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9/18/2013
No Bedtime Stories Affect Children’s Literacy

According to a recent Oxford University Press study, parents who stop reading bed-time stories to children early, around seven years of age, may affect their literacy.

Read more: No Bedtime Stories Affect Children’s Literacy

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9/16/2013
Parents Who Encourage Reading for Pleasure See Education Rewards

A recently published study by the Institute of Education concludes that youngsters who enjoy books have better language and spelling skills and, in a more surprising development, also perform better in mathematics.

Read more: Parents Who Encourage Reading for Pleasure See Education Rewards

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9/16/2013
Kids Using Tablets, Apps More

Tablets continue to be the hot device for everyone, but no one is finding more appeal than kids (and their parents). According to research from The NPD Group, nearly 80% of parents who have children between the ages of 2 and 14 have some type of mobile device (such as a cell phone, smartphone or tablet) -- a jump of 16% over the previous year. 

About a third of parents are spending more on apps for their children than they did last year. And they’re willing to pay more. When looking across all app types (which include movie apps, educational games apps and books and reading apps), parents are willing to pay an average of $5.90 per app, according to NPD.

“The opportunities to upsell to these consumers are significant,” said Russ Crupnick, senior vice president of industry analysts at The NPD Group. 

Read more: Kids Using Tablets, Apps More

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9/11/2013
The other side of COPPA

As of July 1, 2013, the US Federal Trade Commission amended Children’s Online Privacy Protection Act (COPPA) rules to include online services such as social networks, social-sharing plug-ins, mobile apps, online games and advertising networks. It also expanded its definition of personal information to include photos, video and audio containing a child’s image or voice, screen names, geo-location information, third-party plug-ins and persistent identifiers like cookies, IP addresses and mobile device IDs that can recognize users over time and across websites and online services. This raises issues around data collection and the need for transparency and ethical boundaries when developing kids apps.

Read more: The other side of COPPA

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8/27/2013
A Computer in Every Classroom and a Tablet in Every Backpack?

Nielsen’s quarterly Connected Devices Report found that during Q1 2013 more than three-quarters of tablet-owning parents (78%) let their kids under age 11 play with tablets in their homes. The majority of these parents (54%) said their children use tablets for educational purposes. What’s more, among those who don’t let their kids play with tablets, 20 percent said they would if there was more educational content on them.

Read more: A Computer in Every Classroom and a Tablet in Every Backpack?

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8/21/2013

Zuckerberg, Other Tech Leaders, Launch Initiative to Increase Global Internet Access 

 

Facebook has joined forces with industry giants Ericsson, MediaTek, Nokia, Opera, Qualcomm, Samsung, and others. The goal? While 1.15 billion people are currently connected to the Internet, they want to connect the other two-thirds of the world – 5 billion people – in the next five years.

 

Read more: Zuckerberg, Other Tech Leaders, Launch Initiative to Increase Global Internet Access 

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8/14/13

Key Audience Targets and Concepts for Next-Generation Content Experiences

 

Research consultancy Latitude's new study The Future of Storytelling shows digital TV will be an integral part of how stories are told in the years to come. According to the study, "audiences are more ready than ever to embrace new tech-driven possibilities for stories to [affect] us more deeply." The report identifies four different audience archetypes: Seekers, Relaters, Realists, and Players. Among findings:

  • 78% want to "friend" a character digitally on Facebook or via text messages and have the ability to help sway the character's decisions.
  • 87% want to see events through the eyes of a particular character or to switch between different characters' points-of-view.
  • 41% use a second screen at least daily while watching TV.
  • The most popular second screen interactions for TV shows tend to be goal-oriented, such as earning rewards (80% interested), voting to decide a show's outcome (79%), or making a purchase (76%).
  • 92% agree there's a real opportunity for brands to make ads feel more like a story or a game that they'd naturally choose to engage with.

Read more: Key Audience Targets and Concepts for Next-Generation Content Experiences

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7/25/2013

Teachers and Administrators Want More Classroom Technology

 

According to a Harris Interactive survey, an “overwhelming majority” of teachers (86 percent) and administrators (93 percent) think it’s “important” or “absolutely essential” to use products (such as apps, computer games, websites, digital planning tools, or digitally delivered curricula) designed to help students or teachers. Almost all teachers (between 87 percent and 96 percent) agree the use of educational technologies increases student engagement in learning, enables personalized learning, improves student outcomes, and helps students collaborate.

