristics of these learning pods, particularly as a learning space and experience. Spatially, the pods enable a 360-degree view of virtual content, placing the student in the center of a whirl of information, visualized in formulas and images. Experientially, the intelligence (presumably artificial) that runs the displays also has a voice - quizzing the student on a wide array of subjects, from geometry to ethics. The effect is a high tech quiz or spelling bee, knowledge containable in a question and short answer. And in a reverse of the exploratory pleasures of the Internet, students merely provide the answers to questions asked by the computer – they don’t ask questions of their own. Perhaps we are glimpsing a Vulcan standardized test? While the delivery is individualized, as Jenkins points out, it’s also asocial, physically inactive (there’s no “learning by doing”), and if we take away the special effects, no more advanced than some of the drill-based learning methods we use today.

From the tricorder to the holodeck, Star Trek has, since its introduction in the 60s, had a tremendous influence on technology designers. Wah Ming Chang's communicator designs for the original TV series inspired Martin Cooper's mobile phone design research. Will the images of the 23rd century Vulcan school influence future school design? In terms of a spatial and experiential approach to learning, I actually think there are more interesting examples present now, in the 21st century. I’ll mention two of them, and why, from the perspective of interaction design, they promote not only cool new technologies and “special effects”, but also breakthroughs in the design of learning.

In SMALLab (Situated Multimedia Art Learning Lab), a mixed-reality learning environment developed by ASU’s David Birchfield, students also inhabit a projected world where diverse subjects can switch as quickly as the speed of light. However, this is where the similarity between SMALLab and Star Trek’s vision ends. Instead of surrounding us at eye-level, the projections for SMALLab are on the floor. The fact that images are beneath you immediately activates the space. Like the lines chalked on the sidewalk forming a hopscotch court, SMALLab beckons for ACTION. We want to step, run, jump, and crawl on the interactive images beneath us. And the space also encourages this – it uses playful interaction to illuminate how systems work – from concrete poetry to physics. By using our bodies, SMALLab engages our minds in making sense of these systems. In addition, it is a social space. SMALLab has a multi-user interface promoting collaboration and team problem solving. Students learn by coordinating their actions, helping each other, and making sense of how the systems underlying knowledge about a subject actually behave and respond.

Like SMALLab, Mannahatta: The Game (M:TG), a prototype developed by PETLab at Parsons, takes students out of a typical learning environment – in this case, onto the streets of New York City. A collaboration with Dr. Eric Sanderson’s Mannahatta Project at the Wildlife Conservation Society, M:TG uses geographically tagged data about the ecosystems present on Manhattan island prior to colonization in 1609 to create a game of exploration and discovery. Currently available for the iPhone platform, the game requires that players traverse the city in order to uncover and link ecosystem elements, rebuilding the webs that once existed, city block by city block. Using the iPhone as a kind of detector, players are notified when a needed species (mountain lion, poplar tree) or eco-link (“food for”, “shelter for”) is available nearby. M:TG is a game, but it is also a platform for experimenting with how augmented reality and geo-spatial databases can be brought together to form a situated space for learning. In other words, M:TG takes learning out of the classroom and into the world.

These two examples are pilot environments and prototypes. They aren’t yet common, and the implications of these spaces are still being discovered. Both share the element of play, collaboration and creativity as a strategy for activating learning. These environments clearly diverge from current classroom norms – and they also go a step beyond their science fiction counterparts – by designing playful and rich spaces and experiences as integral to 21st century learning.

SMALLab is one of the two dozen innovations that will be showcased at the Technology Playground demo space at the Breakthrough Learning in a Digital Age Forum on October 28.

Referenced:

Henry Jenkins, “Five Ways to Start a Conversation About the New Star Trek Film”. (blog post, May 12, 2009, accessed 9/28/09). http://henryjenkins.org/2009/05/five_ways_to_start_a_conversat.html

SMALLab, see: http://www.instituteofplay.com/node/169 and http://ame2.asu.edu/projects/emlearning/smallab/smallab.php

Tuesday, October 13, 2009

+1 Learner: How personal learning networks can transform individual teacher practice

By Lucy Gray

Education Technology Specialist
Center for Elementary Mathematics and Science Education
University of Chicag
o


Imagine a learning community for educators, a place where teachers can connect to the world. Teachers can pose questions and receive just in time help and advice from virtual colleagues. Links to interesting web sites are exchanged. Practitioners connect with researchers at universities. Up to the minute news is disseminated and absorbed. Multimedia is viewed and critiqued by audiences beyond the walls of a single school.

