Monthly Archives: March 2015

Q&A with Paul Reynolds, CEO of FableVision, Inc.

When you think of fun and educational, what comes to mind? We conjure up things like games (of course!), stories, animation, museums and more. We also can’t help but think of our friends at FableVision Studios who have been some of the best partners in the industry. In fact, we had the pleasure of working directly with the one and only Paul Reynolds, CEO, in the making of Mayan Mysteries™. We took some time to talk with Paul about what inspires him, what book he’s ready to open, and much more!

paul reynolds

Paul Reynolds, CEO of FableVision, Inc.

 

Can you tell us a bit about FableVision and its mission?

FableVision is an educational media development studio located on the top floor of the Boston Children’s Museum in Boston’s Innovation District. We’re on a 200-year mission to collaborate on, create, and share positive storytelling, media, and technology to help move the world to a better place. Right out of the gate, our company tagline was “Stories That Matter, Stories That Move,” and we haven’t wavered from that focus.

FableVision was founded in 1996 by my business partner, the amazingly creative Gary Goldberger, along with my identical twin brother Peter H. Reynolds who is now also known around the world as a creativity champion and best-selling author/illustrator of storybooks for all ages including The Dot, Ish, Sky Color, The North Star, and dozens of other titles. So storytelling is and has always been one of the critical tools in our media toolbox.

Today, FableVision is proud to have an award-winning team of animators, coders, writers, developers, designers, and producers who create a wide range of media – including online games, mobile apps, animated films, interactives, websites, and media-rich software applications.

Our creative partners include publishers, museums, nonprofits, and broadcasters – including best-in-class organizations such as PBS Kids, Jim Henson Company, Classroom, Inc., Scholastic, Lulu Jr., McGraw-Hill, Smithsonian, National Geographic Society, and Dig-It! Games, of course.

FableVision Logo

What do you enjoy most about working in the educational space?

What could be better than dedicating one’s life to helping foster creative human potential? We love collaborating with other kindred spirits who understand the power of media, gaming, storytelling, and constructionist uses of technology. We have a great network of fellow developers, researchers, and creative educators who are helping usher in one of the most exciting moments in the history of human learning – accelerated by global connectivity that is helping transfer innovation across the learning network like wildfire.

Who or what are your biggest influences?      

There are many who have inspired our practice. FableVision’s approach has been informed by the following fellow visionaries:

-Ellen Langer’s mindful learning approach (establish personal relevance and meaning to engage learners, not mindless memorization).

-Jean Piaget’s Cognitive Constructivism (constructing mental models to learn).

-Seymour Papert’s Social Constructionism (socially co-constructing real projects to make the cognitive tangible).

-Chuck Dwyer’s concept of “learning as self-design” (if we can imagine our future, more actualized selves, how can we design ourselves to realize that vision).

-James Paul Gee’s work around the “regime of competency” in gaming and learning (the notion that effective gaming can throttle an experience between too easy/boring and too hard/time to give up – and keeps the learner fully engaged until they reach each level of mastery with no “game over” penalty) and advance to the next level when they are ready.

-Jean Piaget’s quote “Play is the work of children.” Playful learning or “hard fun” is how we are wired as human beings to understand the world from our earliest years. When we stop taking the play out of learning, we’ve not only robbed the joy from education, but tripped up one of our innate mechanisms for making sense of our world.

-Jerome Bruner’s theories about self-concept and learning (human beings live into stories and experience transference and personal transformation).

Peter and I recently had the pleasure of meeting Dr. Bruner at his home in New York City. At 99, he’s still going strong. It was such an honor to meet a kindred spirit who understands the power of narrative and storytelling to aid in self-design and learning.

He told us, “I’ve spent my lifetime explaining why storytelling matters in the process of who we might become – now your job is to take it to the school house.”

We gladly carry that torch forward.

featured-img-2FableVision Studios partnered with Dig-It! Games™ to create multiple games, including the award-winning Mayan Mysteries™. Can you tell us what aspects of these games you feel have the biggest impact in the classroom?

