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January 31, 2007

[Teen/VVP] Beginning Our PSA's

On Tuesday we "started" to work on our PSA's. We actually began off learning about storyboarding. Actually, never mind, we started off with the UNICEF video. That was...interesting, because they used the Machinima made by some of the people from our program, and I didn’t recognize their avatars~ which was odd but yeah I guess it is hard to recognize an avatar when they don’t have their names hovering over their heads. I think it was Jackie, and Christina that had their Machinima used. For my part, it was strange seeing myself in a video; its nothing like looking at a mirror, it’s seeing yourself alive, not just seeing a reflection. Well...I guess cameras are somewhat similar to them, but still it felt strange looking at myself, and really...as dumb as it may sound, I really didn't recognize myself. And as usual, my voice comes out somewhat childish and I felt bad that I didn’t pre-prepare because then I would be capable of speaking without having an "uhh..."/"err..." moment. But it was a funny thing to see.

On Tuesday, after Chris and Meredith finished discussing storyboarding and we finished watching the Wiz, we divided ourselves based on talent...which was strange. It makes me wonder, if we had each taken a quick exam would...what we consider our talents come out to be different. Personally, I have no idea what my talent is, I can be creative--writing and art wise--but does that include digital media? I can take pictures from different angles, and take different shots of things and know which is best for what, but does that really make me an expert at film/movies? Research, I think anyone is capable of doing. It just seemed like something everyone should contribute to if they wanted to be a part of the project since everyone needs to be somewhat aware of the subject that we are going to make our PSA's on. So I stuck with the only other choice there was--general second life stuff; now I'm beginning to wonder why in the world I chose that, especially considering the fact that I can’t fly with the flight enhancer. But anyway, I think this means I have to learn to build. Clothes, I can makes, I just lack...the resources like Photoshop, and of course the uploading money. But when it comes down to it, the one thing I lack is patience...which is probably why I can't build. After a little while, I just get frustrated with things.

The group I was in, [we] decided that we would do our PSA on Physical Fitness and Health Issues. I think that is an interesting issue and its become a very big issue at this point because child obesity has risen so much in the last ten years. Its become so big that the NY English Regents decided to make that the topic for one of its issues this January…well kind of anyway. So…I guess our point would have to be that digital media is good because it can promote healthier lives and exercise. I guess we can easily say it’s bad because it makes people sit in front of a screen, as I am doing at this very moment, and exercise nothing besides maybe their fingers and maybe their minds. Now that I say that, maybe it doesn’t exercise fingers so much—because I type a lot and yet I still have chubby fingers—but that’s just a off topic thought. Anyway, I don’t think it would be too wise to say it’s bad because the critics would…devour us. Especially since we would be pretty hypocritical in doing so because we would be using digital media to show people that people need to lead healthier lives, so saying digital media is bad would make us hypocritical. Anyway, as for ideas, I was thinking, maybe we can make a short “AD” promoting exercise and a healthier lifestyle and then begin off zoomed into that, and then zoom out to show that someone is actually watching that advertisement on their computer. But maybe that’s not so interesting. I don’t know, I guess tomorrow we will be able to discuss this and come up with some kind of gimmick.

January 30, 2007

[VVP/Teens] Jan. 30,2007

In this blog, I will tell you what we did today (before I forget). Today was the start of our PSA. We got into groups for our making of our PSA.biggrin.gif. Our team is focusing on the importance of digital media literacy and credibility. I know a little on it but it is a very good topic and can't wait to get started.cool.gif. But before we did that we learn about storyboarding and its importance and how it is helpful to make a movie and a PSA. I think it will help us a lot and I can't wait to start filming.

[blog] Global Teens Strategize Ayiti

A discussion thread from UNICEF's Voices of Youth site has popped up which revolves around sharing winning Ayiti strategies.

One poster, brings up some interesting strategy ideas:

  1. Send the parents to vocational school as soon as possible
  2. Buy medicine, but should you buy it when everyone is sick or in order to keep them from getting sick? I haven't been able to determine yet..
  3. Buy books, but should you buy them more than once? It seems to have no effect...
  4. Send everyone to work if you can.
  5. Switch to the poor living standards ASAP.

To read the entire forum thread, click here.

[blog] Seymour High School blogs about Ayiti

Brandt Schneider's high school class was asked to play and blog about Ayiti. Here's what they had to say:

Genevieve's post:

I have always believed that interaction is the best way to learn things. This allows for the point you are trying to put across to be understood greater. My belief is shown in the Ayiti game. It not only allowed for and intgeraction of what they had to deal with but it put you in charge of dealing with the problems and trying to live a life if you lived in that area.

Lena's post:
I agree that in schools that we should use education games just like pilots use flight stilulations. After playing the game Ayiti, I learned about the poverty and how difficult it is to live and have a family in Haiti. Some might say that this game can eliminate a worksheet, but I think that there is a point were we need to have some sort of worksheet because we didn't learn about specific facts. The worksheet could be on the computer.

Mary's post:
Ayiti really helps me grasp the concept of poverty. Whenever I play this game, I can never find my way out of it. The struggles these countries face are unbearable and it helps you realize how lucky you are. This method of teaching should be required. You understand and learn about the problems in Haiti but in an interactive and more interesting approach.

Meridith's post:
I also like how education may be moving in the direction of going onto the computer and learning the lessons first-hand. Ayiti really impacted me when I saw first-hand what a struggle it is to survive in these countries. I could actually see how no matter what efforts my family put into staying alive while happy and prosperous, it was useless because there are so many factors against them.

[vvp/teen] Researching PSAs

On our last class at the museum, we were given topics to choose from that can a person can be faced with online. I had a problem choosing between media piracy or health. At the end I finally chose health because I thought it would be easier to do research on. Apparently I was wrong tongue.gif. After doing some research I discovered that there were more than just a negative view on Digital Media affecting one's health. I found that a lot of people use the Internet to find work out or diet plans to stay healthy. Which was surprising because I always thought that Digital Media could only create a negative influence on a person's healths. We had to fill out questions regarding our problems, which sadly I didn't get to finish ohmy.gif. The question I think were most important are, "How does this issue impact society? And “What is the range of views on this issue?" I felt these two questions are important because after doing research on my problem with those questions in mind I discovered a lot more about what people thought about my topic and how it affected people.

