>> Alex Games: Hello everyone. My name is Alex Games and I am education [inaudible] director at Microsoft Studios in IEB. Today it is my pleasure to introduce Meagan Rothschild. Meagan is a doctoral candidate at the University of Wisconsin, Madison working with the Games Learning and Society Center. Over the last few months Meagan has been working on an MSR internship examining the relationship between playful technologies and lifelong learning, particularly on women entering the stem fields. One more time, I'm super excited to have Meagan here and I look forward to hearing what she has to say. Thank you. >> Meagan K. Rothschild: Hello. Today we're going to talk about meaning making in mediated environments. As Alex said I am currently a Microsoft Research intern. I'm a PhD candidate at the University of Wisconsin at Madison with the Games Learning and Society Center. I'm an instructional design specialist and an aspiring educational multimedia fancy pants. But before I go into what I've been doing, I want to make sure that I say thank you to my two mentors Alex Games and Rane Johnson. Rane, unfortunately, couldn't be here today. She's really ill, but hopefully she's watching. Yeah, she's not feeling real well, but I just want to make sure that they know that this has been an amazing opportunity and I say thank you for this tremendous opportunity to do this amazing research with kids and women. So what have I done? My background is actually kind of all over the map. I got my Bachelors and Masters degrees from the University of Hawaii at Manoa and I worked with a group after teaching high school for six years and being the site coordinator for technology at the school, doing a lot of professional development, teaching high school students., I moved into the fields of curriculum design doing multimedia design for underrepresented groups and then ended up doing game design for learning games, and it was after that experience I realized it was over and I was convinced by a few pretty key people including Kurt Squire and Jim G that my life was over. I couldn't go back to traditional curriculum design and I needed to focus on games and interactive spaces for learners. So why packed up, moved 5000 miles and moved to the University of Wisconsin Madison and I do not regret it at all. But what that means is that I'm now in a field of research and I have my fingers in design but it means I've also come from the world where I've gotten to see where the rubber hits the road. Doing the transition from teaching at the high school level to being a curriculum designer, my interests have also shifted because I started with high school students but my interests have actually gone now the full spectrum and a lot of my interests are now with younger audiences, but I'm looking at what that means for the future, so my work does focus on across age groups. So I won't apologize for the fact that I like kids. And this is a picture that I feel like really kind of grabs hold of the things that I'm talking about. This is a little friend of mine named Connor and he purchased super Mario Chess not because he wanted to learn how to play chess, but he thought it was the ideal opportunity to get more Mario guys. And his T-shirt says expert gamer and he loves the Mario franchise and he's in it like all the time, but what happens is as he plays it expands outside of what he's doing with the game itself into his narratives, into his play spaces and Mario isn't something he plays anymore. It's something he does. It's a set of practices that get him really excited about this narrative world that he then goes into creative spaces and becomes a codesigner and participant in this franchise. So that kind of points to something bigger that's happening and this isn't just with young kids; it happens across the lifespan. So what's important to me is intentionally leveraging the potential of technology, and so this, do this right. This is kind of like my bottom line and what that means is that we are tying together education, media and cultural studies and design for the sake of building good stuff. So I came here to do an internship and it's been a six-month internship and it's kind of a 50-50 thing between Microsoft Research and Microsoft Studios and so that's a lot of interests. I've been looking at interactive media, kids, play and creation spaces, learning and cognition and gender issues, and I mean you could study that for about 50 careers, but what does that mean for my six months? It means that I have a story to tell about lifespan technologies. And this story comes together not in the consideration of a particular piece of hardware and its lifespan, but the fact that our lives are becoming more and more mediated and so it's our life spans. It's the fact that from the child's early, early years through retirement and beyond our lives are mediated and what does that mean for things like learning, entertainment, productivity, citizenship, health, the cost of human life span. So what I've done is I've been involved in three different studies and they all kind of come together under this idea. First I want to tell you about a study called Tech Trajec-Stories and it was one in which I did interviews with several women who are successful in their careers in computer science, and talking about different values that have been important to them along their life story and really allowing them to tell me their personal life narrative and what we kind of pulled and sussed out from those interviews so far. And then I'm going to talk about meaning making with two-way TV and a study that I got to do with three and four-year-olds in an episode of Kinect Sesame Street TV and then finally what does that mean in play work spaces and maker spaces and so looking at how we can do observations that support tele-metric data that's part of the StudioK curriculum which is around Codu. So I'm going to talk about three different studies today, but they are all around this idea that they traverse this lifespan for us and bring us through different levels of participation. So first let's talk about Tech Trajec-Stories. The research questions were how do successful women in computer science fields described their life story in terms of play and learning experiences? And what happened was I had read a piece by Mary Flanagan and she did a lot of value-based research and I was inspired by the research she did to take it and modify it and so I tweaked that list of values and then moved it into an interview protocol that was shaped by the women talking about these values. So the 10 values that we used -- oh, sorry, so the guided interview combined opened ended questions about their youth activities, learning experiences, opinions about women in stem fields or in computer science and then the value ranking in the think alouds. And they have like actual manipulable cards so they were, what I found that that was actually really interesting, was as we would talk about their ranking of these particular values by having physical objects that they were working with, the think alouds became really naturally and they would be like well, this is really important to me but then this was well, because of the situation and then they would talk their way through the whole thing which actually got some really rich data. So I interviewed six different women at different phases in their careers. So the values that we were talking about were access, autonomy, collaboration, community, and creativity and these were the definitions that I was using with the women. And then diversity, equality, group success, individual achievement and subversion, so there are different things to consider in the kinds of outcomes. First of all it was six women. Yeah? >>: So you said that it was 10 values; how did you choose those 10 values? >> Meagan K. Rothschild: So the majority came from what we know about observations of group dynamics