Such a community isn't that far fetched. In fact,
many do exist on the Internet today, thanks to the powerful digital technologies of the information age. Educators are also creating their own customized personalized learning networks using a variety of tools. To the detriment of their students, millions of educators worldwide are missing out because they don't embrace new media, haven't realized its potential, or are simply denied access to the Internet's riches for various reasons. How can we help teachers foster breakthrough learning? How do we guide teachers through a process that empowers them to take ownership of their own professional development and deepen their impact on their classrooms? Encouraging teachers to develop their own personal learning networks can be one part of the solution.

I can pinpoint two pivotal experiences that mark the start of my own personal learning network journey. The first came in 2005 when a fellow
Apple Distinguished Educator introduced a term completely foreign to me: RSS or Real Simple Syndication. Because of RSS, I started following news sources and weblogs of experts, even venturing into blogging myself as a method of recording my professional ideas and resources. Information efficiently arrived in my newsreader; no longer did I have to chase it down by visiting individual sites.

A second defining moment happened a year later while on vacation. I was sitting in a Paris hotel room, uploading photos from my laptop computer to Flickr, a photo sharing site. I unexpectedly received an instant message from Portland, Oregon principal Tim Lauer. I had met Tim two years prior at a workshop he led at the National Educational Computing Conference . Tim indicated in his IM that he had noticed that I was in Paris as he saw my very recently uploaded photos on Flickr. In fact, he had just visited Paris himself and had wanted to visit a historic paint store, but had missed the opportunity. He sent me a link to an NPR piece on the Sennelier shop, and asked me to find it and take pictures if I had the chance. Fortuitously, the shop was only two blocks away from my hotel. I trotted over took a few pictures and emailed them to Tim. Thus, began our collegial friendship which continues on. Not only did I glean a bit about the rich history of this paint shop that day, but perhaps more importantly, I realized that communication, resource sharing and collegiality could extend way beyond my classroom walls in Chicago. I was no longer limited by traditional means.

Since then, I've continued to explore both informal and formal networked professional development opportunities. I've always been curious about getting ideas from those with different experiences and perspectives. My arsenal of learning tools has grown to include Web 2.0 applications such as Delicious and Diigo for sharing bookmarks, Google Docs for sharing and storing documents online, and Twitter for connecting to people from many education related fields.

Social networks also have supported my professional development. Facebook keeps me current with the work of organizations such as Edutopia, PBS Teachers, and Curriki . I often refer to Classroom 2.0, a web site developed using the Ning platform, when looking for concrete examples of technology infused projects, and for when I have questions related to educational technology. Inspired by the success of this site, I even created my own Ning on the topic of global education, bringing together educators interested in global projects.

Online meeting spaces are currently intriguing me. One network that has proven to be invaluable is EdTechTalk, a collaborative web casting community. Educators volunteer to host weekly live online interviews with a wide variety of guests. Listeners participate via a back channel chat room, asking questions, suggesting resources, and sharing experiences. All sessions are recorded and archived in a podcast format for those unable to attend. I am also interested in the delivery of online professional development and have recently started using a meeting tool called Elluminate while participating in webinars run by Steve Hargadon and sponsored by several entities at the Future of Education.

Note that none of the tools I've mentioned thus far costs me a cent. More importantly, I can engage with tools and content when my schedule allows. I choose to develop professionally using the tools that matter to me because I believe that educators must continue to evolve and refine their work. I must practice what I preach.

To demonstrate the power of a personal learning network, I recently used Twitter to post a link to a survey for my online colleagues on the potential of digital technologies to transform teaching and learning. If you're not quite convinced on these potential transformational effects, take a look at the stories submitted from over 60 educators around the world. Change is indeed happening; we just need to get more educators on board. Our next step in this area should be to contemplate how to effectively help educators to customize their own professional development on a large scale.