[VVP/Teens]

This is Miguel and Alex blogging. We are blogging today because this is the first day we go back to Global Kids. We are very excited to go back and learn. I hope we get to start on our machinima soon. we're very anxious to put our ideas out and spread our message to the world.

[vvp/teens] post regents week trauma

I guess everyone is relieved that our Regents are over for now. And besides the test this past week has been a good break from work. On the other hand, we had no vacation since we already took the Regents week off ;_; But that really doesn’t matter because today is the day we go back to GK classes at the museum! I’m excited to see what we're going to do next and I really started thinking about my topic and how I will represent it through our video. Which reminds me I still got some homework left to do.ohmy.gif
Now the main reason I wanted to blog at this moment is to let everyone know that my friends and I finally completed a short film that we are proud of. Hopefully at some point I would like to show it to the class. It’s about 5 minutes long and the only thing I still have to do is dub some lines that weren’t loud enough originally and it’ll be perfect! Well anyway I guess I'll see everyone at class today so that’s it, until next time, ciaocool.gif

[print] The Chronicle of Philanthropy reports on Ayiti and Camp GK in Second Life

The recent issue of The Chronicle of Philanthropy, one of the most important publications for those in the world of foundations, just published an excellent article on the emergence of Games for Change. To our delight, Global Kids work was referenced throughout. Below are some highlights:

Our Playing 4 Keeps program:

International Issues

One of the first nonprofit groups to enter the world of electronic gaming was Global Kids.

The organization, which has worked for more than 20 years to improve academic performance in troubled New York public schools, started developing digital games three years ago. The charity's games have been used to educate teenagers in the city and elsewhere about international issues and to encourage them to get involved in civic projects.

After seeing a prototype of a Global Kids game, Microsoft gave the organization $500,000 for an after-school program in which teenagers work with professional designers to develop games about social issues.

Their first game, released in November, is called Ayiti: The Cost of Life. Made in cooperation with Gamelab, a New York company that develops video games, it is available on Unicef's Web site.

Ayiti is a role-playing game that requires the player to make life-and-death decisions for each member of an impoverished Haitian family of five in a farm town. The goal of the game is to keep the family out of debt, ensure its health, and get family members educated. In sessions that represent four years and 16 growing seasons, the player must make choices about schooling, medical care, work, and the family budget.

Each player will get different results. For example, players could decide to let the father take a high-paying job in a rum distillery, but for some players it will work out and for others the father could get injured and be unable to work again. If the player decides to save some money on home repair during hurricane season, the family might be spared or wiped out by the next storm.

In the two weeks following Ayiti's release, 150,000 teenagers played it, according to online surveys they filled out before entering the game.

"I just finished playing The Cost of Life, and I must say that it isn't easy to make your family survive," wrote one young woman in an online message. "Very good game, I'm impressed!!"

"We want to have them realize that issues like poverty are very complex," says Barry Joseph, director of the online leadership program at Global Kids. "We want them to learn that issues are not dealt with in isolation."

And our work in Second Life:

A cheaper approach for charities, he says, is to encourage existing digital games to add social messages or use virtual communities... Global Kids established a spot in Second Life called Global Kids Island, where the charity hosted a virtual camp last summer to educate teenagers about the problem of child sex trafficking.

Read the full article below:

Game Plan
Video games and virtual communities offer new ways for nonprofit groups to educate people about social needs

By Sue Hoye

As video-game sales reach $7-billion a year - providing growing competition for Hollywood's $9-billion box-office take last year - nonprofit organizations are increasingly looking for ways to capitalize on the popularity of gaming.

Some charities are now using online games as educational tools to reach new audiences and raise money. And private foundations are putting dollars into research on the effects of gaming and paying for charities to develop video games that educate people about the causes they support.

At least 50 games with social agendas, most created over the last two years, are available, and nearly 100 more are in development, according to Suzanne Seggerman, the co-founder and president of Games for Change, a New York group that helps foundations and other charities develop digital games about issues like poverty, racial discrimination, and the environment.

"Games have hit a tipping point," Ms. Seggerman wrote in an e-mail message. "More than half of all Americans play games now, and that's across the board, from middle-age soccer moms to teenagers on their cellphones. With the pervasiveness of the Internet and the ease of distribution, games have become an excellent new vehicle for serious content."

David Rejeski, head of the Serious Games Initiative, which works on forging links between the multibillion-dollar electronic-game industry and projects to promote the public good, says the time is right for charities to get involved in gaming.

It is cheaper than ever before to develop simple digital games, says Mr. Rejeski, and "an awful lot of people attracted to the game world like to do things that they see as socially valuable."

Not only are online games an effective way to educate an audience, experts say, but they can also encourage players to take action: telling others about an issue, persuading them to change their behavior, registering to vote, or signing a petition.

But digital games are not for every nonprofit organization, particularly small, cash-strapped groups and those that do not serve young people and others who enjoy online games.

"The first hurdle is for a nonprofit to decide that they would like to get their message across using this new media," says Colleen Macklin, an electronic-gaming expert at Parsons the New School for Design, in New York.

"That in and of itself is challenging," she says, "because most the people who run organizations are not playing these games."

International Issues

One of the first nonprofit groups to enter the world of electronic gaming was Global Kids.

The organization, which has worked for more than 20 years to improve academic performance in troubled New York public schools, started developing digital games three years ago. The charity's games have been used to educate teenagers in the city and elsewhere about international issues and to encourage them to get involved in civic projects.

After seeing a prototype of a Global Kids game, Microsoft gave the organization $500,000 for an after-school program in which teenagers work with professional designers to develop games about social issues.

Their first game, released in November, is called Ayiti: The Cost of Life. Made in cooperation with Gamelab, a New York company that develops video games, it is available on Unicef's Web site.

