NEW YORK, Oct. 10, 2008 (GLOBE NEWSWIRE) -- Global Kids Inc. has released the first seasonal report from the 1,200 member strong RezEd (www.RezEd.org), Global Kids' new hub for learning and virtual worlds. The seasonal report summarizes the range of activities and discussions taking place among those on the cutting edge of education, on commercial platforms like Dizzywood and Second Life and on educational ones such as Quest Atlantis. The report highlights material produced for and by the RezEd community, including a range of MacArthur Foundation grantees such as James Paul Gee, Sasha Barab, and Linda Burch. In addition, this inaugural report offers a special feature on Ethics and Virtual Worlds shown to the public for the first time by a team from Harvard University's GoodPlay Project.
To download a free copy of the report visit www.RezEd.org
About Global Kids, Inc. (www.globalkids.org)
Launched in 1989 and independent since 1993, Global Kids' mission is to educate and inspire urban youth to become successful students and global and community leaders by engaging them in socially dynamic, content-rich learning experiences. Through its leadership development and academic enrichment programs, Global Kids educates youth about critical international and domestic issues and promotes their engagement in civic life and the democratic process. Through professional development initiatives, Global Kids provides educators with strategies for integrating experiential learning methods and international issues into urban classrooms. Over 85% of the high school seniors who participate in GK's leadership program graduate and attend college.
The Global Kids, Inc. logo is available at http://www.globenewswire.com/newsroom/prs/?pkgid=4850
About RezEd (www.RezEd.org)
RezEd was developed by Global Kids in March of 2008. It launched after being selected through the HASTAC competition and builds on prior work in virtual worlds made possible through support from the MacArthur Foundation. RezEd is a community of practice that brings attention to the myriad ways virtual worlds are being used for learning in various settings. It covers both commercial and educational virtual worlds through news updates; multimedia resources; a podcast series with youth, theorists, world builders, practitioners, and experts in the field; a curated best practice report series, various digital media resources, guest-moderated discussions, and more. In addition, knowledge is generated and shared as members contribute photos and videos, facilitate special interest groups, and manage personal blogs.