with matrix basis and also what we know from Mary Flanagan's work in the value-based research she's done, and so I actually modified those to align tighter with the research questions that I had. >>: So you just did your own kind of judgments to come up with those 10 things? >> Meagan K. Rothschild: Uh-huh, but it was grounded in different sets of research and then I just kind of mushed them all together into something that made a lot of sense for the kinds of questions I was asking. So factors to consider are that there really were -- there were six women and for making declarative statements, you can't really make this is a declarative statement about all women, but it really helps in pulling out themes and understanding what are some of the things that we see emerging as potential patterns that need to be looked into more, or that might challenge existing beliefs that we have. So there's definitely factors to consider like the role of culture, the role of schooling in shaping values as we talked about certain values. There is interesting language about this was important in elementary school and so therefore it was important to me and not necessarily that it was important to them, but they just adopted it as a value because that was what the institutions that they were tightly identified with at the time said was important. And so language kind of indicates that difference which is interesting and then also all of the women had pushback against the structure of traditional institutional education, which will be something in the future that I would really like to dig into a little bit more. Also the role of peer influences, especially in middle and high school. More than one participant had a story about how they had a value set but because of the way they received feedback from their peer group, it shifted and they chose to do something else. Sometimes not the best decisions either. Then also the potential impact of family background and socioeconomic status on influences and opportunities, so we need to consider that that's a lot of things that can vary somebody's experience, but given that some of the things that we found. In the value ranking what happened was we had the 10 values and I gave the women the opportunity to rank what typified their experience and what typified what they felt was important at middle, later elementary school, middle school, high school and then adult hood, so we had four time markers and then they would rank them and sometimes they had a really hard time just going 1 to 10 because they would find that some things just were not important at all and they didn't even want to give it a 10th place because it just shouldn't have been on the list. And so I gave them the option that if something was not at all a part of their value set or things they were thinking about, just put it on the side; it doesn't need to get ranked. In addition, there were things that were tied, and so I did like a golf style ranking, so if you had a first-place and then a tie for second, the next one would be a fourth. That was how the ranking happened. What we found was subversion was unranked by all of them in elementary school, so all six of the women independently, this was one-on-one interviews, like that was nothing I was even thinking of. And creativity was always ranked across all age groups, so for these six women this was something that was important whether in elementary school all the way up to adulthood in some way. Another thing I found was that individual achievement was nearly always ranked. I think there was one instance where it was not ranked at all. So that was something that went beyond age groups as well and was always important for these women who were considered successful right now in computer science. And this one really interested me. It went from being unranked by four out of the six participants in middle and high school, so only two people put it in the rankings for middle and high school, to in adulthood everybody ranking it as something important. So then if you consider what the averages were for the rankings, that was depending on the number of participants who actually ranked it. That's where the averages came from. If there was an unranked it just didn't get considered into the figure. Autonomy dropped an average rank so it was pretty consistent at around four until adulthood in which it dropped and it wasn't as important even though it still got ranked. Also, diversity and equality became kind of an interesting flip-flop. So where equality was little more important in the younger years, it flipped with diversity later on. Community creativity and individual achievement stayed fairly consistent over time. So in the range though in looking at what the differences were between the higher ranks and the lower ranks, for the most part once you hit middle and high school they were all over the place. What that kind of indicates is that people have very unique personal experiences in middle school and high school. It's not really a surprise. It's not really saying anything that we don't know, unless we are starting to say things like girls like this. Girls function in these environments. High schoolers need this, particularly that interesting one about group work and individual achievement, you start to hear sometimes people saying when we're designing for younger audiences, for younger females like maybe upper elementary through younger high school and that they love working together. Well, that really didn't show up with the six women who are successful in CS fields until later. Actually individual achievement was really important. Now community was important which means their peer groups in the groups that they felt that they had a kinship with, but not necessarily working together as a team to achieve something. Now, I can't make a declarative statement because this is six interviews, but there's an interesting trend there that starts to buck some of the assumptions that people make about how it is girls function in work and play spaces. So I think what that means is that we need to do more analysis on this and right now I've got incredibly rich data sets from these six women and so the next step is to do a much deeper discourse analysis of it looking specifically at how these women are describing their schooling experiences, what trends emerge in their word choice around framing their identity and around their values, because I think that's going to give us a little more as far as clues about trends, deeper quantitative analysis of rankings definitely expanding that dataset and I think it would be really interesting to expand the dataset to include men, because right now it is all women and so we can't say women are different than men because we don't have any basis for making that statement. We can just say these women who are successful show these trends. And then it would be really interesting to take this protocol and then adapt it for younger audiences. And looking at clubs like the StudioK clubs that are doing Codu curriculum and learning to game design in groups to see how they are actually talking about value sets while they are in that age group and see if, do trends align? Are they showing that there are different patterns based on reflective recollection of this was my life story? Some things that really came up strong were that all of the women had early experiences with technology. So that means that we need to take a really close look at what are kids doing at a young age? How are they connecting with content? And that’s kind of my segue into the work that I did with the younger audiences in looking at playful learning with Kinect Sesame Street TV. So first my theoretical frames are really about the difference between interaction and participation, so interactivity and participatory experiences. If you've seen Dora the Explorer, Blue’s Clues, even traditional Sesame Street, they