Ayiti is a role-playing game that requires the player to make life-and-death decisions for each member of an impoverished Haitian family of five in a farm town. The goal of the game is to keep the family out of debt, ensure its health, and get family members educated. In sessions that represent four years and 16 growing seasons, the player must make choices about schooling, medical care, work, and the family budget.

Each player will get different results. For example, players could decide to let the father take a high-paying job in a rum distillery, but for some players it will work out and for others the father could get injured and be unable to work again. If the player decides to save some money on home repair during hurricane season, the family might be spared or wiped out by the next storm.

In the two weeks following Ayiti's release, 150,000 teenagers played it, according to online surveys they filled out before entering the game.

"I just finished playing The Cost of Life, and I must say that it isn't easy to make your family survive," wrote one young woman in an online message. "Very good game, I'm impressed!!"

"We want to have them realize that issues like poverty are very complex," says Barry Joseph, director of the online leadership program at Global Kids. "We want them to learn that issues are not dealt with in isolation."

Focus on Activism

Education and activism seem to be the main focus of most nonprofit organizations' digital games, as well as some games about societal issues developed by companies.

For example, Darfur Is Dying was released in April by MTVu, an MTV channel that focuses on college students and college life. To date, the game has been played more than two million times and continues to be played despite the fact the network has stopped promoting it.

Darfur Is Dying is the result of a game-design competition that the winning designer learned about at a conference held by Games for Change. In the game, the player navigates through online depictions of the many challenges of living in a refugee camp in war-ravaged Darfur.

At the end of the game, players are asked to take some action: learn more, share the game's Web address with others, or get in touch with officials of the American government and urge them to help stop the genocide in Darfur.

"We did not have to actively market [the game] because our audience did it themselves," says Stephen Friedman, the channel's general manager. "It has gone far beyond our market. That's when you realize you really tap the viral nature of the Internet."

The Darfur game was so popular with MTVu's audience that another game called Squeezed, which focuses on the issue of immigration, is scheduled to go live in February.

And the company this month also announced a new contest for young people to create a digital game focusing on HIV and AIDS. It is part of a campaign that MTVu is starting with help from the Henry J. Kaiser Family Foundation, in Menlo Park, Calif., to remind young people how to protect themselves from the disease.

Hefty Price Tag

While some groups have successfully developed digital games, doing so is too expensive for many other charities.

An Internet game with simple graphics for a single player costs approximately $250,000 to develop, according to Mr. Joseph of Global Kids. While that is significantly less than the millions of dollars spent developing commercial video games, it is still too much for many charities.

Even when nonprofit groups can come up with the money, "an awful lot of the funding gets burned by building the game, and there isn't a lot of money left for marketing," says Mr. Rejeski of the Serious Games Initiative. "I'm surprised when I talk to people and they've never heard of these games."

A cheaper approach for charities, he says, is to encourage existing digital games to add social messages or use virtual communities. Among the popular sites are Whyville, which is aimed at young children, There, and Second Life.

Several charities have already teamed up with Second Life, using its software to develop digital games or virtual shops and offices. Second Life says it has more than two million registered users or "residents" who function online as "avatars," the digital characters they choose to represent themselves.

Global Kids established a spot in Second Life called Global Kids Island, where the charity hosted a virtual camp last summer to educate teenagers about the problem of child sex trafficking.

Fund-Raising Potential

Because sites like Second Life have developed methods of buying and selling items - whereby people from any country can use a charge card to purchase a special currency used on the site - joining with a virtual community opens the possibility of raising money.

In July, the American Cancer Society held its second annual Relay for Life online, the virtual equivalent of the walking and running races the charity holds across the country.

Online more than 1,000 avatars, each part of a relay team, spent 24 hours traversing a 192-square-acre course designed by volunteers. After passing the start line, the avatars traveled through virtual landscapes representing Amsterdam and New York, as well as towns in Brazil, Canada, Mexico, and elsewhere.

As avatars, the participants raised more than $41,000 from friends and family members who pledged a certain amount of money for each acre of the course they completed online. That was up from just over $5,000 in the virtual event's first year.

The cost to the cancer society for the online race was $1,200 to rent the virtual space, says Randal Moss, who helps develop new fund-raising approaches and other innovative efforts for the charity.

The cancer society is now opening a virtual office in Second Life to provide residents with the organization's educational materials, and to give volunteers a space to collaborate on ideas like the relay, Mr. Moss says.

In Britain, Save the Children UK has also attracted some donations from members of the Second Life virtual community by opening a shop there in December.

At the Yak Shack, people can purchase a virtual yak or donate to Save the Children. A yak costs 1,000 Linden dollars, the currency of Second Life, which works out to about $3.50.

Within two weeks, the organization had sold 130 yaks and received additional donations totaling more than $500, says Rosie Jordan, a spokeswoman for the charity.

While the amount raised is modest, she notes, officials hope it will continue to grow. Meanwhile, the effort has been successful in publicizing the charity's work to new audiences.

Yak owners have been able to milk, ride, and even dress up their yaks in a yak beauty contest held last month to enable owners to show off their virtual livestock. Entrants included winged yaks, pink yaks, and even one in a tutu, but the winner was a two-headed yak.

Save the Children officials are pleased with the response to the virtual shop and intend to keep it open. "You can do pretty much anything that you would in real life, but you can stretch the boundaries of your imagination," says Ms. Jordan of the shop and related events online. "This presents us with an exciting opportunity to fund raise and campaign with people in an interactive way."

A few foundations have also been attracted to the interactive aspects of holding online events and games. The John D. and Catherine T. MacArthur Foundation, one of the first grant makers to study the emerging field of online gaming for education and advocacy work, held a news conference in a virtual community in October to announce that it will spend $50-million to finance research on the impact of digital technologies such as gaming on young people's learning, play, socialization, and civic participation.

An avatar audience viewed the president of the foundation, Jonathan Fanton, as he announced the new five-year grants program.