Social studies has been sidelined by a recent obsession with science and math. While STEM is definitely a critical area for studies and careers, there just hasn’t been the same investment in learning resources required to raise thoughtful global citizens in the 21st century on a planet that needs cooperation and collaboration for its survival.

Dig-It! Games™ provides an exciting new doorway into social studies that leverages game theory and design to get learners engaged in personally transformational ways. Teachers can leverage a student’s personal connection to the material – which includes math, science, and language arts, so there is a richness in the learning experience that goes far beyond standard lecture and reading that can easily dispirit learners.

It’s National Reading Month! What’s on your coffee table or night stand at home?

I have a book on my bedside that I have to start reading called Strong Boy by Chris Klein. The biographical novel is part of a town-wide read we’re doing in my hometown of Dedham, just outside Boston. It’s the story of Boston’s own James L. Sullivan, the first modern heavyweight boxing champion in the late 1880s, who also instantly became the first celebrity sports figure to earn over a million dollars. It’ll make a great movie someday – which must include the 75-round bout against fellow Irish-American Jake Kilrain.

What advice would you give to a young student who is interested in getting involved with digital game development?      

Get your hands on kid-friendly programming software like Scratch from MIT Media Lab. My son, Ben, cut his teeth on game coding with this free, online programming language when he was in middle school to create his own interactive stories, games, and animations.

There is now a new version of Scratch called Scratch, Jr. which children ages 5-7 can use to learn the concept of coding as they bring to life their own creations on the computer. It’s great to start them thinking this way early on. As we always told our boys, “It’s fine to play games, but even cooler if you make them yourself!”

What are your top three tips for teachers looking to bring games into the classroom?

First, network with colleagues to find games that have been successful in the classroom and share best practices around applications. There are apps such as Lure of the Labyrinth online math game, which FableVision produced with Learning Games Network for Maryland Public Television. It was co-designed with teachers for the classroom – with years of use and success. Definitely worth checking out.

Second, if possible, play WITH your students – let them see that you are as immersed in the experience as they are. It shouldn’t feel like an assignment – but more like group play that provides for the best kind of organic distributed learning.

Third, ask your students for recommendations and feedback. Giving them agency in scouring potential learning games helps build their digital literacy skills. That creative prompt will help them develop into mindful gamers.


Digital Learning Day Q&A with Suzi, founder of Dig-It! Games™ (from FableVision Studios)

Archaeologist, Social Studies teacher and video game designer – Suzi Wilczynski has done it all. With an arsenal of learning games, from the FableVision Studios-developed Mayan Mysteries™ to the soon-to-be launched Roman Town™, Suzi’s studio Dig-It! Games™ has a plethora of digital learning resources for students. FableVision recently talked with Suzi about Digital Learning Day and the important role games play in the classroom.

Suzi Cropped Headshot

What is Digital Learning Day and why is it important?

Digital Learning Day is a wonderful concept that the Alliance for Excellent Education brought to life back in 2012. It’s a day dedicated to celebrating innovative teaching practices nationwide that leverage instructional technology programs to improve student outcomes. Since it launched as a grassroots campaign, it has truly grown into a national celebration that is driving awareness and recognition of how technology enhances the learning experience in K-12 schools. I think the Alliance says it best when referring to Digital Learning Day as “not about technology, [but] about learning.”

Can you share a bit about the history of Dig-It! Games?