 

Read more: Teachers and Administrators Want More Classroom Technology

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7/21/2013 

Kids Have No More Patience for Jail Time, Monopoly Discovers

 

From dance lessons to soccer games, today’s kids lead much busier lives than previous generations. Even their playtime is more limited. Hasbro has responded to this trend by restructuring the game Monopoly. Traditionally taking hours, the new version takes 30 minutes or less to complete.

 

Read more: Kids Have No More Patience for Jail Time, Monopoly Discovers

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7/17/13

Research Says Screen Time Can Be Good for Your Kids


Screen time is not all bad for your kids. A recent SRI study shows that game based learning can boost cognitive learning for students sitting on the median by 12%. But interactive learning games still work best when parents and children play together.  When parents and children are watching or playing together, kids are internalizing important social skills. Being intentional about the messages you send to your kids about media is a missing link in most parenting strategies.


Read more: Research Says Screen Time Can Be Good for Your Kids

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7/3/2013

Embrace your inner child

 

It's officially summer and I’ve always believed that sunshine brings out our inner child. So instead of lamenting that kids are falling into the dreaded “summer slide” of education, we adults should follow suit and slip into our own rhythm of easy livin'.

 

Read more: Embrace your inner child

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7/3/2013

Eight ways kindergarten holds the key to 21st-century instruction

 

Several of the "revolutionary" changes we've been calling for in our schools have actually been around for quite a while—just talk a stroll down to any kindergarten class.

 

Read more: Eight ways kindergarten holds the key to 21st-century instruction

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6/27/2013

Trade Book Exports Rose 7%

Exports of trade books rose 7.2% in 2012 to $833.4 million, according to figures released this morning by the AAP. The figures, drawn from BookStats, shows that exports of e-books rose 63% in the year, while print book exports increased 1.3%. The largest market for print titles last year were the U.K., Germany, Australia, South Korea, the Philippines and Singapore. E-books found the most buyers in the U.K., Australia, Germany, France, Norway, and Switzerland.

 

Read more: Trade Book Exports Rose 7%

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6/24/2013
Gaming has huge educational potential

Gamers spend 80 percent of their time failing, yet still have positive experiences and retain positive emotions despite those failures. Why? “When you’re able to fail 80 percent of the time, and you’re able to draw on those positive emotions, you’re able to get to the positive place you want,” McGonigal said. Letting students try and fail in school, and leveraging games’ motivating factors, can boost student engagement and also teach students one of today’s most sought-after skills: problem-solving.   

Read more: Gaming has huge educational potential

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6/16/2013

Kids and the Fight for Time


More and more, playtime for today’s overscheduled kids is in the backseat of a car going from place to place. Since play-on-the-go lends itself to tablets and cell phones, it’s more important than ever to build portability and simplicity into toys and games.


Read more: Kids and the Fight for Time

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4/10/2013
2013 ON for Learning Award Winners

 

This year, Common Sense Media has recognized 51 children’s apps, games, and websites with its highest (five-star) rating for learning potential. These digital resources are “really engaging” and take an “excellent approach” to learning, according to the ratings system. Browse the winning resources alphabetically or by age group (preschoolers ages 2-4, young kids ages 5-6, kids ages 7-8, preteens ages 9-11, and teens ages 12-14). The winning resources include websites such as Dreambox Learning Math, iCivics, and Khan Academy; apps such as Britannica Kids: Solar System; and games such as Body and Brain Connection.

 

Read more: 2013 ON for Learning Award Winners

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4/9/2013

Tablets Overtake Dedicated E-readers as Most Popular Devices

 

The latest edition of BISG’s Consumer Attitudes Toward E-Book Reading survey shows that for the first time multi-function tablets have surpassed dedicated e-readers as the device of choice among consumers who read e-books.

 

Read more: Tablets Overtake Dedicated E-readers

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4/9/2013
More Android Apps Downloaded in Q1, But Apple Had Higher Revenue

Fifty-one percent of the apps downloaded during Q1 of 2013 were downloaded from Google Play. While Google had the majority when it came to the number of downloads, it didn’t earn top honors in terms of revenue. Apple was the big winner taking home 74% of app revenue during the same period. Some of the strongest growth over the quarter was seen in emerging markets such as Indonesia, South Africa and Brazil.