"This is the way people in this field like to communicate," says Connie Yowell, the foundation's director of education. "We like to feel that we are talking the talk."

Meanwhile, other charities - including Habitat for Humanity; the Buckminster Fuller Institute, in New York; and the International Center on Nonviolent Conflict, in Washington - have gaming events and related online projects in the works.

Says Ms. Seggerman of Games for Change: "Just wait. Games about real-world issues will be in your living room any minute now, if they aren't already."

January 29, 2007

[web] Gaming sites around world feature Ayiti

Gaming sites have begun to feature Ayiti amongst their regular casual game offerings. At first, the game attracted the most attention due to its social content. Now, it is being placed alongside games entitled: "Britney Baby Dash" and "Fashion Dress Up" - which means we are reaching youth when they are just looking to have fun, potentially reaching the uninitiated.

Interestingly enough, currently 10% of the game's traffic is coming from Norway!

Below are some of the sites Ayiti has been mentioned.


Picture_1.png
http://www.123spill.no/hjernetrimindex.htm

Picture_2.png
http://www.gratis-ting.dk/ny/links/soeg.php

Picture_3.png
http://www.ampgames.com/game/287/Ayiti%3AThe-Cost-Of-Life.html

[print] Ayiti in Philadelphia Inquirer, International Herald Tribune, USA Today and more!

The Associated Press mentioned Ayiti in an article entitled, "Developers build video games as tool for political commentary." The article was then picked up by a number of major publications, such as the Philadelphia Inquirer, International Herald Tribune, USA Today, Forbes, and Businessweek.

Specially about our game, they said, "[Some games] hope to give gamers a better feel for the plight of the poor. New York-based gameLab created "Ayiti: The Cost of Life," which challenges players to guide a family of five as they struggle to survive amid poverty in rural Haiti. "Poverty is an obstacle to global human rights," said Peter Lee, gameLab's co-founder. "We made a game where you have to go through a very rough life, and we made the game hard on purpose."

As we publish this blog entry, this article has been published in 71 newspapers since January 19th, with new ones seeing print every day, including: ABCmoney.co.uk, UK; Access North Georgia, GA; Akron Beacon Journal, OH; amNewYork, New York; Austin American-Statesman, TX; Baltimore Sun, MD; Belleville News-Democrat, IL; Biloxi Sun Herald, MS; Bismarck Tribune, ND; Bradenton Herald, FL; BusinessWeek; Carlisle Sentinel, PA; CBS 5, CA; Centre Daily Times, PA; Charlotte Observer, NC; Columbus Ledger-Enquirer, GA; Contra Costa Times, CA; Daily Breeze, CA; Durham Herald Sun, NC; Florida Times-Union, FL; Forbes, NY; Fort Wayne News Sentinel, IN; Fort Worth Star Telegram, TX; FOX News; Gainesville Sun, FL; Hartford Courant, CT; Helena Independent Record, MT; Hemscott, UK; Houston Chronicle, TX; International Herald Tribune, France; Kansas City Star, MO; Kansas.com, KS; Kentucky.com, KY; KFMB, CA; KOMO, WA; KSTP.com, MN; Macon Telegraph, GA; Miami Herald, FL; Monterey County Herald, CA; MSN Money; MyFox Dallas, TX; MyFox Washington >DC, DC; Myrtle Beach Sun News, SC; Newsday, NY; Philadelphia Inquirer, PA; Pioneer Press, MN; Sacramento Bee, CA; San Francisco Chronicle, CA; San Jose Mercury News, CA; San Luis Obispo Tribune, CA; Sarasota Herald-Tribune, FL; Seattle Times, WA; SiliconValley.com, CA; South >Bend Tribune, IN; Sun-Sentinel.com, FL; The Casper Star Tribune, WY; The Journal News.com, NY; The News Journal, DE; The State, SC; The Times and Democrat, SC; Times Daily , AL; Town Hall, DC; Tuscaloosa News , AL; USA Today; White >Plains Journal News, NY; Wilkes Barre Times-Leader, PA; Wilmington Morning Star, NC; WRAL.com, NC; Wyoming News, WY; York Dispatch, PA

[p4k] P4K Youth Leaders Pick the New Game Topic

During last Friday's mini-conference, the teens learned all about the Universal Declaration of Human Rights and focused on health, racism/prejudice, children's rights, and education. After learning more about the issues, they decided on the general topic for the year, in a unanimous vote: racism/prejudice.

What might that look like as a game? Come back in a few months to find out! A few educational goals they might address, as developed by the teens, are:
- educate others to be tolerant and open minded
- teach others that racism still exists
- gang violence and how racism, specifically internalized racism, plays a role

January 28, 2007

[blog] We're Big in Portugal!

Guel Salomon, in a blog about Second Life created through the Department of Communication and Art of the University of Aveiro, Portugal.

According to Wikipedia, "Aveiro is known in Portugal for its traditional sweets, the ovos-moles and the trouxas de ovos, both made from eggs. It is sometimes called "The Portuguese Venice", because of its canals and boats that remind one of the Italian city of Venice, as the city faced similar problems when it tried to conquer the water."

Covering the recent release of the UNICEF video about our recent partnership, they had the following to say:


A utilização do SL em ambientes de aprendizagem com os mais novos parece estar já bem avançada, existindo mesmo uma "grid" para esse efeito. A UNICEF lançou um vídeo na sua homepage sobre as actividades da instituição "Global Kids" nesse contexto. Parece-me interessante colocar aqui o vídeo.

According to automated translations, this reads:

The use of the SL in environments of learning with new seems to be already well advanced, existing exactly one "grid" for this effect. The UNICEF launched a video in its homepage on the activities of the institution "Global Kids" in this context. It seems me interesting to place the video here.


January 26, 2007

[VVP/Teens] Last Session.....