are very participatory, so Dora will say we need to get in backpacks, backpack. Say it with me. Backpack and everybody says backpack and, you know, the kids at home might say backpack; they might not, but she's calling out a response from the children. Say vamanos and then they all go. Sometimes kids respond to that and other times they start getting kind of tricky about it going, I didn't say it. You know, but basically there's a call for participation, but the system doesn't necessarily respond. When I'm talking about interactivity, some people use interactivity to describe that as well, but I'm talking about having a system that actually responds to the cues of the participant. And so that's what Sesame Street TV, Kinect Sesame Street TV and Kinect National Geographic TV do. They provide a situation where the activity is relevant to the content but then also it's responding to the actions of the participant and so that's a really important distinction in what makes the potential learning difference. Also is the connection with narrative world. So this is the frame that I am kind of using to think about narrative worlds. If you imagine that this is a narrative world. A narrative world kind of being this story space but I don't want to limit our understanding of narratives strictly to a story, because activities, actions, mechanics et cetera help to contribute to that broader narrative. That becomes the story that we live and we tell through our experiences, so this narrative world, let's imagine Pokémon. So there's this world Pokémon and the goal is to get at meanings and pleasures. That's the thing that the participants want to reach. Whether it's entertainment, whether it's learning, they both kind of happen together too, but meanings and pleasures are created at the heart of the activity. So here's a platform. There's a platform, there's a platform. Maybe this is cards. Maybe this is a videogame. Maybe that's a movie. Maybe that's toys. Maybe that's a comic book. And that a true Transmedia experience is going to happen with different activities that come into this narrative world through different products or platforms. And you go into this narrative world. There's meanings and pleasures. It's a two-sided arrow because activity means you’re bringing stuff in but it also means that you’re pushing back out, so the experiences you've had, if you remember that picture of Connor, he plays Mario right? But then he also creates his own narrative so the narrative boundary of this world is constantly being pushed against. It's constantly changing because of the participant’s experiences. So this is not tightly bounded at all. And so when you think about learning in this way, we see that it's really deeply tied to a set of activities and practices. And that that's really where the experience comes from. So in the 1970s, television experienced a revolution with Sesame Street. In the ‘90s shows like Dora Blue’s Clues, they came on the scene and it continued to experience revolutions in the way television facilitated learning for different age groups. I feel like we are on the cusp of a new paradigm shift with using something like the Kinect for TV. It's important to think that this isn't necessarily a game and this is actually something that kids picked up on really well. This is not a game because it doesn't follow the same conventions of what this bounded choice space looks like and the meaningful choices that you make within that space and the way that responds to the player, but it is not flat TV that doesn't respond to your physicality and doesn't respond to the way that you participate within that space. So that's what Kinect play for learning was about. But it's standing on the shoulders of giants because when you look at the research history of Sesame Street, it's rich. They show that the traditional Sesame Street model works. Kids learn. There's over 40 years of research saying that this model works and so for Microsoft this was a pretty big task. I mean that's a pretty big call. You want to do something that kind of disrupts traditional television but you don't want to do it in such a way that it takes away from the good that you know already happens. That was what kind of framed this study was looking at things like situated learning theory, how does the way we're tying our physical activity to the choices that you make and the actions that you do in this interactive space, how does this have to do with the way we think about our bodies as far as the concepts that we are learning. How does this include accessibility like that anybody can come in and become a participant in this space and that it's having a dialogic TV experience because this is how play happens, where we have these cultural icons and symbols and it's this dialogic experience between them and then the meanings and pleasures of this narrative world get built. So what we did was a pretty intense study and I need to say that the dataset is so big that I've named him Willis. A friend of mine actually encouraged me to name him Willis so I can say which you talking about Willis? And I think Willis and I are going to get incredibly intimate and we are going to be talking for a very long time, but what it was was three phases of data collection with two groups of kids. The first group had a traditional build, so all of the flat footage from the Kinect episode was edited into a flat traditional episode that went along like a regular television show. The other half of the kids got the Kinect episode where the system responded to their physical movements and choices and the interactivity of that episode was all on. For the first phase they came into the lab and we did a pretest; we viewed the episode together and then there was a mid-test. After that they got a disk with whatever the version was that they were watching. They went home and they played that again and then they came back in the lab a couple of weeks later. We had a final viewing where we watched it again and then at the end of that we did a post test. In addition to the video data from them being in the lab, I have a parent survey and I also have parent feedback from when they were at home and a lot of the parents journaled for me and talked about the experience they were having in the home. So what we were specifically looking at are questions of viewing, interaction, comprehension and replay. So for viewing, what does engagement in Sesame Street Kinect TV look like for three and four-year-old participants? For interaction, how do participants demonstrate engagement when utilizing interactive features of Sesame Kinect TV and how do participants not using interactive features demonstrate engagement? For comprehension, what concepts of participants of interactive and traditional episodes learning? And then for replay, it's basically all of this but how does replay impact that? Does this change over time? For the assessment instruments there is questions about letter H recognition. This particular episode that we used for the study and it was the same episode across the entire study, if you need to know about the letter H or the number 5; I just encourage you to ask me anything you want to about it because I'm an expert at the H and the number 5. I watched that episode at least 84 times during that six weeks time. I know this stuff now. So we would do questions about letter recognition. The development of the assessment instrument was actually kind of interesting because in the show, in the Kinect episode there was a lot of participatory experiences, so to design a flat assessment doesn't really make sense. You want to design an assessment that also situates the learning. You want to design an assessment that also brings participants into the world of play but also gives you the opportunity to see them perform what it is that they know. There's letter H recognition. There's relational concepts, so over, between