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USA 2014Video Coverage

Nancy MacIntyre is Helping to Engage and Entertain Children | Casual Connect Video

August 13, 2014 — by Catherine Quinton

Nancy MacIntyre spoke about the power of partnerships during her session at Casual Connect USA 2014. “Partnerships build bridges between brands, consumers, and developers,” she said.

Nancy MacIntyre, the founder and CEO of Fingerprint, became interested in the games industry while working at Lotus Development in a sales and marketing role. One day, she stumbled into Electronics Boutique thinking they might be a good distribution partner for them. She remembers thinking then that games might become as big as video tapes. She went on the get a job at Broderbund Software, followed by Atari and LucasArts.

Fingerprint - Nancy MacIntyre
Nancy MacIntyre, Founder and CEO, Fingerprint

Founding Fingerprint and receiving Series B funding from DreamWorks brought the most satisfying time of her career. It came through having a wonderful initial group of investors, employees, developers, and customers who all bought into the dream. MacIntyre finds the games industry to be an interesting mix of magic, rocket science, fun factor, and business, so it attracts people who are magicians, rocket scientists, fun, and suits, and she likes the mix. Today, she is getting a lot of enjoyment from working with developers to bring their games to life on mobile.

She continues to appreciate the ever-changing nature of the industry. “There’s always a new platform, new business model, new innovation. The intellectual challenge keeps me hopping, and I love games. But if I weren’t in the industry, obviously I’d be a host on The View.”

Combining Innovation with Fun

The mission at Fingerprint is to create fun mobile content and to provide an innovative platform where family and friends can connect together to learn and play. She insists, “The family market always evolves, from books and board games to tablets and smartphones, but the human experience will always remain social.” So Fingerprint has designed a way to transition this parent/child engagement into the digital world. In addition to finding and partnering with great developers, they have established a platform the enables other brands to deliver their own mobile kid-friendly app networks. So far, they have done this with a number of brands, including Sylvan (SylvanPlay), Astro, and Samsung (Kids Time). The technology they are implementing is scalable for broader content with brand partners in other categories, so the potential for expansion and growth is tremendous.

The mission at Fingerprint is to create fun mobile content and to provide an innovative platform where family and friends can connect together to learn and play.
The mission at Fingerprint is to create fun mobile content and to provide an innovative platform where family and friends can connect together to learn and play.

Obsessing Over the Possibilities

While MacIntyre was working at LeapFrog Enterprises, she and her colleagues often worried about kids getting older, leaving toys, and being more interested in buying video games. She relates, “One day at a coffee shop about a month after the iPhone came out, I saw a mother hand her expensive smartphone to her toddler. I knew then that the real competition would be every mom with an iPhone in her purse, giving instant access to play everywhere.” She noticed the sticky fingerprints on the screen and became obsessed with the possibilities of touch screen devices. She left the company to create Fingerprint, and the brand was born. From there, she brought on board a number of other talented people with similar visions, including two with experience at PlayFirst, Disney, and Frog Design.”

She has learned that to succeed, you must be nimble and smart, and surround yourself with smart people. She emphasizes, “Know if something is working or needs revising. Stay close to your best counselors who are as invested as you are.”  She has also learned to only do things that move the ball up the field with partners, consumers, investors, and the team. If the activity doesn’t check off one of those boxes, don’t do it.

Fingerprint team
The Fingerprint Team

Choosing A Different Path

Finally, she learned that to succeed as an entrepreneur, you must create something no one has or do it better than anyone else. You must recognize when things need to morph and do it, and make sure the team understands why. She feels being nimble is one of the most underrated skills.

She notes that today, children everywhere are immersed in their devices, and parents are becoming increasingly aware of how much screen time is consuming their lives. There is a growing trend of parents trying to make that screen time more productive through apps that educate as well as entertain. Educators are also embracing mobile apps for learning. For this reason, greater numbers of developers are shifting to edutainment apps to meet these consumer needs. MacIntyre believes the industry will continue to evolve to meet the needs of both parents and educators, while finding even more ways to keep children engaged and entertained.

For her personal gaming, she focuses on mobile, since there are so many great games. She loves to have her games and everything else on iTunes in one account and playable on all her devices. She has played while getting a root canal and while on a ski lift, proving games can be played with either a numb mouth or numb fingers. Currently, she is playing Sonic Jump for iPhone; she has a soft spot for Sonic because it was the first game she played all the way through. She also has the original Wii and Xbox 360. She finds the party games on Wii are still great fun and excellent for friends who aren’t really gamers. But she hasn’t yet found any reason to upgrade.

When not involved with games, MacIntyre is an avid consumer of media, especially books and movies. She also loves playing tennis, skiing, and going to the beach.

 

Video Coverage

BrainPOP’s Allisyn Levy on video games in education, BrainPop’s goals with animation, and top quality educational games through GameUp

December 7, 2012 — by Nicholas Yanes

Master-Mines-Screenshot.jpg

What is BrainPOP? 

BrainPOP was founded by Avraham Kadar, M.D. in 1999.  As an immunologist and pediatrician, Dr. Kadar struggled to explain difficult medical concepts to his young patients.  Dr. Kadar, according to Levy, “found that animation could be helpful in understanding difficult concepts.”  It was this realization that inspired Kadar to create BrainPOP.  Since its founding, BrainPOP has created animations, games, mobile apps, experiments and several other types of activities designed to assist educators and engage students across multiple subjects.