On Thursday, we started researching on some problems that can be faced online. My topic was on Online Identity. I thought that online identity was not posting personal information online. After further research and the help from Barry, I learned that there is another part to online identity. It is that people can't see who you are, and what you look like, discriminating remarks can be made on the Internet. I believe that although the Internet is used in modern day technology, and it's a great invention, ignorant people use it in very stupid ways. There is already enough discrimination in the real world, so why bring it into the virtual world?

January 25, 2007

[sl] UNICEF Launches News Video on GK Festival in Teen Second Life

Today, UNICEF launched, on their homepage, a fantastic 2.5 minute video reporting on last December's Global Kids UNICEF A World Fit For Children Festival. Click the image below to see what it looked like on the homepage.

unicef.jpg

The machinima for the video was created by both Global Kids staff and the youth leaders in our after school machinima program. (clearly, we could NOT be more proud, nor appreciative of UNICEF giving the student the opportunity to produce material that could be seen from the UNICEF homepage!).

Below is the video on YouTube:

Finally, the extended text of the video can be read in its entirety below or you can read it right on the UNICEF website.

In the virtual world of Second Life, teens tackle
real children’s issues UNICEF Image

By Rachel Bonham Carter
UNICEF correspondent Rachel Bonham Carter reports on UNICEF’s collaboration within Teen Second Life.

NEW YORK, USA, 24 January 2007 – Voices of Youth, UNICEF’s own online forum, recently helped reach hundreds of children from around the globe with a groundbreaking project in Teen Second Life, the under-18 corner of the increasingly popular virtual world, Second Life.

In December, Voices of Youth supplied information and helped to educate Teen Second Life participants in a week-long creative festival based on the ‘World Fit for Children’ declaration on child rights. The declaration was adopted at the 2002 United Nations Special Session on Children.

Designed by children and organized by the New York-based non-profit Global Kids on their island within Second Life, the cyber-festival centred on a competition to build virtual structures in response to issues raised by the declaration: HIV/AIDS, education, health and child exploitation and abuse.

Voices of Youth representative Mariel Garcia of Mexico – communicating through her Second Life ‘avatar’ – was on hand to answer participants’ questions in various settings, including a teen forum and even a virtual dance party.

‘Good for the community’

Some 50 teenagers joined over a dozen teams to compete in the online building challenge. Their designs included an HIV/AIDS hospital, various school environments and a safe play area. Each entry included interactive information points, where participants could play games or simply click to learn more about issues facing the world’s children.

Two boys from Finland won the first prize of $200 for the school they built, which included virtual post-it notes featuring content from the UNICEF Voices of Youth website 1. The financial incentive undoubtedly helped to draw almost 1,000 teens to the World Fit for Children competition, but money wasn’t the only appeal.

“I think it’s very interesting, because you wouldn’t think teenagers would take time to do this,” said Nafiza, a 16-year-old participant from New York. “But Second Life is basically a virtual reality game, so they are combining world issues with something we like. It’s like a mental challenge, as well as learning to do something good for the community.”

Voices of Youth’s Mariel hopes the main message the teens have taken away from the week is how to translate their energy into action in the real world.

“I think that many of the children will make donations to organizations they support and start to raise awareness in their schools,” she says. “You don’t have to become a really big organization to fight poverty. You can just try to do something at a local level.”

A hands-on approach

Global Kids uses the innovative Teen Second Life community as a forum for engaging youth in activities that develop their leadership skills on global issues, both online and in their daily lives.

“What we find in Teen Second Life is a group of young people who, by the very nature of being there, are learning to take responsibility for their own environment,” says the Online Leadership Programme Director at Global Kids, Barry Joseph. “They literally create the world around them. They create the textures that they walk across. They create the objects, the clothes that they wear.

“Young people in Teen Second Life are ready to help shape the world but don’t have a way to focus it. So what we’re able to offer them is an opportunity not only to meet youth from around the world but also to pull out the issues that they’re all engaging with,” adds Mr. Joseph.

"The workshop and contest on Teen Second Life, in collaboration with Voices of Youth, was a great success,” notes Voices of Youth Assistant Coordinator Kim Baker. “By taking place in virtual reality, it allowed young people the unique opportunity to learn about the World Fit for Children commitment through a hands-on approach."

[VVP/Teens] What We've Done So Far

In these last class I learn a lot. I learn how a simple detail could make a PSA, which stand for Public Service Announcements. We watched PSA on Human Rights and Political Campaign. In both categories, the PSA were interesting. For example, there was one PSA that showed a man playing with toys. The toys were the different kind of military branches. The man playing was the Candidate running. This would have a big impact on voters. They wouldn't want a child in the White House as our president. Also in the Human Rights PSA, there was one PSA that touched me. It was the Right to Education video. One of the girls was tell another girl the she hated school. While the other was waiting to see what a school looks like, because she has never seen one or been to one. But what made it special were all the little details, for example, the music made it a very unique moment.

[p4k] What We Did in P4K Today

Today we had a mini-conference during regents week. The youth leaders were willing to come back to school during their break and spend the afternoon learning more about how to use Second Life.

First we asked the teens to blog answers to the following questions:

1) What do you like so far about P4K?
2) What would you like to improve or change?
3) What do you want to learn in SL today?

Then the teens came up with the following list of things they wanted to learn today:
- How to teleport
- How to build
- How to get more items
- How to make or get clothes
- How to shoot a gun
- How to communicate

We then put out a call to all Global Kids friends and a dozen or so teleported over to the sandbox on GK island - from England, from Finland, from our machinima program in Queens - and spent two hours helping the P4K teens out. So each P4K student had at least once, and at times two, assistants from the TSL communities. We could not have done it without them! By the end of the day, the teens had each learned the goals they had set for the day (except for learning how to shoot the gun - not allowed on GK island!)

January 24, 2007

[p4k/teen] About p4k

1) I like that we talk and make games about global issues, like Ayiti The Cost of Life.

2) I would change the computers because they are really slow, and we don't spend a lot of time on Second Life.

3) I want to know how to get clothes and cars.

