As the lines blur between digital and physical play, the opportunities for collaboration and innovation between kid and family-centric industries increase. Playful learning contexts span homes, schools and communities; players expect their experiences to follow them anywhere and everywhere. Sandbox West explored the dynamic new landscape of interconnected play.
A partnership with USC’s Annenberg Innovation Lab brought a heightened level of insight to the Sandbox experience. Beginning with a virtual carnival of creativity, attendees then heard eye-opening research, successes, failures, pie-in-the-sky ideas, and current innovations that crossed both real and imagined barriers. We toggled between online and off; from small screens to large; from malls to museums.
As always, the goal was not just to keep you in this new game, but to inspire you to break the old rules.
Creativity, innovation, and collaboration have become the mantra of 21st century skills. How do we teach − and more importantly − nurture these skills in an atmosphere of core curriculum, COPPA rulings, tight budgets, and a steady influx of junk-food media? The simple answer is through play.
Sandbox Summit 2015 tweaked creativity and piqued imaginations as speakers looked at the ways learning and life can be enhanced by remixing traditional toys and technology, the techniques of gaming, playground rules, stories, pictures, songs and smiles. Together, we proved how much more fun we can have − and how much more effective we can be − when we play.
Great innovations allow us to play, learn, and connect in ways we didn’t know we needed. From Apple to Wikipedia, the best concepts rethink the norm and then give others endless opportunities to expand how they’re used.
Sandbox Summit@MIT 2014 will present some of the minds behind-and in front of-today’s revolutionary ideas, platforms, places, and products. From toys and games to schools, museums, media, and marketing, we’ll delve into the purposeful designs that power playful learning.
Imagination. It’s a wide-open word. And it’s packed with potential.The 2013 Sandbox Summit@MIT delved into the ways imagination shapes ideas both in and out of the digital world. From a simple line drawing to conceptualizing in the fourth dimension, the way content is envisioned, presented, and received affects the way kids play, learn, and communicate. Is it a product or a pixel that launches creative thinking? Does a virtual space have the same impact as a physical place? Can imagination be collaborative? Do we need to stand on our heads to see the world differently?
At Sandbox Summit questions are the new answers.
The mobile revolution has not only changed the tools ofplay; it’s changed the rules.From toddlers to tweens to twenty-somethings, life is anebook, ready to upload. Kids can—and do—play, connect,and communicate 24/7. The kind of device they own issecondary; a keyboard and fingers are really all they need.The rest is just i-candy.Sandbox Summit will make sense of what this real-timetechnology is teaching our kids. And what their usage isteaching us. Come hear the latest research, touch thenewest devices, and discover what happens after Gen Z.
As technology fuels an increasing number of products and places where kids play and learn, it is crucial that we design digital media to challenge and engage. Sandbox Summit presents a roster of innovators who are constantly raising the bar to ensure that today’s kids become key players in the 21st century.