According to Levy, Dr. Kadar “found that animation could be helpful in understanding difficult concepts.”

Levy notes that, while the company started off as an informal learning resource, through careful research and curriculum development, Kadar and his colleagues ended up filling an unmet teacher need.  BrainPOP now has over 11 million monthly visitors, is used in 20 percent of US schools, and continues to grow rapidly. BrainPOP now has a professional community of over 200,000 members, and its critically lauded apps have been downloaded more than 1.5 million times.

Education <3 Videogames

“As a classroom teacher for 11 years, I’ve always integrated games into my classroom. I knew I could count on ‘Heads Up, Seven Up’ to motivate my students to get cleaned up at the end of the day; my weekly Scrabble club pulled students of all abilities together and increased our enjoyment of spelling and language.”

For BrainPOP (and similar companies), its greatest uphill battle and contribution to the videogame industry and culture is showing that digital games can be educational.  Like many educators, Levy has known that traditional games are quite effective for getting children active in their education.  Levy herself said, “As a classroom teacher for 11 years, I’ve always integrated games into my classroom. I knew I could count on ‘Heads Up, Seven Up’ to motivate my students to get cleaned up at the end of the day; my weekly Scrabble club pulled students of all abilities together and increased our enjoyment of spelling and language.” Despite skepticism that might exist towards the use of videogames in the classroom, Levy has found that videogames are an invaluable classroom tool.  “I had a small arsenal of digital games that increased student engagement,” and according to Levy, videogames “brought even my shyest students out of their shells, and provided opportunities for students to collaborate, problem solve, fail in a safe environment, and succeed.” According to Levy, videogames are excellent educational tools because “good games are memorable, and they’re where kids are spending their time by choice. So if we meet them there, games can provide goals and motivation, encourage participation, strengthen critical and systems thinking, pose adaptive challenges, and spark inquiry. They offer opportunities to employ just-in-time knowledge, where students mustfind information and apply it right then and there in context, instead of learning cold facts that they may or may not need down the line.”

“[Videogames] brought even my shyest students out of their shells, and provided opportunites for students to collaborate, problem solve, fail in a safe environment, and succeed.”

When summarizing her experiences and knowledge of using videogames to educate, it is clear that for Levy, there is no doubt that digital games belong in the classroom, “In short, games fit into the mix of learning environments I tried to create for my students that had the most positive, lasting impact. I saw it worked, and I took advantage.” However, it is important to note that not all games are equally educational.  For Levy, educational videogames “should offer multiple opportunities for experimenting with strategies, applying and observing the consequences, and trying again to master a goal in a risk-free environment.”

Based on her years of experience, Levy claims that games that can enhance the educational experience “should provide ongoing feedback, and students should learn through failure, which is often not the case with traditional school experiences where standardized tests are emphasized.”  Additionally, “good games should spark students’ interests and encourage collaboration among players.  They should allow students to step into someone else’s shoes, make choices playing that role and experience the consequences of those actions.” The final attribute a game should have to truly lend itself well to the learning process in Levy’s eyes is that “good games should be recursive; offering new experiences and learning opportunities the more they’re played.”  Overall, videogames lend themselves to learning because they provide an environment filled with instant feedback that allows students to learn from their mistakes; an environment that can also be typically altered to provide varied experiences, allowing students to approach similar problems with dissimilar methods.

BrainPOP’s Future: GameUp

Through GameUp, BrainPOP’s latest feature, teachers can bring a variety of games based of the curriculum into the classroom. For example, Food Fight can enhance a child’s understanding of food webs.

One of the obstacles that educators encounter when attempting to bring technology into the classroom is the cost of these items. Fortunately, as Levy points out, “there are plenty of free, quality games that tie into curriculum and align to academic standards available.”  And a new source of free games that is designed to be used in the classroom is BrainPOP’s latest feature, GameUp. GameUp is a collection of online games from leading game creators designed to contribute to the educational experience, and it has become so popular that, according to Levy, the past year saw “over 900,000 hours of game play!”  The diversity of games that GameUp provides access to is staggering.  If you want a game dealing with the government’s budget, you can access Budget Hero; if you are teaching a unit on body systems, your students can play Guts & Bolts.  In other words, if you are teaching it, GameUp most likely has games that touch upon that subject.

BrainPOP has also developed a “mixer tool in beta that allows teachers to create and share their own BrainPOP-style quizzes and design their own custom assessments.”  This mixer tool not only allows instructors to share what has or hasn’t worked for them, it allows teachers new to this technology the comfort of knowing that they don’t have to invent an entirely new curriculum, but instead can ease into this type of teaching by building upon the groundwork others have already developed. It’s important to remember that no technology is a magic wand for teaching, because no matter what tools you have at your disposal, as Levy makes clear, “it really comes down to using it in meaningful ways – otherwise, it doesn’t matter what technology you’ve got!”  So it’s important to look at BrainPOP’s products and other educational videogames not as replacements for a teacher, but as fantastic tools to help bring education into the 21st century.

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