Hackaball turns programming into play Play and creativity are as important as coding for the next generation’s career success Kickstarter page - http://kck.st/1El2sWk Kickstarter video - https://www.youtube.com/watch?v=H_5FcS2bzOg On crowd-funding platform Kickstarter, in partnership with Made by Many and Map, we are launching Hackaball, a smart and responsive ball for 6-10 year olds. Children can program the ball using a companion iPad app on which they can invent their own games and upload them wirelessly to the ball and play. Hackaball is, in essence, a computer you can throw around. education shifted the focus from learning computing language to the digital building “ Ifprocess itself, a world of creativity could be unleashed Christian Hernandez, The Guardian (Oct 2014) In September of last year, schools in the UK started requiring that children as young as five are taught and understand how to code and foundational coding principles. This is borne out of an understanding that technical literacy and leadership is the economic future for many countries. There has been a slow but steady upswell of tools and resources online to teach kids the basics, from online classrooms like Code.org to iPad games like Lightbot. Hackaball combines physical and digital worlds; it supports progressive school curriculums by teaching kids the basic elements of programming and creates a deeper understanding of the world of digital objects through open and creative play. The next generation will need to understand more than how to code: they’ll need to have more of a sense of how technology works and how to use technology creatively to solve problems. We designed Hackaball to inspire this emerging, more-diverse generation to understand, use and make digital products. Hackaball represents a new attitude towards enjoying technology in a non-fragile format The ball can be disassembled for experimentation and hacked into other projects Hackaball satisfies children’s love of technology and also encourages outdoor play Clare Copeland, a Senior Lecturer in Education for ICT & Computing at London Southbank University, recently trialled Hackaball with her student teachers who will soon be delivering the new national curriculum for computing. “With Hackaball, every step of the programming cycle can be experienced by children first hand plan, build, test, debug, refine - with instant results which is really motivating.” “Overall, it is fun and exciting to use, and children will think up more original and innovative ways of using it, engaging their creative thinking and imagination. Hackaball gives young children a brilliant head-start in learning the logic of programming and communicating instructions to a physical object, and it turns that object into part of the world of their imagination. Hackaball’s app helps kids learn the syntax of basic coding by writing if;then rules to control what the ball does. The UI is space-themed, with games appearing in the ‘galaxy’ once children invent them. represents a whole new attitude to computers and learning, turning technology into “ Hackaball something you do together not alone, something to be chucked around and that isn’t fragile, and where you learn through creative play, not instruction.” William Owen, Founding partner, Made by Many An Hackaball and app bundle is £42. A school pack of five hackaballs can be purchased or donated to a school for £330 from Kickstarter, which includes Hackaball’s inventors running an inspiring game-creation workshop via videocall (or in person in London). Learning through play at home Many parents might not expect they can teach their child ‘computer science’ at home, with two thirds of digital making is happening at school according to a recent report by Nesta. Hackaball’s simple iPad app makes it easy for parents and other family members to collaborate on games and support children’s learning. want my daughter to become interested in technology and “ Icoding, and to do this in a fun and non-intimidating way. I also love the fact that Hackaball is designed in a very neutral way - a lot of tech toys can look like they are aimed towards boys which can put my daughter off.” Jane Austin, one of the parents who has tried out Hackaball with her 6 year old daughter played happily with the prototype Hackaball for hours, “ She with her good friend, both of them discussing how the game was Hackaball games invented by children are added to the ball working and running around. The fact that this toy promotes conversation and activity rather than staring passively at a screen is another big win in my opinion.” Jane Austin the fact that with Hackaball my children can work together “ Ionlikesomething or play separately if they prefer, and that it’s not gender-biased. What’s more they can personalise it – with display and sounds – and in my experience that way lies longevity in terms of its use. Result!” Nicki Sims who has two daughters aged 9 and 12 A simple user interface makes it easy for children to create their game using building block instructions and if;then rules. Hackaball for educators delivering the new coding curriculum Here are all of the ways that Hackaball delivers against the UK educational requirements. Made by Many have a strong track record in education innovations: recently winning the IxDA Award for Skype in the classroom a platform developed in close collaboration with teachers; and building the online platform for Sugata Mitra’s School in the Cloud. Made by Many’s edtech initiative TechDu recently ran a training workshop for student teachers at London Southbank University. Creative technologist Melissa Coleman from Made by Many demonstrates Hackaball to trainee teachers Clare Copeland, Senior Lecturer in Education & ICT has shared her insights for how Hackaball could be used in lessons for Early Years The Hackaball app for iPad can be used by teachers and children to program instructions for the ball Clare Copland, Senior Lecturer in Education for ICT & Computing at London Southbank University describes Hackaball as a tool for learning soft skills alongside the logic of programming: “ Children can see the relationship between the algorithm, the code and the output on the device instantly, making algorithms less of an abstract concept. With guidance they can be scaffolded to create very complex sequences of instructions.” “ Hackaball facilitates collaboration, and develops other skills like group problem-solving, when creating, testing and playing games as a team. Kids can develop their confidence as makers, by ‘fixing’ the ball when it arrives disassembled.” “ After mastering the basics of programming the Hackaball children will also be more advanced logic to analyse and then predict what will happen next. Ambitious children wanting to create more complex games will also need to use decomposition by breaking down their game idea into various stages or steps before programming.” “ Hackaball is a good place to get going with the coding curriculum because there are so many different ways to use it and its suitable for all ages. In a classroom setting, it is helpful that there is no fiddly equipment to set up and it is inclusive in that it can be used at any level no prior knowledge necessary but also progressively challenging.” “ If children are given a target audience to design a game for then they can evaluate the activity they have made which is another key skill highlighted in the computing curriculum. These evaluations can be based on various factors such as design criteria and users needs.” Other benefits and applications of Hackaball in the classroom identified by Clare Copeland: • Hackaball can be programmed by the teacher or children for class/group activities in the classroom e.g used as a timing device to indicate next turn in a phonics or mental maths game or activity. • It can be used as a way to include all children in discussions – for example pass the Hackaball and when it turns green it’s your turn to contribute e.g. give an answer, ask a question etc. • For behaviour management e.g. “when the ball does X we need to sit down or line up” • During Personal Social and Health Education or circle time - program the ball to show how you’re feeling or to demon strate empathy for others feelings • Can be used in PE - many applications e.g. children can use in team games, relays, an incentive for carrying out exercise activities, dance or you could give the children scenarios to plan and create activities for their peers or other groups e.g. create a game for 5yr olds that will help them develop their catching skills • Hackaball can also become a prop for role play and drama - children can dress the ball up or use it for sound effects and lighting. What makes Hackaball unique in the ‘ed tech’ category is three things: 1/ Hackaball takes learning code from passive, sedentary state to an active one. While kids control and design the game from an iPad, they can be off and running - just being kids - actively playing their game within 30 seconds. This is truly a tool that teaches kids the fundamentals of programming, while still giving them the freedom to play physical games. 2/ There are no boundaries placed on what kids can do or design with the ball. Do they want to make it a dragon’s egg and pretend to not wake a sleeping dragon? They can do that. Do they want to practice their soccer moves and see how much they can kick it up? Sure. Other products in the market follow a very linear path building system, or keep kids within the boundaries and rules of their design. In an era of the freedom of Minecraft, this is too constricting -- Hackaball harnesses the power of kids’ imagination. 3/ The price point is hard to beat when compared to the market. At $69 (£45), Hackaball offers kids so much more and at a better price point than say, an Arduino starter kit ($121), a Kano computer ($149), or a Play-i Dash and Dot Robot ($169). Hackaball began life as a side project for digital innovation company Made by Many with the simple brief, ‘Play!’. The team was initially interested in experimenting with combining digital and physical interaction. Through rapid prototyping and testing with children, parents and schools, Made by Many developed a product that showcased the potential to encourage physical and creative play, packing a basic computer and its input and output devices into a ball - something children have been playing with for thousands of years - and designing a visual programming language that young children could learn by themselves. As the project became a larger initiative, Made by Many sought out the expertise of other parties to turn Hackaball into a viable product. Map is the industrial design partner and was charged with creating a physical product that was robust and engaging for play and use. Alongside Map and Made by Many, Karl Sadler worked on the audio personality of Hackaball and Kudu on electronics. Hackaball is now an independent venture. Made by Many is an innovation consultancy that combines product strategy, design and engineering skills to enable large companies to launch, scale and operate new digital ventures. Made by Many connected teachers and pupils in 230 countries through Skype in the Classroom; it conceived and built a multichannel news service that grew ITV News online by 2000% in two years; vand created Composed, the newly launched online subscription service that gives consumers direct access to Universal Music Group’s classical music catalogue. Map is a strategy-led industrial design company that uses ethnographic research, consumer insights and an iterative design process to produce compelling and beautiful product design and design strategy. Map calls this process ‘Informed Creativity’. Clients include world-renowned innovators such as Virgin Atlantic, Panasonic and Google, as well as growth-phase companies and ambitious startups like Sabi and Kano www.madebymany.com @madebymany www.hackaball.com @hackaball www.mapprojectoffice.com @MapProjectO Press enquiries: [email protected] Download press images - web/print http://goo.gl/WAlZDb Kickstarter page - http://kck.st/1El2sWk Kickstarter video - https://www.youtube.com/watch?v=H_5FcS2bzOg
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