We are tickled pink to add Sesame Workshop, the producers behind Sesame Street, to our list of clients.
Kavaleer Productions and Software Developer Marino are delighted to announce a partnership to produce one of the very first iPad apps for worldwide children’s content provider, Sesame Workshop, the nonprofit organization behind Sesame Street. The two companies are absolutely thrilled to have this exclusive opportunity to bring one of Sesame Street’s beloved characters, to the iPad, a new platform for the show.
For the past ten years Kavaleer has built a reputation as an award-winning animation, interactive and design studio. While TV and web content forms the mainstay of their activities, Kavaleer are also a seasoned provider of interactive content for the mobile, e-learning and games sectors. In 2009, Interactive services accounted for half of their turnover.
Marino Software is a leading developer of applications for Apple iOS, Android, Windows Mobile and other mobile, tablet and TV based devices. Marino specialises in storytelling, entertainment, gaming and learning applications for children and adults. Our Marino Stories platform is an innovative and exciting new platform to provide amazing new story experiences on the new generation of touch oriented devices and new TV platforms.
Says Marino’s Creative Director, Naoise Guerin: “All the team at Marino Software are absolutely thrilled to be working on such an exciting and worthwhile project for such a fantastic organisation as Sesame Workshop, which produces Sesame Street. (Some of us might even have Sesame Street characters sitting at our desks…) Working with our partners in Kavaleer Productions fosters a perfect blend of creative and technical innovation to deliver a world class children’s entertainment app. The app extends the entertaining world of Sesame Street onto the iPad which is proven to be a fun and engaging platform for children around the world.”
“Kavaleer and our partners at Marino are thrilled to be producing a world-class app with the inspiring and highly respected team at Sesame Street” says Producer Heidi Egger. “Working with Seame Workshop and Marino has been a truly enjoyable experience on both a personal and professional level – there’s nothing better than working with (and learning from!) professionals who are the best in their fields and knowing that the app has the potential to be enjoyed by millions of children around the world.”
Keep your eye(Pads) peeled mid-January to discover the exciting new app these tech-savvy companies have come up with for our friends at Sesame Street.
Toddlers and older kids have experience with iPhones, whether they have their own or use their parents, reported The Tahlequan Daily Press.
“It’s very common to observe what we call the ‘pass-back’ effect, where the parent passes their own device to the child,” said Carly Schuler, a Fellow At the Joan Ganz Cooney Center at Seame Workshop, in an interview. “And it makes sense – parents’ devices, like phones, have always been amongst children’s favorite ‘toys,’ and as the devices become more functional for adults, they simultaneously get more fun for kids.”
Shortly after the iPhone came out, Shuler said she noticed children as young as 3 years old playing with the shiny devices.
“I saw it on the subway, at the grocery store — anywhere you’d see a parent and child interacting, really,” she said.
A recent report by CNN indicates that over half of the top-100 selling iPhone apps are for kids and over 3,400 education apps are available at the iTunes store. Almost all children in the U.S. have access to a mobile device, according to the Sesame Workshop. A 2007 study found that 93 percent of 6 to 9-year-olds had access to a cell phone in the home and more than 30 percent owned their own phone.
And they are encouraging learning. Schuler said. While some believe phones are just another distraction, the potential for learning far outweighs any disadvantages.
“First, these devices are mobile and allow the parent to encourage anywhere, anytime learning,” she said. “The second advantage is that, because of their relatively low cost and ubiquity, these devices allow educators to reach underserved children that are geographically or economically disadvantaged. The third is that these devices can encourage 21st century skills like communication and collaboration.”
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