[VVP/teens] Sexual Harassment Online

Did you know that of all the kids that go online everyday between the ages of 10-17, 6% of then are sexually harassed?
Today in Global kids we took the time to research topics that have an impact in society, I specially selected the topic of sexual predators online. We answer some questions like:
- What is the digital media involved in this issue?
- How does this issue impact society?
My topic has an impact society because as time pass through, new webpages that teens constantly use are created, and sexual predators visit these pages as well, an example of such webpage is “Myspace”.
I’m looking forward to learn more about this topic because us kids have to learn not to trust everyone we meet online because we are not really seeing who that person is and if they are lying to us. As for myself I have a Myspace profile but I’m careful of the information I give out in my profile because who knows someday I might be at risk.

[p4k/teen] What I think

1. I like p4k because we get to meet other young people and talk about global issue, as in other things in the world.
2. I would improve the connection to online, food and computer.
3. I want to learn how to get rare items and more clothing.

[p4k/teen] Hola back

1) What i like about p4k is going on the computer and playing games.

2) Well I would improve the amount of time we have on the computer. The thing I don't like about p4k is that the trainers talk too much and we don't get a lot of time to play. Instead of talking, how about the trainers play the games with us.

3) I want to know how to shoot my gun again.

[p4k/teen] Bugs Bunny a.k.a What i like

I like playing 4 keeps because it gives me a chance to meet new people and help my community. I also like playing 4 keeps because it gives me a new insight to things I've never seen before.

If I was to improve anything in playing 4 keeps, it would be the computers. They are too slow and they tend to freeze a lot. I wouldn't want to add anything else because it's perfect the way it is.

I want to learn how to make a usable objects such as a car.

[p4k/teen] My answers to the questions

1) I like the way we come up with different issues. It can be health or even violence in the media. We get to speak our minds about a game or subject and also get to act out some of these issues. I also like the way we come up with different topics that we think people would like or even think is important to them, ways we can make our community better basically by building a game or talking about it or even coming up with a solution to the problem.

2) Something I can improve is my communication skills. Also, taking action to address problems and getting more people involve with the problem, even through they don't really care, make them listen so the kids can pass it on.

3) I want to learn about how to basically use second life and how to communicate with people inside of the game and learning about different games.

[p4k/teen] What i like about P4K

1) I like p4k because I get something to do.

2) I like to change the time we spend not on the computer.

3) I would like to learn how to make a house.

[p4k/teen] My opinion of Playing 4 keeps

1) I like playing 4 keeps because we get to examine the life of video games. I always love video games & this is helping me to work with graphic design. Which is what I am going to school for.

2) I wouldn't change anything because so far what I have seen is perfect to me.

3) I want to learn where are all the places are & how we can manipulate what we have to make our game

[blog] More on Ayiti, this time in Norwegian!

Boy, they just seem to keep coming! Here is a another blog that mentions Ayiti...this time a Norwegian one.

January 22, 2007

[blog] Teens Reflect on Virtual Summer Camp

Global Kids continues to contribute to the MacArthur Foundation blog spotlighting Digital Media & Learning.

This time we had the teens weigh in about their thoughts on the Virtual Summer Camp, then opened it up for discussion:

"When you think of summer camp what images come to mind? Perhaps getting outdoors, leaving one’s home, physical challenges, and bugs? Well, for participants in last summer Camp Global Kids program, in the teen grid of Second Life, they might respond: flying on floating platforms, watching hippos fall from the sky, and taking action on world issues."

The conversation can be followed below and also viewed on the MacArthur blog - here.

Youth Discussion #2: Teens Reflect on Virtual Summer Camp

The summer program took 15 teens, plus two teen interns, through an intensive experience three hours a day, five days a week, for four weeks. Details of this unique program, funded by the MacArthur Foundation, can be found in this short video presentation or in this just-released 12-page comic book (based on photos and chat logs from the program).

WIth the start of Winter and the New Year, Global Kids asked the campers to come back for a reunion, of sorts, and address the following questions about digital media and learning:

# Nearly six months after the conclusion of the program, are there skills or knowledge you took from the program that have since proven useful (specifically outside Second Life)?

# What would you identify as the key aspects of Second Life as a virtual world that allowed for the experience to be so compelling and educational, in ways that are hard to achieve offline?

# What are two “best practices” from Camp GK you would recommend to others interested in using virtual worlds for education and activism?

Malarthi Behemoth
Posted on January 5 2007 3:58 PM

Nearly six months after the conclusion of the program, are there skills or knowledge you took from the program that have since proven useful (specifically outside Second Life)? For me, the turning point of Camp GK was in the middle of the "Race to the bottom" scenerio, when I realized that the name of the game actually meant what it said, that everyone was going to lose if we didn't all stand together.

What would you identify as the key aspects of Second Life as a virtual world that allowed for the experience to be so compelling and educational, in ways that are hard to achieve offline? We had a diverse selection of people from different parts of the world, all with different views on how things "really" were and what things should be like. This made the environment much more rich and diverse than if we had been sitting in a building in California or New York with several local kids.

What are two "best practices" from Camp GK you would recommend to others interested in using virtual worlds for education and activism? I'd say to be prepared for things to go in directions you never even thought possible. That can be good or bad, in the case of Camp GK, I'd say it was definately for the better, as we ended up with almost a subculture after 4 weeks together, and we were able to acomplish some pretty amazing things that we hadn't even considered at the outset of camp.



Lucky Figtree
Posted on January 5 2007 4:27 PM

-Since the First Camp GK in Teen Second Life, I can say with confidence that I have gained many social skills. I can hold out a meaningful debate, and I learned tons about important world causes. There were also some things I learned more about in Second Life. I made many friends, and I think I can type ALOT faster :]]

-I think the key aspects about putting this into a virtual world such as Teen Second Life, as Malarthi said, attracts teens from all over the globe; with a general interest.

-The things that I really enjoyed most about camp, and I found the most affective was the fact that the Global Kids leader played the popular dance parties into a learning environment. They used something that all the teens love, and got them to relate. You also need to prepare for anything. The sim could crash at any moment; and your going to need to have some sort of 'crash-control.'