and across. We looked at counting and enumeration for the number 5. Narrative prediction and retail for the street story. The concepts measure and launch, so starting to look at stem concepts and how the kids discourse actually starts changing around these concepts as they are watching the show. Looking at stem values of curiosity and wondering and then feedback from the episode where they were looking at the different segments of the episode and telling me about what was taking place in them. So what we did was there were more close-ended questions and there were more open-ended questions. I provided a lot of visual cueing and then we had manipulables to do a lot of the questions. Here's an example. When we talked about the street story I would say what happened in this story? What was this about? What is Baby Bear doing there? And if they were able to tell me measuring I could ask what is that? When you're measuring, what is it that you're trying to find out? In addition, we would talk about the activities that they did so with Kinect Sesame Street TV if you aren't familiar with that, there's the letter of the day, the number of the day but there's also a move of the day that entices you to get into the show by doing a physical activity. So this particular one the move of the day was throw. So we talked about what did they do in these designed experiences for throwing and how did that connect to the different concepts. So this one actually connects to relational concepts because you're throwing across, over and between and doing it with Elmo and Paul Ball. So like I mentioned they are supporting data. While we were doing this with kids, the parents were taking a survey and this is something that as we do more quantitative analysis, this is going to be really nuanced and it's going to be really interesting to kind of suss out if there's really anything happening there, but looking at parents attitudes towards different kinds of media -- so I had a set of beliefs statements like does this media help my child do better in school, help them be more creative. It's a waste of time. They learn useful things. They learn the things that don't matter in our households, or bad values and beliefs. And then what do they think about those beliefs statements for toys, TVs, video games, internet sites and books. So there's also a lot of data about that that we could eventually start looking at with the kids engagement data or with the way they're talking about different concepts. Does this play into it at all? Also, the coding that's still taking place right now is for every child for every episode looking at interval coding. And so this is based on an actual Sesame Street coding scheme that was then modified so that it started looking at situated cognition, physicality, the interaction that's happening in these specific episodes, so it's not for specifically the television show itself, but for looking at how you're interacting and physically interacting in that space as well. So coding for these markers and then looking at how does that differ for boys and girls? How does that differ for Kinect versus traditional? How does that differ for maybe kids that tend to be heavier TV and game, TV watchers and game players, because that's part of the parent reporting as well. So these were the participants. It was about half male and half female. They were all between three and four years old, well, three and five years old and we had internal and external participants. The reason being to get that high of a number, there were 42 total kids, to get that high a number and to get that many in a shorter timeframe we did need to open up to both, but we were screening for a number of different variables and so I was able to mark for that to in the dataset so we can look at if that makes a difference as well. I also for the majority got their annual income, so we can also look at rankings of socioeconomics because access is something that we can't ignore. And by access I don't just mean people having a Kinect in the house, but access to knowing how to work with different kinds of information and stimuli. So we had 21 in the Kinect group and 21 in the traditional group and that was the kids and it happened over six weeks and so what we found this I think is a win. Because one of the biggest things we needed to find out was if we start messing around with Sesame Street's format it has to do at least as well as this incredibly high bar, and that happened. So we can say that Kinect in traditional groups had statistically significant increases from pre to mid to post. The interesting thing is it didn't matter on the group. It's not necessarily that Kinect users did better than the traditional. They both learned. It's not significant that there's a difference between the two. It's not significant that gender plays into that. But that's based on very specific set of questions. That's based on letter recognition. That's based on relational concepts, so over, between and across and it's based on enumeration and counting. So they matched it. And these are the types of assessments that Sesame does. So that assessment model matched the type of assessment model that Sesame uses and it matched it, so I say that's actually a win for the property because that bar started off really high. But what I can say and this isn't done being quoted yet, I can say that there's a significant difference in the way kids are engaging with it and in the kinds of discussions that we’re having around content. So that's still an analysis right now and I don't have anything declarative to say about that yet. This is preliminary. Also what we got from the preliminary sets of data is that we need to dig deeper. There are some really interesting things that have happened. So for example, relational concept between, this is like actually a really funny story that I love. What I did for this assessment was we had two bowls upside down and I would give the kids the opportunity to be part of the play experience. I never told them it was a test. We were always playing games or doing activities, and I turned the bowls upside down and said oh, what should these be? Should these be hills or should these be mountains? And whatever they said, that was what we did. And then I'd pull out Cooper. That's Cooper Monster and he's important in the show. Then this is his buddy Flash and there's a pond over there and that was just a foam core piece of blue and we had to play a game where we help Cooper find Flash by flipping a card that had a relational concept so either across, between or over and have the child physically pick up Cooper and have him find Flash by doing it in the way of that relational concept. Over was pretty straightforward, we'd say over, they'd pick him up and if they had it they would like move him over the whole thing and then boom he finds Flash, yay. And if it was across the pond he would like a go across the pond and they got it or they didn't. It was pretty easy for those two concepts to assign a one or a zero on; they got it or they didn't get it. Between messed all of that up and I wasn't ready for that, and I feel like some deeper analysis of how they physically do the gestures of between is going to be really important. Because you might think that from an adult perspective the most logical way to do between, if I say help Cooper find Flash by going between the hills, you're going to run him and you are going to run him and you're going to run him and he's going to come over here, but that didn't happen for all of them. Some of them would grab Cooper and go over this one, land him in the center and jump over this one and then get -- well, and you could argue one that was kind of over, but no it was also between. Like that still follows the rules of betweeness. Then there were some that would actually pick this bowl up and slide Cooper straight against the floor across the floor to