Here is the
survey I created using a form in Google Docs and here are the results. (Also, check out this word cloud based on survey responses.) One comment in particular sums this up for me. In an excerpt of a survey comment, Keith Hamon of Macon, Georgia writes:

"Technology has enabled global networks which have put me at the center of my learning. This is one of the neat tricks of the shift from hierarchical structures to network structures. As a student in an old-school hierarchy, I was at the bottom of the food chain with all the other students, with teachers a bit higher up, and then department chairs, deans, and so on...but in a personal learning network, I am at the center...This gives me great power to pursue the learning that is important to me, to create my own educational program. I am my own universe - ity. But here's the real magic: so is everyone else. In a network, we are all in the center, all empowered to work the network—adding value and taking value—to meet our goals."

Now, if we can do this for ourselves, imagine how we can do this for our students.

Monday, October 12, 2009

Write a Story On a Phone? Are you Kidding?

By Ben Bederson

Associate Professor, Computer Science Dept. & Human-Computer Interaction Lab
Co-director, International Children’s Digital Library
University of Maryland

www.cs.umd.edu/~bederson


Creativity continues to be an essential skill in the emerging creative economy. Since scientific and technological creativity are tightly intertwined with cultural and artistic creativity, developing tools for creative expression can help all members of society. Thus, ensuring open access to creativity-enabling technology is crucial for supporting social equality in the creative economy. With the global proliferation of mobile devices regularly breaking boundaries, we (the Human-Computer Interaction Lab at UMD) are especially interested in considering what mobile creative authoring tools might look like.

Numerous applications on the desktop to support creative expression. But going mobile is a different beast. It is both harder and easier. Harder because you have to figure out how to make it possible for children to learn and use a rich set of features on a small device. Easier because there is the potential to integrate the phone’s essential mobility – adding easy support for taking pictures, recording sounds, drawing pictures and of course, writing text. And there is the potential of supporting all of this within the context of ideas encountered in daily life.

Unfortunately, existing mobile applications lack the kind of content manipulation flexibility found on the desktop. So is it possible to build a tool to support children’s creative expression on a phone? And is it even a good idea? Perhaps we should be aiming for more expressive “canvases”, not more constrained ones. Smaller, more constrained tools might simply encourage a more limited style of expression, and teach that simplistic creations are a sufficient goal.

But history shows that adding more modes of expression very rarely eliminates the old ones. Instead, there are just more. TV didn’t eliminate Radio. Audio books didn’t eliminate paper books. And the Internet didn’t eliminate writing.

Instead, aiming to support children’s creativity with the tools they are already using is an established way to get their attention. Let’s make all the tools we can. Get kids excited in every modality. And be sure to teach that there is a range of valid expression – both large and rich as well as small and simple.

A year ago, we built an iPhone reader for our International Children’s Digital Library. And as a second effort at supporting this vision, we just created a (free) iPhone app to support children’s storytelling. Search for “StoryKit” in the iPhone app store, give it a try, and decide for yourself if kids should be writing stories on phones.

We also need to think about not only the “what” but also the “how” and “where”. Which technologies do we target, and where will these be used? There is some room for this kind of tool in the classroom, but I think that their biggest usage will be in informal settings. Sure, most nine year olds don’t have iPhones (yet). But many of them stand on line, sit in the car, or wait at a doctor’s office with their parent who does have one. Parents are already handing out their devices to kill time, so their kids can watch videos and play games. So, let’s increase the set of offerings. Just as parents can choose to stock good food in their house, they can choose to stock good apps on their phone. The next time their kid picks up their phone, there can be a range of fun, social, and educational activities for them to do. So, how can we get there?

Thursday, October 8, 2009

Taking Down the Digital Divide in Schools

By John Merrow

Education Correspondent, NewsHour with Jim Lehrer


I vividly remember a physician friend of mine, Dr. Karen Hein, saying that, for AIDS, asthma and other health problems, geography was destiny. She meant that poverty and the problems associated with it were key determinants of health. Poor people got the short end of the stick: less access to preventive care, more diseases, and fewer resources to help them recover.


Now a new report sponsored by the Knight Foundation suggests that geography is also destiny for our democracy. The just-released report, “Informing Communities: Sustaining Democracy in the Digital Age,” suggests that we now have what it calls ‘second class information citizenship.’