TheCoolLeader Boyer
Posted on January 5 2007 4:46 PM

What would you identify as the key aspects of Second Life as a virtual world that allowed for the experience to be so compelling and educational, in ways that are hard to achieve offline?

I think that the Scripting and Building Engines are one of the key aspects of Second Life that allow for experiences like Camp Global Kids.
----------------------------------------
What are two "best practices" from Camp GK you would recommend to others interested in using virtual worlds for education and activism?

Well I think that the one mic and popcorn system was good for allowing people to express thier ideas freely when at times keeping it quiet when its needed.



Barry Joseph
Global Kids, Inc.
http://holymeatballs.org
Posted on January 5 2007 5:08 PM

For those new to the program, I will pop in occasionally to clarify some terms.

"one mic and popcorn system" were various formats we established for having a conversation. With the "one mic" system, one camper spoke at a time. We gave campers lightbulbs they wore over their head; when they clicked on them they were added to a speaking cue; nothing technically controlled who spoke when so, when in One Mic mode, the teens would choose to observe the light-bulb-organized speaking order.

Popcorn style meant that anyone who had something to offer should do so immediately, whether or not anyone else was speaking. We might use this when asking campers to brainstorm an issue.



Ryan Dayton
Camper
http://thedownpour.net
Posted on January 6 2007 9:48 PM

Summer camp in Second Life? I laughed at the idea at first. Why why i ever go to a camp on SL? A good friend of mine, Mercury Metropolitan, first told me about camp gk. As an intern for GK, he did a great job at getting people interested, such as myself. I have never been to a summer camp so the idea of going to a virtual one was slightly ironic. But, i filled out the form and got accepted, along with a few of my friends, which was a major plus because who would want to go to camp without your friends? So how was it? Better than expected. Rafi, Lori, and everyone else who worked on the activities actually put alot of effort into making them engaging, entertaining, and even funny at times. One of my favorite activities was the human barometer where the instructor would ask us questions and we the campers would jump on different signs on the ground that corresponds with our opinion on that issue/statement. We did this activity a few times during camp gk so we could get a feel for how the other campers felt.
itokuzushimada Posted on January 8 2007 10:49 PM
Nearly six months after the conclusion of the program, are there skills or knowledge you took from the program that have since proven useful (specifically outside Second Life)?

---During My Time in Camp GK, I Learn So Much About the World Around Me That I Never Knew About. Using the Knowledge Given to Me, I Was Able to Educate My Peers and Even Teachers About Issues Around the World. Having Global Kids on My Record Has Also Helped Me With My Volunteer Work.
_____
What would you identify as the key aspects of Second Life as a virtual world that allowed for the experience to be so compelling and educational, in ways that are hard to achieve offline?

---Well, One Thing That Definitly Made the Camp a Whole Lot More Fun Virtually Than it Would in Real Life, is Fact That We Had People From All Over the World! If We Had This Camp Physically, Then Only a Certain Amount of People From One General Area Would Have the Open Opprotunity to Have This Experience. I've Also Made Many Friends That I'm Still in Contact With From GK. Plus, On Another Note, We Got to Use All This Fancy Stuff and Far-Out-There Objects That Would Cost a Boat Load in Real Life. ;P
_____
What are two "best practices" from Camp GK you would recommend to others interested in using virtual worlds for education and activism?

---I Really Enjoyed the Fact That We Could Go Around, Tell Our Stories, and Express Our Opinions. Everyone Actually Cared, and Was Interested in What We Were Doing. Also, The People in Charge: Barry, Rafi, Lori, Zach, and Merc. You Guys Let Us Be Ourselves, Haha, I Even Held a Conversation on the Band Cake With Lori Once. Letting Teenagers Express Who They Are While in a Learning Environment, That Adds to the Fun and the Impact of What You Were Doing For Us. Thank You.

[p4k] A game topic: garbage, war

What would happen if there was more garbage off the streets and more money donated to our community? What would happen if the President of the United States called off the war in Iraq?

[p4k] What I learned today, follow the leader

When you are creating a game, you must have an ideas. The process is to make a prototype, then to playtest, and then there is more.

[p4k] Game topic: depression

I pick the issue of depression because many people deal with depression and it affects everyone around them. I have had personal experiences with depression & it hurts everyone.

People may not notice but then it shows. People cut, starve and try to kill themselves from depression. This is life. What I learned today helped me because it shows the process of what you have to do to design the game.

[p4k] Topic for a video game: gang violence

I would choose to make a game about gang violence because it is destroying a lot of communities and lives.

[p4k] Video Game: Teen Depression

If I was given the job of designing a game around an issue that was important to me, I would choose teen depression. I would choose teen depression because one of my peers tends to become depressed and seeing her depressed puts me in a sad mood because she has an amazing smile that makes everyone in the room light up.

And what I learned today that would help me design a game is the process it would take for me to actually create and complete it.

January 20, 2007

[Teen/VVP] Is it unachievable?

Thursday, we spent most of the time accumulating and gathering information on a topic that we were interesting in making our Public Service Announcements (PSA’s) about. For me personally, and I think Joe would agree with this as well, I have trouble choosing just one issue; its just that there are so many its hard to just choose one—but I can understand how its important to choose one issue since we have such a limited amount of time. I think the phrase ‘curiosity kills a cat’—best fits this situation; we’re interesting in so many things it’s hard to choose one and enjoy just doing that one. Well, maybe I shouldn’t speak for everyone when I say that but it is true for me; I guess, I’m just too spoiled and that’s why I have problems choosing. But nonetheless, I chose to stick with Globalization.

So yes, Globalization is my issue—and I’m having my fair share of issues with it. I can research, on the internet or just look back into that library of memories that I have in my head, information about globalization…and I can understand but the problem is I am not sure what my message would be. A public service announcement is supposed to have some kind of message, and I’m having trouble finding my message. The problem with me is that, the more I learn about a subject, the more neutral I become—and that’s being media literate, no? But, if I can see both sides of the story, how can I argue that one side is more right than the other—or maybe I can, and maybe it is merely my lack of want that is keeping me from doing so.