the other side of the bowl, well that's kind of between too, right? I mean, because they are going between the floor and the bowl. When you think about the real world, you can't really slide under a mountain, like you are kind of duck diving under a wave or something. Like that's not really possible, but in this world it was because you can pick up this bowl and you can go between. The one that slayed me, and this is so amazing, they picked up the ball, right? So here's the bowl and then they pick up Cooper and they are going like this and then looking at me like I'm an idiot, right? It's like you can't go between -- I can't molecularly shift the atoms of this bowl and make Cooper go between this bowl. Like yeah, I apparently didn't get that one right, because the child looked at me like I had just set them up for failure by asking them to go between. That's really interesting, that their construction of meaning with the word between, like I was talking to an early childhood education specialist and we were talking about this and she said, you know, I'll bet you could have an entire career based on the word between. You probably could. So that's something I think that is going to require deeper digging and it just shows that the gestural behaviors of the kids in the assessments are something that need to be looked at. Another great example -- let me see. Do I have that one? Let me do this when first. Okay. Another funny example was for the word measure. We talked about measuring and one of the little girls had said in the pretest before we had even watched the first episode, I said well, what is measuring? When you are measuring, what are you trying to find out? And she says how tall, how tall something is. And I go okay. That's measuring, okay. So in the story that's part of this episode Hubert the Human Cannonball is trying to launch precisely 5 feet across Sesame Street and into a bucket of blue gelatin. So then Baby Bear comes and measures 5 feet, so after we watched the episode I said so what is measuring? What are you trying to find out? And she says how tall. So that changed, right? She's using the same word, but she's going how tall. So she's understanding that there is a horizontal distance thing that's happening in that episode, but her words don't necessarily demonstrate that she had the vocabulary for the nuance of that meaning. And so that's why it's going to be really important to dig deeper on how kids are talking about things, but what they are physically doing with their bodies as they talk about these things, because as they are situated in the meaning, as their heads are kind of thinking like my body has a role in this understanding of this concept, they are going to display that in different ways. All right, I'll do this when too. The number one kind of broke my head a bit and so I've been talking with math specialists and they actually have some theories on why this one took place. So again, remember how I was saying how I would, we would do this kind of imaginary clay for the assessment and so I'd say, do you know what an orchard is, an apple orchard? It's where there's a lot of trees with apples on it so it's like an apple farm. I said so let's pretend that you and I and whatever parent was in the room were walking through this apple orchard and my gosh, we found these apples and I flipped the page and there's a picture of five apples. Can you count how many apples we found? A lot of kids 1, 2, 3, 4 5. Great. What we're going to cook with apples today. What should we cook? Should we make cookies, apple cookies or apple cake or applesauce? And they would choose what we wanted to cook with the apples and cookie monster came out and he was going to be cooking this recipe. And then I pulled out the green bowl again and said well, for that recipe we need exactly 5 apples. Can you put 5apples in this bowl? The number of kids that got the first one with the enumeration correct and that were able then to put five in the bowl was very different. Not as many kids had success in counting apples and putting them in the bowl as they did in enumeration. It's a different kind of application with a number. One of the theories is that they're having to hold two things in their head at the same time with the knowledge that it's supposed to be five but then we also have this separation because there were seven apples, so there were more than they needed, so having to distinguish what five is in comparison to this amount that they have here and then some are in the bowl and some are not. Some kids would use strategies like they would count five first, draw the line, push the other two apples away and then just grab them and throw them in. That was a pretty successful strategy. But so again, something really interesting having to do with the numbers and the way that they are demonstrating their knowledge of the numbers. So deeper analysis is needed. Like I said, Willis is huge. He's a beast. And so this is where the analysis is heading next. Looking at the interval coding for behaviors and responses with what engagement exactly looks like. I'm looking at a quantitative analysis based on multiple variables like coming in deeper with maybe where some of these nuances are. Looking at proposal sampling where we've got some kids that we know are talking about things in pretty interesting ways, so doing full transcripts of what it is they're talking about and doing a discourse analysis of how are these concepts moving from their mediated experience, so what they are doing with the television show into how they are talking about it with me. And then gesture analysis of their content descriptions. I actually want to show you a few videos --, la la la -- of some of the video data. So this is a child that is, he is watching a traditional episode. So this was pretty common. [video plays] >> Meagan K. Rothschild: So for a lot of the kids doing the traditional episodes they stayed sitting for almost the whole time. Thanks. Some would get up but the majority would stay seated but would still participate from their chair, so made respond but it was often like halfhearted and some would get frustrated because of the timing. Like I threw it and then I have to wait for it to happen. So that's pretty common for the traditional viewers. There's another traditional viewer and how she engaged with Grover in throwing coconuts. >> Grover: Did you get that one? Did you miss it? Nice shot. Now I have two coconuts in the box. One more time. Throw me a coconut. I am ready. Throw the coconut to your old pal Grover. >> Meagan K. Rothschild: I noticed that by the second time they were watching it they would know about how long they had to wait because of the replay, they would know about how long they had to wait for the next throw, but again, she sitting on the floor and she still -- I mean she's still participating, right? She's still following up with the keys of the television. It's just engagement is looking very different than the children that are doing a Kinect version. So here's a Kinect version. Not that one. Let's do this with. And so here's throwing the ball again. [video begins] >> Meagan K. Rothschild: It was also really sensitive, so when they would when they would throw you would see immediately, so like they may not have waited for Elmo's entire queue. They would just do it. [multiple speakers on video] >> Meagan K. Rothschild: On the second -- oh, this is the frog one. He liked the frog. Oh, no, it's not the frog one. There was a lot -- the second time they came in to see another interesting thing that happened was a lot of the kids would do things and then look at me and go see, like they’re teaching -- the first time they didn't have the mastery of the show but based on the replay later when they would do it there was a lot more interacting with me and making sure that I could recognize for them that yes, they had learned how to watch the