Many of us suffer from information overload, but some communities—geography again–have a very different problem: not enough information and insufficient skills to separate the wheat from the chaff.

In an era when many of us are embracing Twitter, Facebook and other ‘virtual communities,’ we may think that walls are breaking down everywhere, but this report tells us that real (geographic) communities matter more than virtual ones. Technology itself is inherently democratic—a computer doesn’t know (or care) whether you are rich or poor; able-bodied or not; black, white or brown—but access to technology is a different kettle of fish. Who has access to technology is crucial—and access often comes down to geography.

[READ the full post here]

Wednesday, October 7, 2009

Connecting: Rigor and Relevance

By Paige Kuni Johnson

Past Chair, Partnership for 21st Century Skills

K-12 Education Manager, Intel Corporation







Recently, at a conference on education reform, I heard a state superintendent from one of the country’s highest performing states share a comment I found concerning. He said he believed there would be a tension between meeting more rigorous common core standards and personalizing learning for students to make schools relevant and engaging to learners.

While I have a lot of personal respect for this man, I think his comment reflects a common misperception that our country has to overcome in order for school improvement to succeed. As I sat in the conference room, looking around at a sizeable crowd of over-40-somethings, it occurred to me that educational, corporate and government leaders need to be promoting exactly the opposite message. I think the only way we will have all students meet rigorous standards is to make the learning completely personal, relevant and engaging.

At a time when an overwhelming number of students feel disconnected from school – according to a recent Time Magazine article, the national high school dropout rate currently exceeds 30 percent – we need to find a way to connect with students, to engage them and keep them in the classroom. Technology will be a critical component of this endeavor.

In this digital era, students are connected as individuals through cell phones, the internet and many participate in large virtual on social networking sites. Technology is so integrated in their lives that, according to a recent factoid, nine out of ten students no longer wear wristwatches as timepieces because they can now access the time through a plethora of other technological devices close at hand. Content is available online, critical analysis and application of content has become more important than content itself as the body of published work available online doubles seemingly overnight. If students check in online but checkout at school-, why are we not doing a better job at using these tools to motivate students in rigorous learning experiences?

Intel is investing in helping teachers become better at technology integration for learning. We offer free professional development to states and districts all over the country. We also have supported the development of technology standards for students, teachers and administrators in the US. Our most recent project is collaboration with Intel, Microsoft and Cisco on how to do a better job of assessment of 21st Century skills in students.

However, I fear that philanthropic efforts by Intel, Cisco, Microsoft, or Oracle will not have the systemic impact we seek until education leaders embrace the opportunity that technology presents in making our students more engaged, and more successful in school. If you need a reason for why that is important – check out a recent McKinsey study that said the United States’ GDP would have been 9 to 16 percent higher – that is, $1.3 to $2.3 trillion higher – in 2008 had U.S. high school graduates attained the average skills of their peers in Canada, Finland or South Korea. In our current economic situation, we can’t afford not to have an educational system where all kids succeed.

Tuesday, October 6, 2009

Education 1.0 and the Desire to Upgrade

By Scott Traylor

CEO and Founder of 360KID

A new high school is being built near my office. The old high school had served its function well over time, but in recent years the level of maintenance necessary to keep the school functioning translated into diminishing returns. School committees, planning committees, state and city officials, community members, and advisory groups came together to define a new future for the students of this city. Their passionate debates about the new school’s physical construction mirror discussions that are taking place on a national scale about how best to teach our students inside these structures. Our educational practices are showing their wear, with its own version of peeling paint, cracked walls and leaky ceilings.

Being a former teacher and having spent the last 20 years running a digital learning company that specializes in media creation, I see the potential for a revolution in education through the use of technology. Learning games, social media, mobile technologies, virtual worlds; all of these advances in computing offer greater opportunities for student engagement and improved literacy learning. What is clear to me and my colleagues is that there are many vested interests in the education world that don’t see this moment quite as clearly as we do, or if they do see it, don’t know how to advance its cause.

Let’s take a look at the kids we’re trying to reach today. They are the first generation that will have never known a time without the Internet, Google, or mobile phones. They are connected to the world through a variety of different digital, gaming, and communications tools. They are comfortable with many aspects of media creation. Every day they are presented with an unlimited menu of informal learning opportunities by simply following their passions online and choosing tools that suit their learning styles. How can schools compete with a similar level of engagement and interest through digital media inside the classroom?

