
A screen capture of the main menu taken July 2009
Note: in 2009, Kerpoof was acquired by Disney, and the company was asked to make the creativity portal for Disney.com. See also: Disney Create.
Well-designed, free (with subscription teasers) and powerful, this online creativity kit has grown up since we first reviewed it nearly two years ago, when it was mostly an electronic flannel board. Recently acquired by Disney, the free, Flash-based site offers children five rich creativity activities, making it possible to make sketches, greeting cards, drawings, movies and multi-page stories with tools partially funded by a National Science Foundation (NSF) grant. The core of the site remains the electronic flannel board that makes it easy to drag and drop smart stickers onto over 80 backdrops. Each scene contains theme-related items that automatically resize, based on the scene’s perspective. For example, in the firehouse, you can position firefighters and equipment as needed. A firefighter positioned in the back of the picture looks smaller; when moved to the front, it grows. In addition, moving a light source — such as the sun — around the screen changes the lighting accordingly.
At various points in the experience, children are shown interesting items that are off limits unless they subscribe (e.g., “many of the items for sale in the Kerpoof store are for members only”). These premiums include the ability to form groups (e.g., for a teacher’s classroom), buddy painting (a very interesting collaborative drawing tool, for two children), and so on.
It is still easy to save and print work. Costs for membership range from $4.39/month to $44.79/year, although there is enough content (as of March 2009) available for free to make this site well worth the bookmark. Please log into our database using your password to read the full review along with our rating.
What’s colorless, odorless and has been silently seeping into your child’s backpack, classroom, playroom and library? Your child’s digital future. After 25 years of rosy predictions from experts, there are signs that the long-awaited tipping point for technology & learning has arrived. If you’re one of the many impatient people—like me— who have been waiting for that LED at the end of tunnel, I think that this time it is really happening. Here’s why.
• Batteries. For the first time, batteries are able to power a netbook through a six-hour school day on a single charge. They’re smaller, lighter and powerful; the heart and lungs of iPods, Nintendo DSis, toys and netbooks. See the Cinemin, on page 20 (November issue) for example.
• LEDs. (Light Emitting Diods) are molded into your child’s shoes, and lighting the earrings on the new Dora Links doll.
• Wi-Fi. Thanks to eRate, most schools were wired years ago. Unfortunately the Internet never made it to the child’s desktop. There are signs this is starting to change. For the first time in her K-12 education, my daughter, a high school senior, is now encouraged to bring her laptop to school. And half of her teachers are using Moodle for assignments.
• The App store and Google Ads. Small publishers can make money from their interactive ideas, and reach their intended audience, sidestepping the retail bottleneck.
• Cloud computing. Google’s gmail, YouTube, Facebook and Flickr have earned the trust of the masses, including many of our children who are flocking to games like FarmVille (page 21).
• Flash 10. It used to be that online animation chugged. Not anymore. I just previewed a virtual world for children that is fast, responsive and — for the first time— is in 3D.
• Kinesthetic (motion based) interfaces. The Wii was magic. This year, there’s more. Besides the Wii-Motionplus, there’s Microsoft’s Project Natal, which uses cameras to detect motion. Interface guru Jakob Nielson points out two motion-based Windows 7 features: “Snap” (the ability to resize open Windows) and “Shake” (grab a window, hold your mouse button and give it a shake to hide the windows behind it). Nielson writes, “Both may herald a renaissance for the gestural interaction styles.”
• Multitouch. Apple’s multitouch/accelerometer combination is “the perfect storm” for children’s interactivity. Compare it to the DSi monotouch screen and you have “dumb touch” and “smart touch” from this point forward. Have a look:
Multitouch at NECC 2009
• There’s a Wii in the Whitehouse. Barack Obama is the first president to type a book on a computer, use a Blackberry and post speeches on YouTube. Both of his daughters play video games. This could open the door for more research and policy related to interactive media.
Now that the digital future has arrived, what does it mean? For one, there will be a lot more to review. It’s safe to say that 2010 will bring a surge in new children’s apps, sites, games and toys, and we’re ready to critique them. Enjoy the issue.
W. Buckleitner, Editor