show, which does follow some of the research done by Blue’s Clues looking at how kids learn to watch certain television shows. But that was pretty interesting with the kids saying see, see. So here is one where, this is during the assessment part and we are talking about -- oh, did I just close that? Hold on. You want to see this. It's hilarious. This is one of the girls who, no, yep -- this was during the assessment as we're talking about some of the stories and this is her telling me about the story that had to do with measuring and launch. [video begins] >> Meagan K. Rothschild on the video: So here's a picture from the show. >> Meagan K. Rothschild: She didn't want to talk about measuring. >> Meagan K. Rothschild on the video: What was that story about? Can you tell me what that story was about? >> Child on video: Him, him him -- is he a boy? >> Meagan K. Rothschild on the video: Yep, that’s Baby Bear. >> Child on video: Well, which one is a girl? >> Meagan K. Rothschild on the video: Um, on this story there is not a girl. >> Child on video: Oh, and he is Chris. >> Meagan K. Rothschild on video: That is Chris. And we don't see in this picture Hubert, but Hubert is around somewhere too. So what is this story about? >> Child on video: Um, human the cannonball. >> Meagan K. Rothschild on video: Uh-huh. >> Child on video: I don't know his name. >> Meagan K. Rothschild on video: Hubert the Human Cannonball. >> Child on video: Yeah. Hubert, Hubert yaa [laughter] >> Meagan K. Rothschild on video: So what was Hubert trying to do? >> Child on video: He was trying to go across the street and in the bucket of blue jellybeans. >> Meagan K. Rothschild on video: Uh-huh. >> Child on video: [inaudible] what are you going to do next? >> Meagan K. Rothschild on video: I don't know. Maybe it's just on Sesame Street? What is Baby Bear doing? >> Child on video: She’s going to measure. >> Meagan K. Rothschild on video: Measure? >> Child on video: Five feet. >> Meagan K. Rothschild on video: Uh-huh. >> Child on video: I was going LAUNCH! >> Meagan K. Rothschild on video: And he was going to launch? >> Child on video: I was going to launch. >> Meagan K. Rothschild on video: Oh, you're going to launch. If you're going to launch, what happens when you launch? >> Child on video: I go up on the ceiling, then I get [inaudible] then I don't know which way did I pop it? I go… [video ends] >> Meagan K. Rothschild: So she's like completely put herself in the story now. She understands that Hubert ends up with his feet stuck up near and she's telling me she's launching and she's showing me feet up in the air. And she proceeds to make up this huge story about, and then I got stuck by the blue goo and then this happened and then this happened and she kept doing that our entire interview. At the end she kept making up the stories that were based in the narrative of the show but then she would expand on that and make this huge thing happen. Funny aside because when you're working with 3 to 5-year-olds you are getting cute stuff like all the time, major cute overload. This one, Ernie sings a song about wondering why and we talked about wondering and what is wondering and do you wonder about things and so in the middle of the song in the episode he's singing I wonder, you know, what makes the birds go, sing the song they do or why do the stars sparkle? What makes a bunny go hop hop hop? What makes the popcorn go pop pop pop? She walks up to me and she puts her hand on my knee and she goes he doesn't know anything? How come Ernie doesn't know anything [laughter]? And like that was hilarious, but you can absolutely read it that way, right? I mean we are like in this adult mode of all, this childhood wonder band asking questions of the world around us and her read on this was completely like he knows nothing, obviously. But then later in the interview she was saying how she doesn't know anything. At least that's what her sissy tells her. But there's a lot of connecting to the self and you hear that when the kids start talking about their experiences. Another one she did, she was really rich in connecting from the show to her own personal world. Elmo's world featured a horse and so when we were talking about the horse in Elmo's world, she points to it and goes when I get older me and my sissy are going west. And I'm like, oh, sweetie, you're in Seattle. [laughter] you don't get more west then this. But she like had this complete connection with horses and the wild west and she's like it's going to be hot, so we gotta get older and stronger but we gotta go west. And there's a great example of when you have multiple narratives from multiple worlds converging, right, and she's starting to pull in these icons and the symbols and these ideas from different narratives that she's experiencing and pushing them together into the way that she's constructing meaning with the things that she's seeing. So, kind of fun. Okay, where is my mousie? La la. The kids got really attached to the assessment. They wanted to take it home instead of a toy sometimes. Like I had one girl pitch an actual fit where I had to hide the assessment instruments while her mom was like redirecting her with a toy. And they all got the choice of a new toy for the toy bin. No. Some of the kids were like I want that. To green bowls, some foam core pieces but the thing was when you think about it they got to be involved in that play space, right? There was a different kind of involvement happening. And I think one of the things that that's kind of telling about is that when there is a connection with an experience and they are then connecting with the content of the experiences in the show to actually playing it out, something happens there where they then start moving from a participation within that product or platform to taking it outside the bounds of that product or platform. Another example of this is a friend of mine, her son was really into Angry Birds and this was before Angry Birds got big. This was before they like over marketed the heck out of that thing, but it was when it was pretty much just the app. And he decided that he wanted to play Angry Birds but he wanted to do it in the house, so he drew his own, used ribbon as the slingshot and then started pulling couch pieces off of the couch and building this giant obstacle course and trying to fly these paper Angry Birds at things, got frustrated when it didn't get knocked down, but hey, that's a really good lesson in physics, right? I mean paper has a certain kind of strength or hardiness and couches have a certain kind of strength or hardiness and to push something over takes a different kind of physics. So he's having these experiential learning, just experiencing this with the things that he made because he was driven by this narrative world and then took it outside of this narrative world. And so these experiences, our mediated experiences can really serve as catalysts for then moving into maker spaces and playfully looking at playful work and creation. And so the third study that I've been working with has been looking at StudioK which as I mentioned is a curriculum, a game making curriculum for clubs right now, but looking at an online curriculum that links to Codu and doing game design through Codu, but also starts bringing in telemetric data so that you can see how players are spending their time, whether it's in editing or programming or playing and starting to look at patterns that emerge in different kinds of players and what does that tell you about the kinds of learning that is taking place. So that's what StudioK is. And so the research questions we started looking at here with this kind of maker space of a mediated experience where something interest driven takes you into the desire to, I want to make games, right. So how can themes of computational thinking be used in observational protocol to support telemetric data in StudioK? How