Teachers and teacher training are certainly a critical part of using technology to support improved outcomes, but what elements outside the classroom influence the successes we wish to create inside the classroom?

Administrators and superintendents play a key role in purchasing decisions that impact schools. How do these leaders learn what technologies are best to bring into their classrooms? Should their ed tech purchasing decisions be driven entirely by the requirements established by policies such as No Child Left Behind? How can their purchases instead address a variety of different learning styles? How can they anticipate which digital media will appeal to the interests of their students?

Pulling back the curtain to shed light on the business of education we discover two areas that impact the quality of ed tech for schools, the first being new product creation. Publishers who create instructional materials for schools are, by and large, traditional media businesses that rely heavily on print. Most publishers are eager to play a part in the digital age, but historically their development efforts are driven by an editorial process that understands linear communication through the medium of print better than two-way communication and interactive engagement through digital media. How can these professionals better address the needs of a transmedia framework?

Secondly, the process of how new learning products are approved for school usealso has great influence over the quality of ed tech products that are marketed at the state level. Publishers often find their biggest opportunities selling instructional materials to states through what is referred to as an “adoption.” During the adoption process state advisors review educational materials to see if they meet state learning requirements before these materials are blessed for purchase by schools. Could it be that the adoption process itself, or the interest of publishers, places greater emphasis on print media than digital media because it is a business they understand? These adoption processes are very competitive, and not easy for smaller and more digitally advanced companies to compete with. The large publishers who vie for a state’s adoption often include sweeteners to convince adoption boards to select their materials over another, often times giving away the technology component as a free incentive. If a technology product is given away, it usually means it is not supported financially within these organizations during development thus reducing incentives to create real breakthroughs in digital learning. How can publishers shift their business practices to treat ed tech as its own successful, revenue generating profit centers? How can states adoption boards be encouraged to place greater emphasis on learning that is facilitated through innovative technologies?

And finally, what sort of commitment should we expect on the side of government? States rely on federal dollars to help with teacher training and the purchase of technology products. One specific area within the No Child Left Behind mandate offered to accelerate the use of technology in schools is a section of the law called Enhancing Education Through Technology (EETT, Title II, Part D). Since its introduction in 2002 funds earmarked to support this commitment have declined. What is the true commitment of the federal government through this arm of NCLB?

Other federally-funded opportunities, such as Department of Education and National Science Foundation grants, have a hard time keeping up with the rapid pace of technology change. The process of reviewing a grant request, awarding and completing a grant, can take years. How can the entire grant process, from review to completion of a marketable product, be accelerated to keep up with the rapid advancements in technology? Can some amount of these grants also be directed towards smaller, more nimble, for profit ventures that are better able to chase a moving target?

Aside from the efforts described above, a long-standing opportunity to advance digital learning may be found in the promise of the CAMRA Act, also known as the Children and Media Research Advancement Act. The thinking behind CAMRA is that the federal government would fund research related to the use of electronic media to better understand its benefits to children. This bill was introduced in 2005, passed unanimously in the Senate in 2006, and has been stalled in the House ever since. Wouldn’t it be great if all organizations interested in using digital media for the advancement of children’ learning had a solid body of research to best guide not only new product development decisions, but also purchasing, implementation, and best practices of ed tech in the classroom? Wouldn’t the passing of CAMRA also put a spotlight on the need to bring together many disparate federal agencies interested in the research CAMRA would facilitate, and promote a more coordinated research agenda for the benefit of all? Combined with a sizable appropriation for the National Center for Research in Advanced Information and Digital Technologies, the passage of CAMRA would help realize the long awaited formation of a central oversight group for the advancement of digital media and learning research.

If we could in some small way address these questions in each of these areas of education outside the classroom, we would begin to see a new version, an enhanced version of education that would drive classroom success. Much like that new high school being built next to the older one, the visual difference between the two structures is striking. Maybe it's easier for all parties involved to demonstrate a greater commitment when a clear vision of the new is offered alongside the old. The choice would be immediately clear to most. The time and effort required to make such changes may be greater than what many are willing to invest and there is comfort in keeping the status quo, but to ignore defining something new comes at our own peril. Key sectors must work together in earnest to provide us all with untold opportunities for the learners of tomorrow. Let’s start building that new structure, the future of education, and let’s place that Education 2.0 cornerstone down right now.