In 2005, I began my quest to create fun, interactive learning experiences for middle school students. As an educator and trained archaeologist, I had used archaeology to bring history to life while calling upon a wide range of skills, including math, science, and language arts. To make these subjects relevant to 21st century kids, I set out to create entertaining, interactive digital games that could be played at school or at home. My goal was to use games to engage children in an immersive way that goes beyond what they can experience from a textbook, film, or lecture. After learning everything I could about game design and playing more games than I care to admit, I released Roman Town™ in January 2010 to critical acclaim from parents, educators, and the education industry. In 2012, Dig-It! Games™ partnered with FableVision Studios to produce Mayan Mysteries™, an award-winning puzzle-based adventure game about the ancient Maya. 2013 was all about math at Dig-It! Games™, with the releases of math-based games Loot Pursuit: Tulum™, MayaNumbers™, and Can U Dig It!™ In 2014, we released a continuation of the Mayan Mysteries™ story, a sequel to the Loot Pursuit™ series in Pompeii, and mini-games, including Artifact Snatch™ and Maya Quiz™. We’re so excited for what 2015 has in store. We just released our redesigned app for Roman Town™ and are looking forward to adding to our catalog of fun learning games for middle schoolers!

Suzi Archaeologist

You have a wealth of background experience to pull from in the work you do now. We hear you like to play in the dirt. What was your experience as an archaeologist like?

One of the things I liked most about fieldwork was the opportunity to be in another country for an extended period of time. I loved getting the chance to actually experience the culture in a way you really can’t when you’re just visiting for a few days. I do have to admit though, I liked the dirt a lot too! I’m one of those weird people that actually likes studying dirt layers. Finding cool artifacts is fun, of course, but it’s the dirt that really tells the story. Archaeology is all about every day life—artifacts tell us what people ate, what they wore, and how they spent their time. But it’s the dirt that tells us when and how people used those things. Archaeology is pretty hard work—all that dirt is HEAVY!—but it was all worth it to see first hand how people lived in the past.

How did your past experience as a social studies teacher help you in the transition to game designer?

It does seem like teacher and game designer are really different, doesn’t it? Surprisingly, they’re not. A big part of games, especially the kind we make, is teaching something. Even games that aren’t strictly for learning have to teach players how to operate in their world. The fancy word for it is “user interface,” but really, it’s not so different from planning lessons that will engage your students. The goal with both is to communicate information quickly and easily in a form that resonates with your audience. Then you have to figure out how to seamlessly build on that knowledge through the course of a game, kind of like planning a class. Levels are very comparable to units in that knowledge of a specific feature set builds slowly through the level and completing the level shows mastery the way an end of unit test does. Even grading has a place in game design: when you really think about it, grading a test and scoring a level are virtually the same thing—they communicate the level of mastery for the content. Good games, like good lessons, require deep understanding not only of the game content but how the user will respond to it. In that, game designers do have an advantage over teachers. Feedback in games is immediate and leveling up requires full mastery of the content. That allows game designers to communicate directly with the player and know instantly when a feature does its job successfully.

Do you have any advice for teachers looking to implement more digital games in the classroom?

Teachers have always known that games add depth to lessons by engaging students’ imaginations and allowing them to find answers on their own and in their own way. Games on mobile devices, computers, and interactive whiteboards combine graphics, audio, and movement into a coherent whole. These games are interactive and immersive, forcing the player to be truly invested in the outcome. Players are encouraged to strengthen weaker skills while simultaneously taking advantage of their proficiencies. For teachers looking to add digital games in the classroom, there are a few common denominators found in successful interactive learning games, such as being authentic and skills-based. Teachers should consider how different games can be woven into the curriculum based on content. For example, reinforcement games can be played just after students have begun to master new skills. Most importantly—teachers should show their students that they’re excited about adding games into the classroom; when teachers are excited, students are too. Just like playing digital games, enjoy blending fun and learning in the classroom with the addition of these tools to your curriculum!

FableVision Studios partnered with Dig-It! Games™ to create multiple games, including the award-winning Mayan Mysteries™. Tell us a bit about the game and how it applies to digital-game-based learning?