Read more: More Android Apps Downloaded in Q1, But Apple Had Higher Revenue

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3/22/2013
How Do Children Learn to Share?

New research is beginning to untangle the disconnect between knowledge and behavior, with a surprising finding: Young children asked to predict how they will divvy up stickers already anticipate they will tip the scale in their favor. When it comes to sharing, the three- to six-year-old set is – scientifically speaking – a bunch of self-aware hypocrites.

Read more: How Do Children Learn to Share?

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3/21/2013

Kids Prefer Tech Gadgets to Toys

 

More kids, between the ages of 7 and 13, prefer a tech gadget over a traditional toy giving them a clear grasp on consumer products, according to a recent study by The Intelligence Group.

 

For play time, two-thirds of children between 7 and 13 years old, prefer a tech gadget to toys, according to the report. Nearly 60 percent of the group, dubbed "Generation Z," access the internet from a mobile phone at least once a week, and more than half of the group conducts online product research before purchasing.

The report also found that one-quarter of children want a say in product development, while 30 percent prefer customizing their products, and 60 percent prefer customized products whether or not they did the actual customizing.


Read More: Kids Prefer Tech Gadgets to Toys

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3/19/2013
Only 24% of children’s apps provide privacy policy information

As kids’ mobile usage continues to soar and the new Children’s Online Privacy Policy Act (COPPA) laws prepare for a July launch, it’s inevitable that conversations surrounding privacy will become increasingly commonplace. Kids Best iPad Apps has stopped reviewing products without a published privacy policy that outlines procedures for collecting personal information on young kids.

Read more: Only 24% of children’s apps provide privacy policy information

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3/11/2013
Demographics Vary Across Social Networks

eMarketer estimates that by the end of 2013 there will be 163.5 million social network users in the US, and unsurprisingly they are a diverse group. Recent study breaks it down by demographics.

Read more: Demographics Vary Across Social Networks

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3/6/2013
The myth of tech-savvy kids

Kids may have an irresistible attraction to interactive screens and an uncanny ability to figure out how to play games and use apps, but when it comes to the code that makes these things work, most kids are totally ignorant. Today’s kids are brought up on user-friendly, idiot-proof devices that don’t even require the know-how to replace the batteries. The result is a generation of kids who are as reliant on technology as they are mystified by it. In fact, they are the most technologically illiterate generation of computer-using kids yet. The urgency around learning code is increasing.

Read more: The myth of tech-savvy kids

If you have a concept for a kids’ series on coding,
IBW welcomes your pitch!

Interest includes both non-fiction (how-to) AND
fiction/non-fiction (storylines with coding integrated into the plot
.

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1/22/2013
iPhones Top Seller In U.S., Japan; Android Winning Everywhere Else

 

Smartphones continue to grow in usage with ever more countries approaching a tipping point for a smartphone majority. UK has the highest smartphone penetration of any market covered in the survey, at 61%. Australia is second-highest at 54%, with France in third at 46%. The rest of the penetration stats run down as follows: Italy and Spain both at 45%; U.S. at 42%; China at 39%, Germany at 38% and Japan at 24% (perhaps a consequence of Japan having a lot of early adopters of non-smartphone data-friendly devices).

 

In markets where Android is leading, it is consolidating its lead, accounting for over half of all smartphone sales in the 12 weeks ending December 23. In some markets, like Spain, that percentage is staggeringly strong: there, it took nearly 87% of all smartphone sales in the period. In the booming market of China, nearly three-quarters (72%) of smartphone sales were Android devices (full table in article).

 

Read more: iPhones Top Seller In U.S., Japan; Android Winning Everywhere Else

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1/21/2013

Too Big NOT to Fail!

 

Take a minute and think about a busy Mom, who is installing her latest and greatest app finds on her iPad for Junior. But alas, there’s no room for the super-mega, ginormous App of Awesome, which tips the scales at 785 megabytes! If she’s smart, this parent has already turned off the delete functionality, probably after her child accidentally erased her Gmail, New York Times, and Facebook apps for the third time (not that I’ve ever had that happen to me…). So now, if she wants to install App of Awesome, Mom has to go change that setting, delete the other apps, photos, music, or movies that she can live without (once she’s figured out what those are), and then go and re-install your app.