do group dynamics in a club setting influence information seeking behavior? And how is gender a factor in a group dynamic. And so this is optimal with two observers and this is what's going on right now, so we developed this protocol and it's being used in Boys and Girls Club's right now looking at a site description, so what is the general site? What are the resources? What is the kids’ energy like when they come in for the club and then every 10 minutes using a new sheet with the themes so that we make sure that we are addressing all of the themes regularly throughout the observations of looking at debugging, logic and feedback. How are they talking about figuring out the answers to problems or how they are explaining the programming that they are doing with other people or with the facilitator. How were they talking about design or a user experience, like designing for the idea that somebody is going to play this? And then looking at information seeking in the group dynamics? Who's talking to who? Is it a facilitator talking to people? Are the kids talking to each other? Does gender play into that? On conveying information, is it a guiding thing where okay, first you do this. Now what do you think you would you? Now what do you think you would do? Or is it telling like do that do that do that do that or give me the controller. You do this. Because those are different kinds of showing and how does that all play out in the dynamics that are happening in these club spaces? And what happens then is you start to see what the telemetric data looks like so this is the kind of telemetric imaging, the output from the telemetry. So you can see over time where the points are that they are doing more editing in the world, where they are doing programming with objects and where they are playing. So this one is somebody who's going to play; they play the game a lot. This one is someone who is actually doing more looking at the world, then objects, worlds, objects, play it out. How does it go? Okay. There might be an issue. Coming back, reprogramming that, try it again and so you can see how different kinds of users are going to be doing different kinds of things. What might this mean though? Does that necessarily mean that they are playing for that long? What kinds of things are happening in the run that the telemetry can't necessarily tell us? So by doing these observations we can start to see what's happening on the dynamic and with the kids and with that group and how that might link and help us understand more about the telemetry. So that's going on and that's in process now, so I don't really have outcomes to share with you except that's how we're looking at that. So in conclusion, and since I have the floor, I figure I get to say the things that are really important to me. I was talking about LifeSpan technology as not the lifespan of the piece of hardware but of our life span. And so in intentionally leveraging the power potential of lifespan technologies it means that we need to be designing products and environments with an eye towards activity and practice. So what does that even mean? How does this activity move a participant towards meaning and pleasure? How do these activities and practices empower the participants to make larger connections beyond just the product? Or even have the product or environment serve as a catalyst for deeper engagement and creative expression. So this means different kinds of things to different kinds of development. So maybe what that means for work force development is increasing the number of females in computer science. It's not necessarily about persuasion, but it's about leveling the playing field. It's about understanding what are the experiences that young women, young girls are going through, how they engage, what their practices are like, what their activities are like and then leveling that playing field so that there aren't the same barriers that exist and let them make their choices. So it's not just persuading people to go into a field. It's making sure that nothing is going to stand in the way of them making that choice. What does that mean in designing for kids? Well, it means that kids are way more complicated than a less learned grown-up. They are not going on this trajectory from knowing a little to knowing a little more to knowing a little more and so, it's a big grown-up now. It's a way more nuanced. It means that when you're thinking about childhood it means we're not thinking about just anyone under 18 years old. Different things happen in different places. And childhood is a culture that needs to be respected because it's an interesting kind of an indigenous culture because it's so tightly relies on its own cultural networks and frames, but just because we were once kids doesn't mean that we can ever claim allegiance and identity to that culture again. Once we're out, we're out. Therefore it needs to be respected in the way that we listen to them, the way we understand them, the way we understand that development is so much more nuanced than little grown-ups. And what that means for thinking about spaces for play, work and creation is we need to consider our opportunities to move participants into deeper activities and creation spaces, so things like Codu where you're actually doing something that has interest driven learning and allows you to create in this mediated environment that takes you through these different types of narratives and allows you to help create your own narrative and your own experience. Compelling narrative experiences are catalysts for this kind of participatory movement. And that's I think what I care the most about is those things. Actually, one thing I forgot to mention was in the Tech Trajec-Stories the stories with the women in CS fields, one thing that was a theme across the majority of them was they all had some kind of deeper interest driven learning taking place in their younger years. As one of them described, I was really into games. I built my first computer when I was in high school, but it wasn't because I knew I was interested in CS; it was just because that was what I needed to play games. And so these powerful experiences of interest driven learning can become that catalyst for much deeper things to happen. And that is my presentation. The research is ongoing. There's a lot of data. There's a lot of questions to be asked continually and I'm actually really looking forward to even though my internship is ending, it doesn't mean that analysis is ending and hopefully there will be really, really exciting things to share in the future as we start to get even more nuanced and dig deeper into these datasets. I'd like to open it up for questions. [applause] yes? >>: So you mentioned this interest driven learning was important for some of your subsets of females [inaudible] so recently I sponsored this Goldilocks project. This is a kickstarter [inaudible] San Francisco, she wanted to design engineering tools for girls. And what she found out was that, you know, all the building blocks, the tables and stuff were all geared to boys and the girls they were just pink, but the girls were not, you know. Although, pink is more appealing than other colors, but that's not kind of appeals to the girls. What she found out is the girls they are really interested in story making. They want to tell stories about a lot of things, so when she designed this engineer school for girls she's so like everything is about making stories, right? You build stuff to make it make stories. So I thought that that kind of observation was pretty kind of interesting. I mean she's still making toys. It is not up in the market yet, but I'm trying to see whether you had some kind of similar observation in terms of for girls, you need to have some kind of different sort of motivation for them to be engaged with engineering. >> Meagan K. Rothschild: Right, and I think that's one of