Mayan Mysteries™ is an exciting educational adventure that turns middle school students into real archaeologists as they explore the mysterious world of the ancient Maya and learn about their remarkable civilization. In the one-of-a-kind puzzle-based online game, players embark on a thrilling expedition with “Team Q” to catch a secretive thief. Play involves visiting excavation sites, identifying and carving dates into the Maya calendar, using real archaeological tools such as trowels, picks, and brushes to uncover authentic artifacts, finding hidden objects, creating maps, using the Maya number system, and more. Mayan Mysteries™ is true game-based learning: it is standards-based, cross-curricular, purpose-aligned, interactive, age-appropriate, and fun. It can be played at home or at school, and is ideal for interactive learning in the classroom. Its authentic content, contributed by a world-renowned Maya expert, aligns to multiple National Standards, including: National Curriculum Standards for Social Studies and Common Core Standards for Language Arts and Mathematics. Players are immersed in a long-term gaming experience that sparks imagination, excites young minds, and teaches new ideas. It motivates and encourages independent and critical thinking for all learning styles, which are critical components of digital-game-based learning. I’m very proud that Mayan Mysteries™ has consistently ranked among the top downloads on iTunes. Players around the world are downloading the game that engages kids and brings history to life.

Dig-It! Games™ produced their first game, Roman Town™, five years ago. Now you’re releasing an updated Roman Town™ for the iPad. What can you tell us about the game and how it’s changed?

We are very excited to celebrate the five-year anniversary of Roman Town™ with a brand new version of the interactive game. The original Roman Town™ was created in a CD-ROM format, which met the needs of students and teachers when it launched back in 2010. What kids want and need from educational games has changed dramatically since we first introduced Roman Town™ almost five years ago. Today, Roman Town™ is an intuitive social studies-based problem-solving app for the iPad. The game engages and inspires students as it teaches them about the ancient civilization through interactions with characters, exploration of the ruins, and artifacts woven into its mini-games. Players explore Pompeii, play ancient games, and help Charlie and Fiona (the popular characters from Dig-It! Games™’ series of top-rated games) find clues to track down the infamous Ladrone. The new Roman Town™ includes even more challenging puzzles to exercise strategic thinking, spatial reasoning, memory, logic, and math skills, among others. The factual information about Roman life has been expanded and new graphics create a truly immersive experience. Most importantly, today’s Roman Town™ is even more fun than the original!

Suzi Wilczynski launched Dig-It! Games™ in 2005. Wilczynski is a trained archaeologist with nearly 10 years of dig experience, including projects in Greece and Israel. Formerly a middle-school teacher, Wilczynski noticed a lack of classroom options for teaching students about the fundamentals and importance of archaeology. She developed a continuously expanding suite of learning games including Mayan Mysteries™ and Roman Town™ to give classroom instructors and parents fun, interactive tools to help students learn about the ancient civilizations through archaeology.

Five words that describe Dig-It! Games™:

Fun – When kids and adults play our games, they can’t help but be entertained!

Educational – Our games incorporate age-appropriate content in math, science, social studies, and language arts into interactive learning experiences. Authentic and accurate information that conforms to curriculum mandates and Standards of Learning is built into every game we produce.

Engaging – Dig-It! Games™ engages different learning styles and allow learners to proceed at their own pace and explore topics that are meaningful to them.

Cultural – Our games are tools that allow kids to explore cultures, expand their knowledge, and discover a love of learning.

Inspirational – Through our seamless blend of fun and learning, we seek to foster the joy of intellectual discovery and inspire kids to think differently about learning.

(This blog post was originally featured on FableVision Studios’ blog on 3/13/15)


DiG-iT! Games
DIG-IT! Games Production Studios

A creative game studio that builds award-winning games users really dig!

Creating Games Everyday

Contact Us

Game Support

4833 Bethesda Ave Suite 204
Bethesda, MD 20814

General Information
Privacy Settings
We use cookies to enhance your experience while using our website. If you are using our Services via a browser you can restrict, block or remove cookies through your web browser settings. We also use content and scripts from third parties that may use tracking technologies. You can selectively provide your consent below to allow such third party embeds. For complete information about the cookies we use, data we collect and how we process them, please check our Privacy Policy
Youtube
Consent to display content from - Youtube
Vimeo
Consent to display content from - Vimeo
Google Maps
Consent to display content from - Google