 

Sorry to tell you, but the odds at this point that your App of Awesome is going to get past all of these hurdles and end up on this woman’s iPad is next to zero.

 

Read more: Excuse Me, But Your App is Looking Bloated

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1/16/2013

More Than Half U.S. Kids Reading Ebooks, New Report Shows

More than half of U.S. children are reading ebooks, more than double the proportion of adults, according to a new report from Digital Book World and PlayScience, a New York-based children’s digital research firm. About a third of kids who e-read do so more than once a day. And 85% read an ebook at least once a week.

Some 54% of U.S. children aged two-to-thirteen are reading ebooks, according to the report, The ABCs of Kids & Ebooks: Understanding the E-Reading Habits of Children Aged 2-13. This is more than double the 23% of U.S. adults who are e-reading, according to the latest numbers from the Pew Internet & American Life Project.

Read more: More Than Half U.S. Kids Reading Ebooks, New Report Shows

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1/15/2013

Report Finds More E-book Reading Among Children

 

The fourth edition of Scholastic’s “Kids & Family Reading Report” put the emphasis on what the growth in e-books and digital reading devices has had on the reading habits of children aged 6-17 as well as their parents.

 

Read more: Report Finds More E-book Reading Among Children

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1/14/2013

Girls and Games: What’s the Attraction?

 

Game developers and academics who have been studying the elements that go into making games more attractive to girls found: girls are more drawn to games that require problem solving in context, that are collaborative (played through social media) and that produce what’s perceived to be a social good. They also like games that simulate the real world and are particularly drawn to “transmedia” content that draws on characters from books, movies, or toys.

 

Read more: Girls and Games: What’s the Attraction?

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8/9/2012

How Google's 'Penguin' Update Will Change Publishing, for the Better

 

New SEO approaches will need to focus more on Facebook than on Google to improve search rankings. The same goes for brands that are investing in content creation and content marketing. To be successful, everyone needs to play by the New SEO rules.

 

Read more: How Google's 'Penguin' Update Will Change Publishing, for the Better

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1/2/2013

Holiday Week 2012 Sees New iOS And Android Device Activations Rise To 50M Total, A 150% Increase

 

Over 50 million iOS and Android devices were activated during the period between December 25 to December 31, versus just over 20 million devices last year. Users of those and existing devices downloaded 1.76 million apps, a 47 percent increase over the 1.2 billion app downloads during the 2011 holiday week.

 

Read more: Holiday Week 2012 Sees New iOS And Android Device Activations Rise To 50M Total, A 150% Increase

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12/27/2012
Tech&Learning Magazine Wrap-Up for 2012

What hardware, software, apps, resource tools  are present in the classrooms of  PreK-12 learning? This article provides a good foundational overview of the Top 100 of 2012.

Read more: Top 100 Sites and Apps of 2012 page AND Top 100 Sites and Apps of 2012

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12/19/12

How the Publishing World Acclimated to the Digital Revolution

 

Among Americans who read e-books, those under age 30 are more likely to read their e-books on a cell phone (41 percent) or computer (55 percent) than on an e-book reader such as a Kindle (23 percent) or tablet (16 percent).

 

Overall, 47 percent of younger Americans read long-form e-content such as books, magazines or newspapers. E-content readers under age 30 are more likely than older e-content readers to say that they are reading more these days due to the availability of e-content (40 percent vs. 28 percent).

 

Read more: How the Publishing World Acclimated to the Digital Revolution

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12/19/2012

New Federal Rules on Children's Privacy Set for Digital Devices

 

The Federal Trade Commission has approved revised rules that spell out the types of information that cannot be collected from children without their parents' permission, an action meant to address privacy concerns in the constantly evolving era of smartphones, tablets, social media, and apps.

 

The new policies seek to close loopholes that the agency says too often allow websites and online services to gather information improperly from students and turn it over to third parties for advertising purposes.

 

Read more: New Federal Rules on Children's Privacy Set for Digital Devices

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12/19/2012

Changes in law aim to protect kids’ internet privacy

 

The Obama administration has largely refrained from issuing regulations that might stifle growth in the technology industry, one of the U.S. economy’s brightest spots.  Yet the Federal Trade Commission pressed ahead with the new kids’ internet privacy guidelines, despite loud complaints—particularly from small businesses and developers of educational apps—that the revisions would be too costly to comply with and would cause responsible companies to abandon the children’s app marketplace.