the things that in looking at the gender differences across the different types of research, I think that's one of the things that hopefully is emerging is that there are boys that really like to create narrative worlds as well. There are girls that connect with narrative in different ways, but then you also don't want to just pigeonhole a gender and say this is what you do and this is what you like. I think one reason that mind craft is as exciting and compelling as it is is because it does give the opportunity for those that want to do the narrative in the story building the opportunity to do so, and that for those that are really into different styles of play that that affords them the opportunity to do that as well. And so one thing I think that was striking in the conversations with the woman in CS fields was that yes, there were some things that stayed true to perceptions that we had of females and their experiences in their life stories, but there were definitely things that also defied the things that we thought we knew, things showing things like group work isn’t important until you are a grown up. And so I think in thinking about toys and play spaces which really are so rich for meaning making and play is just so so important, I would challenge anybody to consider not to pigeonhole a gender but to break down the barriers that allow them to experience different kinds of building and meaning making. Yeah, I get really irritated with pink Legos, seriously irritated. One of my women who was interviewed said how they used to play theater and role-playing was a big thing for her when she was a child, but she mostly played with boys and then they always got in fights because she didn't want to be the pink Ranger and like because that was their token female one right and it was the pink one and she was like I hate pink, want to be the pink Ranger and that was like she's playing with the boys but still they are trying to pigeonhole her to the pink one, but I mean there are different kinds of experiences and I think we need to respect gender little bit more than that. Yeah? >>: I'd like to just ask your opinion on a couple of things outside of just the empirical study just I'm curious if you have any thoughts on a couple of aspects of this. One was that you mentioned the importance of narratives to engage in these deeper kinds of participation, in these play spaces. What do you think about use of an existing narrative like Sesame where the kids have knowledge of it? I mean, you mentioned too that we had to kind of move into that world and try to do what we wanted to do within that space, so that versus maybe the development of entirely new kinds of narrative properties. >> Meagan K. Rothschild: So new narrative properties are exciting, and if of course, if they hit that sweet spot of whatever it is that makes them awesome, like and sometimes I hate to say this, but sometimes it's a marketing sweet spot like with Skylanders. What's happening right now with Skylanders is it’s like exploding and that's a kind of new property. I mean it's building on old Spyro, but it's also like this new world. So I think there's something to be said for new properties definitely, but where that sweet spot is needs to be looked at as far as what is the practices and activities that take place within that world, and how can that world then become a catalyst for deeper practices and activities? I had another thing to say on that, crud. [laughter] >>: [inaudible] >> Meagan K. Rothschild: Yeah. >>: This is just in the general of, you know, your experiences with interactive storytelling as they were. You were able to contrast the passive classical human experience versus this interactive experience and it's interesting to me because you're dealing with an audience that is sort of, they're not, they don't have two or three decades of experience with the passive. You know, they are -- and I'm just wondering were there frictions to the interactive narrative experience? >> Meagan K. Rothschild: I don't think friction, because it wasn't necessarily interactive narrative where the choices that they made changed major outcomes in the story the way you would think of really, really richly developed narrative experiences like perhaps some of the more -- I'm trying to think of one off the top -- like massive fax [phonetic], right, where you're looking at a rich narrative that has specific outcomes in the way that something is played. That being said, that narrative experience isn't really only about this story but is about the set of practices and what they're doing in their head and how they're taking that outside of that and connecting to those concepts. I remembered what I was going to say before. There was a study when you are looking at younger kids I think there needs to be a mix of the familiar and the unfamiliar. There have been studies that show that when younger children are being taught something, there was one where they are being taught something from Elmo and they were being taught something from somebody new that they totally didn't know, they trusted Elmo more because they knew Elmo already. And so they actually found for that particular comprehension that they were looking at kids who experienced it with Elmo did better because they already had a relationship with character. That's not to say that we should just stick to the ones that we have because there's definitely something to be said about the kind of attention drawing that new experiences provide for younger audiences. I mean that's when you have deeper tension is when you, when you are wanting to connect to it and you want to figure it out, that's when you're drawn in, right, when there is something new in those confounding things that you are trying to piece together, so yeah. Anything else? No. >>: I have a question. >> Meagan K. Rothschild: Yeah? >>: When you were first starting this I think you had some kind of expectation about what prep style comes in success was and, you know, clearly the kids learned as did [inaudible] property. Are there things that you have not been able to measure or didn't think to measure but you would design differently in the next study that would give you the kind of better insight about what the outcomes might be? >> Meagan K. Rothschild: There are definite -- so there were a couple of things that I changed on-the-fly. Like after a couple kids I'm like whoa, this has to get adapted now or I'm just not going to get the richest data possible. One was the decision to measure the launch and it originally had been precisely and what I had done was I did a content analysis of that episode and I got word frequencies. What are the words that actually come up the most to see how they are connecting to the things that are most reinforced and precisely was like that had high, high, high frequency in that episode, so did launch. Precisely had a little too much. It was just a little too ambiguous for that age group so that's when understanding your age group really is important and even wonder was like not to be crass, but it was a bit of a crapshoot. Like, that's a tough one for three and four-year-olds. It's abstract. But, on the off chance that they were going to get it, I wanted to have a conversation about it. I think for changes I think I would design some of the relational context stuff a little differently. With what problems I had with the word between, I think I'd like to mess with different ways of showing expertise like that concept and different ways to perform it for me in a play space. So that's one thing I think I'd do differently. And then I think as I go through the discourse analysis of the transcripts of the kinds of conversations that we had after the open-ended stuff, I think there's going to be a lot of really interesting themes that come out that I could also start to use in a tighter testing capacity. Yeah. All right. I guess we’re done. Thanks.