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LeapFrog’s Jake And The Never Land Pirates Game Wins First Ever “ON For Learning Award” From Common Sense Media

LeapFrog game honored by Common Sense Media for its engaging and educational content for kids.

– My four year old son loves this game on the iPad. –

EMERYVILLE, Calif., March 26, 2013 /PRNewswire/ —

LeapFrog Enterprises, Inc. (NYSE: LF), the leader in educational entertainment, today announced its LeapFrog learning game Jake and the Never Land Pirates received a 2013 ON for Learning Award from Common Sense Media, the national nonprofit dedicated to helping parents and teachers manage the media and technology in kids’ lives. This esteemed honor is given to the top kids’ media products that received the highest rating for learning potential from Common Sense Media. Jake and the Never Land Pirates is available in LeapFrog’s vast library of learning games, apps, eBooks, videos, music and more for the #1 kids’ learning tablets, LeapPad1™ and LeapPad2™, and learning video game systems, Leapster Explorer™ and LeapsterGS™.

(Logo: http://photos.prnewswire.com/prnh/20090219/LFLOGO)

The Common Sense Media ON for Learning Awards celebrate the best in kids’ digital media, and are based on the organization’s Learning Ratings Initiative which launched this year. The Learning Ratings Initiative is designed to help parents sort through the abundance of apps, games and websites that claim to be educational and surface products that deliver on learning potential and are age appropriate based on a ratings system of “ON,” “PAUSE” and “OFF.” LeapFrog’s Jake and the Never Land Pirates game received the initiative’s highest learning rating based on robust educational research from leading experts in both education and digital media at Common Sense Media.

“It is a privilege to receive recognition for our learning solutions from such a well-recognized resource as Common Sense Media,” said John Barbour , chief executive officer at LeapFrog. “Our highly experienced team of learning experts worked tirelessly to develop and design the Jake and the Never Land Pirates game to ensure it was age-appropriate for kids and provided an exciting introduction to math. Common Sense Media is a leader in identifying age-appropriate multimedia content and this award is another validation that LeapFrog learning solutions consistently deliver top-quality educational entertainment.”

Jake and the Never Land Pirates is available for LeapPad learning tablets and LeapFrog learning video game systems for the three to five age group. The game is designed to provide kids an introduction to foundational math skills by distinguishing letters from numbers, sorting and classifying objects, recognizing the defining properties of shapes and counting, and comparing sets of objects as they embark on adventures with Jake and his friends. Jake and the Never Land Pirates is part of the LeapFrog library of more than 500 learning games, apps, eBooks, videos, music and more, all reviewed and approved by LeapFrog’s highly experienced team of learning experts.

“Jake and the Never Land Pirates exceeded our expectations for its ability to engage and educate preschoolers about math,” said Seeta Pai , vice president, research and digital content at Common Sense Media, and head of the Learning Ratings Initiative. “We were especially impressed with the variety of gameplay to keep kids engaged in their learning.”

Jake and the Never Land Pirates (MSRP $24.99, for children ages 3-5) is currently available at major retail locations and at www.leapfrog.com. For more information visit www.leapfrog.com.

About LeapFrog
LeapFrog Enterprises, Inc. is the leader in educational entertainment for children. LeapFrog’s award-winning product portfolio helps millions of children achieve their potential by delivering best-in-class curriculum through engaging content, fun multimedia learning platforms and toys. The Learning Path, LeapFrog’s proprietary online destination for parents and extended family, provides personalized feedback on a child’s learning progress and offers product recommendations to enhance each child’s learning experience. Through the power of play, LeapFrog’s products and curriculum help children of all ages prepare for school and life success. LeapFrog’s products are available in more than 45 countries and have been used by teachers in more than 100,000 U.S. classrooms. LeapFrog is based in Emeryville, California, and was founded in 1995 by a father who revolutionized technology-based learning solutions to help his child learn how to read. Come see the learning at www.leapfrog.com.

TM & © 2012 LeapFrog Enterprises, Inc. All rights reserved.

Media Contacts:
Monica Ma Kathryn Green
LeapFrog Enterprises, Inc. LeapFrog Enterprises, Inc.
510-596-3437 510-596-3405
mma@leapfrog.com kgreen@leapfrog.com

SOURCE LeapFrog Enterprises, Inc.