 

Under the changes to the law, known as COPPA, information about children that cannot be collected unless a parent first gives permission now includes the location data that a cell phone generates, as well as photos, videos, and audio files containing a human image or voice.

 

Read more: Changes in law aim to protect kids’ internet privacy

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12/19/2012

How to promote literacy skills in the digital age

 

Digital apps that claim to teach children important reading and literacy skills do not always impart higher-level abilities that children need to develop strong reading skills, according to a report from the Campaign for Grade-Level Reading. In a recent examination of Apple’s App Store, the Joan Ganz Cooney Center found that 72 percent of the top-selling apps in the Education category target preschool-age children.

 

Most of the skills these apps target are very basic, and parents and educators often do not have in-depth—or any—knowledge of how the apps work or if they work at all, claims the report, “Pioneering Literacy in the Digital Wild West.”

 

Read more: How to promote literacy skills in the digital age

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12/18/2012

Developers worried about new rules for phone apps

 

The software industry is bracing for new regulations that it says will stifle creativity and saddle small businesses with legal and technical costs to ensure their cellphone apps don’t run afoul of the rules. The changes, which the FTC is expected to approve this week, would update a 14-year-old law prohibiting the collection of personal information from preteens.

 

Businesses said they fear that under the trade commission’s proposal, routine transfers of data that pose no threat to a child’s safety will be treated the same as the improper gathering of information that can be used to create detailed user profiles that are highly valued by advertisers.

 

Read more: Developers worried about new rules for phone apps

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12/18/2012

SpongeBob disappears from app store after privacy criticism

 

Nickelodeon has removed its SpongeBob app from the store after an advocacy group filed a complaint with the Federal Trade Commission alleging the game violated children's online privacy rights by collecting their e-mail addresses without parents' permission.

 

According to the Center for Digital Democracy, which filed the complaint earlier today, cable network Nickelodeon and mobile game-maker PlayFirst are misleadingly marketing the game and are violating the Children's Online Privacy Protection Act (COPPA).

 

Read more: SpongeBob disappears from app store after privacy criticism

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12/13/2012

The future of publishing is now, and it’s being shaped by mobile and social

 

According to Publishing Technology COO Randy Petway, the future of publishing is already happening because of the way consumers now discover and purchase content. Consider…

 

Mobile changes the way content is consumed. Of the world population:

  • Internet penetrates 35% (growing 17% each year)
  • Cell phones penetrate 80%

Social media influences behavior – especially buying behavior. Of people polled:

  • 75% said they’re more likely to buy something based on friend’s recommendation
  • 20% said they’d purchase something directly from a social media site

Read more: The future of publishing is now, and it’s being shaped by mobile and social

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12/12/12

Digital trends you should know about

 

Mary Meeker, from Kleiner Perkins Caulfield and Byers, recently delivered this report to Stanford students, and it’s an update to her May 2012 report Available on Slideshare, it is a look at current digital trends that may affect an IP’s future.

 

Read more: Digital trends you should know about

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12/11/2012

New Concerns Over Apps for Children

 

Children’s apps coming under scrutiny due to complaints to Federal Trade Commission regarding data collection practices which violate the federal Children’s Online Privacy Protection Act. That law requires an operator of a Web site or online service directed at children under 13 to provide notice of its information collection practices. The operator must also obtain verifiable permission from a parent before collecting or sharing personal information like a child’s name, e-mail address or physical address. The Federal Trade Commission has also released a study on children’s apps in which regulators reported that hundreds of popular apps failed to provide parents with basic information about their data collection practices.

 

Read more: New Concerns Over Apps for Children

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12/10/2012

The FTC Is Taking a Hard Look at Developers Making Apps for Children

 

The Federal Trade Commission revealed that only 20% of 400 mobile apps aimed at children included any privacy disclosures before or after downloads. The agency said it is investigating whether certain companies have violated laws protecting children online by failing to disclose the types of data gathered through apps and how those data are used.

 

Regulators and lawmakers seem increasingly motivated to impose some clarity on the murky world of mobile apps. The FTC is expected to unveil an update to the Children's Online Privacy Protection Act to require more transparency on data collection by mobile-industry players.

 

Making Apps for Kids? Watch This Video: How to Create a Mobile App That Respects The LAW

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12/10/12

Does it still make sense to buy an e-reader?