I really do not know what exactly I want; at first, I wanted to send the message of being media literate or just aware of the subject and seeing things through a more objective point of view—but now that I think about it, it does not seem as though I can depict that in a strong PSA. Most commercials manipulate the viewers’ minds into believing a certain point of view, and that works pretty effectively for most people [unless…they are very cynical and picky I guess]. For example, it is easy to show that education is good for you without putting it in literal words—anyone can show a person getting an education and then going on to having a great career and life, but it’s harder to argue that it can be good and bad.

Personally, I do think that education can be bad, not all types of education are good, and although the word is generally used in a good context it does not eliminate the fact that there is bad education. Education is merely acquiring and processing information or knowledge to develop reasoning and judgment—but that does not specify that it is good education; a parent or any adult figure can “educate” a child into being racist or you can be “educated” to be militaristic or power-hungry or greedy—but does that mean those are good things? In that case, I can also easily prove that education is bad for you in a commercial—but how do I incorporate both? How can I say that something like globalization is good and bad for you so you have to just be media literate when you’re learning about it? How do you make a neutral argument strong—or even phrase it without using direct words? How do you depict something neutral—or rather, how do you depict it in a strong and convincing manner?

I wanted to relate it to a human right—but I can’t think of how I would do that without making it seem as though it either emphasizes or violates a human right. It would be easy to say that Globalization violates a person’s right to have freedom of religion because some conservative pious individuals may view digital media as a bad thing. Or, it can be argued that the freedom of speech/opinion clashes with globalization because freedom of opinion may emphasize subjective views over objective ones. But either way, it’s not what I want, I want people to see that not all the things they hear are true—and not all the things they read are true. Writers can manipulate words to make a different meaning come out of it, which is a example of self-expression, not an objective point of view. Although some things like the news are expected to be shown through an objective point of view—they sometimes aren’t. That’s the simple truth, and that’s why media literacy is essential when it comes down to issues that have a various range in opinions—unfortunately, in this case, it is easier to write a 1,000 words based on a picture than make a picture based on those 1,000 words. Now let’s see, in a second you see about 25 images? And the PSA will be about 30 seconds long? So that’s about 750 images, which means it would take about 750,000 thousand words to describe it. I guess this makes me wonder…which would be easier? This blog is probably ABOUT 1,000 words, so it would take 750 blogs like this one to make 750,000 words…but then again…-.-; sometimes images are more effective than words. But yes, to sum up the last [goes to word count] 903 words for you—I simply don’t know what to do, but of course, suggestions are welcome…and needed. Is making an effective PSA that encourages people to see a issue at hand through an object point of view unachievable? All I can do now is wonder, is a dream achievable--after all, once a dream comes true it cannot be a dream any longer...

[blog] De digitale explosie in stripvorm

Erik van Roekel, on what we can only presume is a Dutch blog, posted the following entry, which we will attempt to translate afterwards. It focuses attention on the recent survey results collected by our Digital Media Youth Advisory, and then looks back to last year's Digital Media Essay Contest.

Jongeren en digitale media

"I am constantly amazed by the dependency on digital technologies. They have revolutionized our lives, making it simple yet complex at the same time."

Even een leestip voor het weekend. Vanochtend las ik een kort artikel van Dennis Hoogervorst waarin hij verwijst naar een onderzoek van Global Kids naar de rol van digitale media in het leven van jongeren. Inhoudelijk niet al te veel nieuws maar wat aardig is, is dat ze naast de belangrijkste resultaten in een soort stripverhaal (pdf) ook de daadwerkelijk antwoorden van de jongeren in een excelfile beschikbaar stellen met soms aardige quotes. Al klikkend door de site
van Global Kids kwam ik ook een Digital Media Essay contest tegen met de winnende essays in een pdf. Het geheel is dan inmiddels al wel bijna een jaar oud, maar biedt aardig inzicht in de rol digitale media in het leven van jongeren. Het weekend maar eens de rest van de files bij Global Kids doornemen.

Our Mac Dashboard translator tells us this means:

Young people and digital media

Just as leestip for the weekend. Vanochtend I read short Article of Dennis Hoogervorst in which he refers to a study of Global kids into the role of digital media in living young people. Substantive not already too much news ear what is nice, is that they the effective answers put beside the most important results in a type stripverhaal (pdf) also of the young people in excelfile available with sometimes nice quotes. Already clicking by the site of Global kids I encountered also Digital media essay contest with the winning essays in pdf. whole am then meanwhile already, however, almost a year old, but offer to nice insight in the role digital media in living young people. The weekend the rest of the traffic-jams at Global goes through kids.

We did enjoy the blog comments posted in response as well, such as:

"A year old, a doubtful source (what the hell are Global kids) and a quite small sample" to which the original poster replied, "It gives a picture of how they look at against digital media and the role this has it in their life. But no shocking news."

So who is Dennis Hoogervorst? Dennis, on his Youth Marketing blog, writes, (again, through my translation services), in his post entitled, "De digitale explosie in stripvorm,"

For now I to a small-scale research of Global kids have looked at to the role of digital media in living young people. To up to that point nothing particular, but the way the results are confessed are made that, however. Th peaks have been processed in a type comic book (pdf). And in this excel-document are the litteral examine answers of the 51 respondenten. Interesting costs. And skilfully he who still quotes have necessary for a presentation on at leuken.

[blog] Harnessing the Energy of Global Kids

Amy Jussel writes at Shaping Youth, a blog about media and marketing's influence on kids, that if Al Gore wants to educate youth about Global Warming he should "harness the energy at Global Kids."

This extensive essay argues for the power of new media to oush ideas to youth people, with Global Kids work used as an example throughout. For example:

I figure if USA Today blogger Angela Gunn can feature Mia Farrow speaking on Darfur on Global Kids Island in Teen Second Life, and Mia Farrow can make inroads imparting the Darfur message on the main grid, it seems mainstream media is ready to make the l