RELATED LINKS
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Good Games Are Hard: in a Fun Way

  • In her article “Teachers, Students, Digital Games: What’s the Right Mix?” Holly Korbey interviewed a few educators who had some bad ideas about computer games;

    “And learning is hard work. The tools children use to manipulate and
    change the world and their own neural pathways should reflect the
    profundity of that phenomenon; we should have some blisters, form
    calluses, break a sweat. Computer games don’t demand that from
    children.”
    No.
    The better games are demanding. That is why they are the best games. There are educational games that are very challenging but they are challenging in the way that good play is challenging. It is counter productive to remind children that they learning not playing. The best learning happens when we are playing.
    Practicing a skill leads to success, but if the practice is boring then students will be less motivated to engage in the requisite practice (James Gee, 2007). The best digital games provide practice that is very compelling, engaging, and challenging, but never boring. Gamers play not because games are easy but because they are hard. But, they are hard in the right way, to the right degree, and most importantly – they are hard in a fun way. The best games provide the balance of challenge and support. To describe learning as “hard work and not play” is one of the worst possible ways to describe it.
    Gee, J.P. (2007). What video games have to teach us about learning and literacy (Rev. ed.). New York: Palgrave McMillian.

    To read the full article by Holly Korbey click here;

    http://blogs.kqed.org/mindshift/2013/03/teachers-students-digital-games-whats-the-right-mix/#disqus_thread

EdGamer discusses the top 10 video games of 2012 – (and which ones teachers can use)

EDGamer Banner4

EdGamer is one of my favorite podcasts.  The host, Zack Gilbert, and show contributor, Gerry James, are teachers who play games and use games in the classroom.  They have interviewed some of the leading researchers, practitioners, and experts on educational gaming (Dr. James Paul Gee, Dr. Jeremiah McCall, Dr. Lucas Gillispie, Dr. Crystle Martin, Sylvia Martinez, Joel Levin, and Jeff Holmes).  This is a great podcast for teachers, parents, and researchers.  In the future, I plan to post and discuss their conversations here on Gaming and education.  On EdGamer #83, The guys discuss Mashable’s Top 10 Video Games of 2012 and they discus which games teachers may use – and which games they should definitely not use in the classroom.  They also give a shout out to yours truly!  Thanks guys! I love what you are doing – keep up the good work!

To listen to EdGamer #83 click here

http://edreach.us/2013/01/05/edgamer-83-can-teachers-use-the-top-10-video-games-of-2012/

learn more and relieve stress through video games

Sophomores Conner Pulliam, Jacob Oatman and Kevin Case play video games in their Tom Brown/Pete Wright apartment on Monday, Nov. 19, 2012. Photo by Lacey McKee.

Matt Johnston wrote about a Professor who affirms the power of video games.

“Johnny Nhan, an assistant professor of criminal justice and a part-time gamer, said that depending on the game being played, playing video games could be good. ”

To read the whole article click here.

Mobile games up – console games down!

According to Daniel Burris, “In 2011, video game sales fell by 8 percent. And in the first 8 months of 2012, retail sales of video games have plummeted an additional 20 percent in the United States.”  But Burris adds that this may be an opportunity for gaming companies to add educational gaming divisions to make up for falling sales in the traditional entertainment market.

“…There are many great programmers — people who know how to make interactive worlds come to life — who are going to be looking for new opportunities.  It is likely that many will turn to creating game-like education and training programs for the academic and business worlds. And if the big electronic gaming companies want to grow in a slump, they should start an education-gamming division rather than lose some of their best and brightest programmers by letting them become the competition”, Burris wrote.  Let us hope that these programmers could focus their skills on developing better educational and training games.  Imagine a school lesson or a corporate training session as engaging as Halo 4!

To Read the full article go to;

http://www.huffingtonpost.com/daniel-burrus/the-gamification-of-educa_b_1980449.html

James Gee says that “Big G” Games are good for learning

Gates Foundation sponsors game-based learning

               

http://www.ajc.com/opinion/game-based-learning-1478744.html

“Game-based learning is one of the priorities of the Bill & Melinda Gates Foundation, a nonprofit founded by the Microsoft creator. . . .Two years ago, the nonprofit brought together 20 of the country’s best assessment designers with 20 of the world’s best game designers to discuss creating games that engage kids more deeply, said Vicki Phillips, director of the college ready strategy for the Gates Foundation.  Now the foundation is working with the Center for Game Science at the University of Washington on a free, online game called Refraction. As students play, their progress is visible to the teacher on his or her computer, allowing the educator to see instantly what concepts students understand.” – Jamie Sarrio

Full Article