 

Or should you invest a few dollars more in a tablet? The discussion is out there. Just something you need to know.

 

Read more: Does it still make sense to buy an e-reader?

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12/3/2012
Social Media Report 2012: Social Media Comes of Age

According to Nielsen and NM Incite’s latest Social Media Report, consumers continue to spend more time on social networks than on any other category of sites (20% total time online via computer; 30 percent via mobile)

Facebook is still the most-visited social network in the U.S. via PC (152.2 million visitors), mobile apps (78.4 million users) and mobile web (74.3 million visitors). While Facebook and Twitter continued to be among the most popular social networks, in 2012 Pinterest had the largest increase in both unique audience and time spent of any social network across PC, mobile web and apps.

Read more: Social Media Report 2012: Social Media Comes of Age

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11/28/2012
Africa’s Mobile Market To Pass 80% Subscriber Penetration In Q1 Next Year; 13.9% Of Global Cellular Market By 2017

Think outside the 4G smartphone box…

ABI Research says GSM (2G) mobile subscriptions account for 62.7 percent of mobile subscriptions in Africa, while 3G, represents only 11 percent of the overall market. While there’s little overall grown in Western Europe, sub-Saharan Africa has been cited by a Deloitte report as the fastest-growing mobile market in the world, with average annual growth rate of 44 percent since the year 2000.

Read more: Africa’s Mobile Market To Pass 80% Subscriber Penetration In Q1 Next Year; 13.9% Of Global Cellular Market By 2017

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11/28/2012

Amazon’s Appstore Opens In Japan

Amazon’s Appstore is now open in Japan, offering typical Amazon features such as Customer Reviews and personalized recommendations. Not only is Amazon expanding in Asia, but it in June 2012 it opened its Appstore to international applications with support for the U.K., Germany, France, Italy and Spain.

Read more: Ahead Of Kindle Fire And Fire HD Shipments, Amazon’s Appstore Opens In Japan

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11/24/2012

As children pine for electronics, traditional toy makers face a growing tech challenge

At a younger age than ever, apps are capturing kids’ attention, replacing their interest in traditional toys such as plushies and puzzles. This is causing toy producers to look for new properties or licenses with a tech twist in order to widen their base.

Read more: As children pine for electronics, traditional toy makers face a growing tech challenge

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11/21/2012
More American Kids Than Ever Clamor For iPhones And iPads This Holiday Season

Nielsen survey tracking consumer buying intent in the next six months found American kids aged 6 to12 want:

  • iPad (48%)
  • Nintendo Wii U (39%)
  • iPod Touch (36%)
  • iPad Mini (36%)
  • iPhone (33%)

Requests for tablets other than iPad were 29% or less.

Read more: More American Kids Than Ever Clamor For iPhones And iPads This Holiday Season

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11/21/2012

A Peek at TV’s Future, Via Google Fiber

 

Recently launched Google Fiber provides a way to turn on your TV and watch whatever you want, no matter who is sending out the signal: Broadcast TV, cable TV, Netflix, etc.

 

Read more and view a short video on features: A Peek at TV’s Future, Via Google Fiber

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11/20/2012
Parents Worried About Web Firms Tracking Their Kids

Survey from the Pew Research Center indicates 81% of parents were most concerned about how much information advertisers were learning about their kids’ online behavior.

What are parents doing about it?

  • 50% of those with teens using the Web set parental controls to block, filter or monitor online activities
  • 42% search their child’s name online to find out what results show up
  • Many connect with kids on social media sites to passively monitor their kids

Read more: Parents Worried About Web Firms Tracking Their Kids

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10/26/2012

New survey reveals how moms' purchases are influenced by social media

 

A new survey by mom-targeting agency Child's Play Communications has found that toys and apparel are the top purchases made by moms as a result of a social media recommendation.

 

Read more: New survey reveals how moms' purchases are influenced by social media

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10/15/2012

Books as Brands

 

A driver of the increased focus on licensing over the past several years is that manufacturers, retailers, and licensing agents have become increasingly convinced of the commercial appeal of book properties. The integrity of the underlying book is always of paramount concern.