Monday, October 5, 2009

Literacy 2.0: The Potential and the Pitfalls

By Lisa Guernsey

Director, Early Education Initiative

New America Foundation

A young girl, age 5, sits down at her family’s computer and logs into Webkinz with some help from her mother. She’s got a plush toy on her lap. It’s a Clydesdale horse named Mirabelle who, seconds later, appears reincarnated as a pixilated horse on the screen. The little girl grabs the computer mouse, points to the screen, and shouts, “look Mom!” A three-dimensional room is now before her eyes, and she can fill it with whatever furniture she thinks her horse might like. A catalog of food items appears too – marshmallows, carrot sticks, hamburgers, you name it. The little girl knows that she is supposed to buy whatever will make her horse happy and healthy. She clicks on the carrot sticks and feeds them to Mirabelle. A little thought balloon appears over her horse’s head with tiny text inside. Maybe it says “that’s delicious” or “thank you!” or “now can you buy me some apples?” But we’ll never know, because it appears for only a second and then it disappears.

“What did it say?!” the girl screams. Her face is in a panic. “I couldn’t read it!”

She couldn’t read it. Why? Two reasons. 1) the little girl is not yet a fluent reader. 2) the digital media did absolutely nothing to help.

I offer this story not to bash Webkinz or to chastise her mother (who is me, as many readers have probably guessed by now.) Nor do I tell this tale to lead you into a sermon on the value of reading a book versus sitting in front of a computer.

I tell this story to highlight the disconnect between digital media and children’s literacy today. Consider the elements in place: We have a highly motivated child sitting in front of a highly motivating piece of software. We have text on the screen. But we have no recognition anywhere that this is a moment that could be harnessed to pull her forward in reading, to help take her to the next level. Something as simple as enabling the words to appear on the screen until she took an active role, until she clicked a button to close the thought balloon, could have helped. But much, much more could have happened as well. Imagine a Webkinz world populated by characters who love to read and urge their owners to check out virtual books to stock virtual libraries. Imagine a moment in which my daughter might have been invited, first through an audio prompt, to read more about horses and how to care for them, and then led her to a page of non-fiction designed for her reading level that she could print and read later with the help of parents and teachers? Imagine the richer literacy possibilities that could be infused in the games, email exchanges or printed bulletin boards on the virtual world’s walls.

The opportunities to encourage reading through digital media are endless.

And so are the pitfalls. I’m not alone in having dozens of questions about when, why and how to use digital media in a way that doesn’t divorce children from reading instead. Here are just four that are on my mind:

1) How can we prevent the power of digital media become overpowering, from doing so much for children that reading seems unnecessary to them? We think of the screen as a place to tell stories visually, and as we all know, a picture speaks a thousand words. So where will children learn to read those words if they so rarely appear before their eyes? Can the “printed” word become more infused in our multimedia experiences? How do we give kids a reason to read?

2) Digital media has been held up as a motivator, but is that enough? We see children excited about using a Nintendo DS or logging onto an online game, and we say we need to use these platforms as a launching pad for introducing reading. But what happens when the novelty wears off? Can these games produce such a love of reading, or even simply a fluency in reading, that it becomes deeply embedded in children’s approaches to learning no matter what technology they use in the future?

3) What can digital media do to improve comprehension, to move students beyond a rudimentary ability to decode words? Can we use multimedia and immersive gaming to introduce students to vocabulary and concepts from history, science and literature so they recognize words and ideas when they come across them in texts? And if so, will that be enough? Can digital media become a bridge to better comprehension for children from non-English speaking households? Or is that something that can only come from reading text in the first place?

4) What is the relationship between creating and reading? Digital media is renowned for its ability to spur creativity, motivating children to create videos, develop games, mix and produce music, write messages. Do we know empirically whether this might help them learn to read or propel their reading to new levels? And is one necessary for the other?

Until we find answers to some of these questions, skepticism will remain over whether digital media can play a positive role in raising reading achievement among today’s young people. And parents and teachers will continue to nag their children to log off Webkinz and go read a book.