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Sesame Workshop presentation from Games for Health 2014
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Sesame Street Games for happy, healthy children
What We Do…
Our mission is…
to create innovative, engaging content that maximizes the educational power of media to help all children reach their highest potential.
All children deserve a chance to learn and grow, to be prepared for school, to better understand the world and each other.
To think, dream, and discover.
We are… a nonprofit educational
organization making a
meaningful difference in the
lives of children worldwide.
Afghanistan
Bangladesh
Brazil
China
Denmark
Egypt
Germany
Netherlands
India
Indonesia
Israel Japan
Jordan
Gulf
Mexico
Northern Ireland
Palestine
South Africa
Namibia
Botswana
Lesotho
Swaziland
Tanzania
Nigeria
Colombia
Spain
Ghana
USA
Australia
New Zealand
Where We Do It…
…And How We Do It
Muppets as Health Ambassadors
2002: The first HIV+ character, Kami, in South Africa.
Named UNICEF’s “Champion for Children” in 2003
2010: Decade of Road Safety
2006: Healthy Habits for Life
2014: Raya at the UN
What Have We
Created?
Multimedia Engagement & Distribution
Low
Technology
High
Technology
Community
Mass Reach
Digital Initiatives
Community
Viewing
Training & Child Care
Center Initiatives
Print Alternative
Visual Media
On-Product
Messaging
Alternative Broadcast
(EDUSAT)
Radio
TV
PR & Advocacy
Gates Foundation Health Initiative
Vision:
To promote positive behaviors related to sanitation and hygiene
in children ages three to eight years and their caregivers in
Bangladesh, India, and Nigeria.
Objective:
To provide critical messaging through a multi-media intervention
focusing on sanitation and hygiene in areas such as use of
footwear during defecation, latrine use, hand washing, and
methods of water storage, transportation, and purification.
Physical Content
Story mat, Bangladesh Chutes & ladders, Nigeria
eBooks for
storytime snugglers
170+ books in the Sesame
Street eBookstore app
100 books available on
eReader devices
25 book-based apps
across platforms
Sesame Street
eMagazine
Books
• Address social-emotional goals,
helping children face their fears,
through digital (and print)
experiences
• Both Monster at the End of This Book and Another Monster at the End of This Book have been
number 1 in books in the app store and winners of multiple awards
2010 app
1996 book
2011 app
1971 book
Feature Phones
In Nigeria, a partnership with Worldreader uses
the biNu app and high levels of feature phone
ownership to deliver…
• Storybooks
• Activities for the home
• Teaching tips
• Health content
Mobile Web is emerging globally
• Available on multiple devices –
Device Agnostic
• Developed and shared Globally
• Dynamic, Highly topical, and Low
risk
Mobile Web
http://www.sesamestreet.org/games
Award-winning apps for little learners everywhere
• Over 90 apps available across
iOS and Android
• Available in 5 languages
Over 7 million downloads of Sesame Street apps!
Native Mobile
http://www.sesamestreet.org/parents/apps
Family Tools
Healthy Habits for Life
Addressing the obesity epidemic with child- and family-friendly
learning about nutrition, exercise, rest, and general wellness,
featuring messages like:
• Eat a rainbow of colors!
• And much to Cookie Monster’s dismay… Cookies are a sometimes food!
Global Healthy Habits
And these messages have gone global!
• Monstruos Súper Sanos in Colombia and Mexico
• Choosing brightly colored fruits and vegetables at a market in
India
• Yam-eating Zobi in Nigeria
• Balanced meals in Indonesia
• And many, many more…
Mobile Healthy Habits
• An app for parents/caregivers
that generates a real-world
game to play in any situation.
• Designed to create
intergenerational play that is
context specific.
• With over 150 games, tagged
by character, curriculum,
location, and mood, Sesame
Street Family Play will serve up
the perfect game for your
situation and location.
Sesame Street Family Play
Next Generation TV: Interactive
Kinect Web TV &
Surface Touch & Learn:
• A true “interactive TV”
experience in which children’s
gestural input changes the
narrative of classic Sesame
programming
• Lean in & Sit Back engagement
• Requires next gen hardware
Emerging Technologies: Big Bird’s Words
Big Bird’s Words App:
• Utilizes augmented reality text
recognition technology to help
children search for and find words
in their environment.
• Research has shown that this app
can:
• Help children develop a deeper
understanding of the words
that surround them
• Assist with vocabulary
acquisition
How do we know any of
this stuff works?
Research on Sesame Street (and its international adaptations)
Formative research
• During content
development across all
media platforms
• Solicit the child’s (and
caregiver’s) perspective
• Figure out what works
and what doesn’t, what
is clear and what isn’t
Summative research
• Reach – who is playing?
• Educational impact –
and are they learning?
• We utilize formative research to inform
our best practice guidelines. It is ever-
adapting and evolving process.
• Conducted over 150 studies on touch
devices in various locations around the
United States.
Report available at sesameworkshop.org
Best Practices for Designing Touch Experiences for Preschoolers
Provide wrong answer support
Remember the limited dexterity of a preschooler
Pair visual and audio sfx for optimal learning
Make unessential prompts interruptible
Make it age appropriate
Strategic Future:
A Global Health Initiative
A Global Curriculum
Healthy Habits
Water, Sanitation & Hygiene
Vaccination
Safety
Disease Prevention & Treatment
Building Community Networks
Forming Partnerships
Developing New & Appropriate Content
Looking Ahead
Thank You!
abigail.bucuvalas@sesame.org
lewis.kofsky@sesame.org
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