 

Read more: Books as Brands

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9/18/2012

Sales Of E-Books For Kids Have Exploded This Year

 

Parents are buying e-books for their children in growing numbers as experts say a new generation may become more used to reading from an iPad or Kindle screen than from a traditional book. Sales of children’s e-books nearly tripled over the first six months of this year compared with the same period in 2011(figures from the Publishers Association)

 

Read more: Sales Of E-Books For Kids Have Exploded This Year

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8/29/2012

Drop Everything And Read

 

“In the 2010 Kids and Family Reading Report, Scholastic interviewed 1,045 children aged 6 to 17 and their parents. The report found that of the kids who read for fun less than once a week, one third said they would read more if they had eBooks… Books stimulate imaginations and open up new worlds unlike any other medium. In our business, we all know that content is king. A good story can be pixel-ated, merchandised, licensed, and branded. But don’t lose sight of the fact that a good story can also change your life. Especially when it’s read.”

 

Read more: Drop Everything And Read

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8/14/2012

New US study finds kids’ tablet use jumps 13%

 

In terms of *purchasing habits,* according to Kids and Consumer Electronics: 2012 Edition by market research company The NPD Group

 

PARENTS are most influenced by:

  • brand reputation
  • price
  • educational value

KIDS are most influence by:

  • aesthetics
  • popularity
  • entertainment value

Read more: New US study finds kids’ tablet use jumps 13%

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8/2/2012

Android and iOS Seeing Greater Revenue from Ads

 

Is the app Gold Rush nearing an end? In 2012, the Top 25 will drop to commanding about half of total revenue. The rest of the Top 100 apps will drop from earning 27 percent of revenue in 2010 to 17 percent of revenue in 2012. As consumers develop their preferences (read: branded IPs) the Lone Wolf will find revenues more and more a challenge. Solution? App developers need to partner with IP owners, such as book publishers.

 

Read more: Android and iOS Seeing Greater Revenue from Ads

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7/18/2012
Why is *visual* the future of education? Because Bill Gates (& his foundation’s dollars) say so.

Read more: Bill Gates: Why ‘game-based learning’ is the future of education and Bill Gates: The keys to effective teacher evaluation

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7/17/2012

Half of Bedtime Stories Now Read on E-Books

 

According to a survey carried out by Ipsos Mori market research and The Reading Agency, a U.K.-based literacy charity, nearly 50% of U.K. parents say they now read books to their kids on e-readers or tablets or allow them to read on them.

 

Also from recent surveys:

Publishing revenue in the juvenile e-book category, which tracks books for children up to 18 years of age, jumped 233% to $64 million in the first quarter of 2012.

 

Read more: Half of Bedtime Stories Now Read on E-Books

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6/26/2012

Imaginations More Active Despite Less Play Time, Study Shows

 

Case Western University study found elementary school children, ages 6 to 10, in 2008 were significantly more imaginative and took greater comfort in playing make-believe than their counterparts in 1985 despite having less time either during or after school for free play:

  • Play, for the researchers’ purposes, included play indoors or outside with toys, but does not include video game play or sports or other structured activities. Researchers scored a child’s imagination, emotional expression, actions, and storytelling.
  • Researchers knew from talking to children that they didn’t play with toys as much as they used to.
  • Children who rate highly in imaginative and emotional play are not necessarily more intelligent than other children, but they do show better coping skills, creativity, and problem solving than students who rate low on the play scale.
  • Research shows cognitive and social benefits of children’s make-believe.

Read more: Imaginations More Active Despite Less Play Time, Study Shows

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5/2/2012

Digital Gaming in Classrooms Seen Gaining Popularity

 

A survey on game use in K-8 classrooms was done by the Joan Ganz Cooney Center at Sesame Workshop, a nonprofit research organization that studies children’s learning through digital media.

 

In the survey, a game was defined as any interactive digital activity, including simulations, in which students participated using any of a variety of devices, such as desktop computers, laptops, tablets, game consoles, and mobile devices.

 

The survey, a random sample of 505 teachers of those grades across the country, revealed the following:

  • almost all the teachers surveyed who said they used games reported that they used ones specifically designed for education
  • games most often corresponded with literacy and reading (50 percent)
  • the biggest barrier to game use in classrooms: cost (50 percent)

Read more: Digital Gaming in Classrooms Seen Gaining Popularity

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5/2/2012

Can Your Preschooler Learn Anything From an iPad App?

 

According to the Joan Ganz Cooney Center at Sesame Workshop, 72 percent of iTunes’ top-selling “education” apps are designed for preschoolers and elementary school children.

 

Research from Georgetown University, published in 2010, can give us a hint of whether interactive screen time has any potential for teaching children as young as 2½ years old.

  • Child development specialists say young children learn best when they are fully engaged and imbued with a feeling of control. They encourage parents to seek out more open-ended games and toys in which children could explore and create at their own pace.
  • A recent Australian study showed that only 2 percent of “education” apps in the iTunes Store allow for open-ended discovery and exploration.
  • Interacting with the content—not about the buttons but the CONTENT—improves their ability to learn from the screen.
  • Just because something is interactive does not mean it is the perfect learning tool, even among children over 24 months old.
  • Some e-book studies at labs at Temple University and the University of California at Riverside—as well as a forthcoming report from the Cooney Center—show that the wow factor of the device and the presence of interactive “hotspots” on e-book pages may interfere with children’s learning.

Read more: Can Your Preschooler Learn Anything From an iPad App?

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5/1/2012

Key findings from the State of Online Gaming Among Tween Girls in the US report:

  • Tween girls have significantly increased the amount of time they devote to online gaming (desktop and mobile) per month
  • Sharing content and being social in an interactive environment to be extremely important
  • iOS devices are their platforms of choice for accessing online games via mobile
  • Android is catching up, with 46% of their mobile sessions currently being accessed by an Android device.
  • Tween girls enjoy creating avatars and dress-up outfits
  • Cooking, dress up and tests/quizzes were also the top three gaming categories

Read more: State of Online Gaming Among Tween Girls in the US

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4/10/2012

Why Parents Must Become Their Child's First Teacher...

 

Study Points to Drop in Per-Pupil Spending for Pre-K

Report shows a decline in per pupil spending came even as the total amount of state dollars spent on preschool education seemed to be on the upswing, rising from $2.4 billion in 2001-2002 to $5.5 billion in 2010-11. Some other findings of the report:

  • Expanding enrollment ~ funding hasn’t kept pace
  • Eroding support for quality education standards
  • Several states eliminated regular site visits to monitor quality
  • Arizona ended its state preschool program entirely in 2010-11
  • Arizona and 10 other states do not offer any state-funded preschool services
  • Most children enrolled in state pre-K in 2010-11 attend programs where teachers are not required to have bachelor’s degrees
  • Teachers’ assistants only need high school diplomas

Read more: Study Points to Drop in Per-Pupil Spending for Pre-K

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10/11/2011

Parents seek more mobile co-play

 

The report, Mobile Playgrounds: Kids, Family, & Mobile Play, (Oct. 2011) New York-based research and development firm PlayScience:

  • With mobile devices becoming a primary platform for household play, parents are looking for more co-play opportunities with their kids
  • Currently, parent-child co-play on these mobile devices is generally occurring through single-player games that they pass back and forth. Although they enjoy this type of competitive play, parents are reporting that they are interested in having more opportunities to play cooperatively with their kids in the future.
  • For the industry, this means redefining and expanding on current co-play opportunities and developing ways that families can play together even if they are not in the same place.
  • Also worth noting is the ongoing trend of dads playing a key role in mobile app purchases. The report has found that dads pay an average of US$0.45 more than moms for phone apps and US$0.75 more on tablet apps.

Read more: Parents seek more mobile co-play

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2010 Latitude Study

Children’s Future Requests for Computers & the Internet

 

What do 4 to 7 year olds want? The international research consultancy, Latitude, asked kids around the world: What would you like your computer or the Internet to do differently?

 

Their answers include:

  • Immersive experiences of physical spaces (e.g. real or simulated travel)
  • Devices that assisted physical activities (e.g. playing sports)
  • 3D effects
  • Technology that enables real-world actions and choices
  • Verbal/auditory control
  • Touch-screen interface

Read more. Open this PDF: Children’s Future Requests for Computers & the Internet

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Dissertation 2009

Research by H. Lindsey Russo, an assistant professor at the State University of New York New Paltz school of education and the curriculum director at Blue School, shows:

  • Preschool-age children made no distinction between work and play if they are having fun
  • They were acutely sensitive to being allowed to do things independently
  • FUN activity immediately became ‘work’ if an adult intervened

Read more: Play, peer relationships, and academic learning: Exploring the views of teachers and children

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