Abstract

Final submission: **Meet //The Playscapers//!** //The Playscapers// is a U.S. multimedia program designed to encourage 6-to-9-year-olds to explore their natural surroundings and to increase environmental awareness. Weekly television episodes, new media content, and national and local outreach initiatives combine in //The Playscapers//. Our novel approach is that rather than compete with the technology that keeps children indoor, we focus on tapping into those resources that they already enjoy to connect children with nature and to develop mobile applications that entice them to take their tech gadgets outdoor.

Following formative evaluation and research of the target age group's exposure to and understanding of the environment, we developed objectives to close existing gaps in knowledge. Specifically, we capitalized on the need to educate young children about the importance and potential in renewable energy. In response to the present and forecasted media habits of young children, we incorporated interactive Web and mobile components, which fans can use to “bring the screen to the green,” transforming from passive viewers into participating playscapers.

The core of the program is a multi-format television show which begins as a real action segment, starring the Playscapers: four tweens hailing from different regions of the country who tackle environment issues together. With the help of their friend Uche, a nature-loving chipmunk who shares his wisdom and magical powers with his human friends, the Playscapers transport to an animation segment in a fantasy playground where they transform into cartoon characters, unbound by the restrictions of reality. Rounding out each television episode, the characters return to a real action segment to put their new knowledge to use.

The theme of each show will vary each week within a consistent format. In every episode, one character experiences or observes a setback, and uses technology to summon the others to meet at their secret playground headquarters. Once they transport themselves to the most innovative, engaging playground ever constructed, the Playscapers begin to tackle the problem. Armed with special powers (e.g., super wind and super speed), they begin to conduct experiments through trial and error to figure out how to solve the dilemma. With each tackled issue, the characters transfer their learning back to their "real lives," thus making it a practical lesson for the audience.

Our ultimate goal for The Playscapers is that by imparting knowledge and empowering our viewers and do-ers to realize their own ability to play in and protect their environment, it will inspire a love of nature that will bloom into environmental stewardship as they grow into adult decision makers of the next generation.

Unedited:  With the charge of designing a children's media prototype to increase environmental awareness, we have created a television program targeted at American boys and girls aged 6-9. With a new episode airing weekly, consistent outreach programs throughout the year, and with a strong website presence, the program's overall scope and sequence will provide a developmentally and culturally appropriate platform. This programming for our young learners will progressively encourage them to explore and respect their natural surroundings, whether it be in urban, rural, or suburban regions of the United States.

Upon completion of formative evaluations and extensive research of the target age group's exposure to and understanding of environmental science, we have developed objectives to close these existing gaps in knowledge. Specifically, we have capitalized on the need to educate young viewers about the importance and potential in renewable energy resources such as in solar, wind, geothermal, oceanic waves, and river and waterfall power. Further, in order to make the concept more tangible, and therefore more appreciated by our target age group, we created an outreach initiative and interactive platform for viewers to "bring the screen to green."

The television show features young "'tweens" as they meet the "Playscapers:" four kids hailing from different regions of the country who have experiences and issues that are not unlike our television audience's own experiences. "Serina" is aged nine from Santa Monica, Califormia, "Grace" is a seven year old girl from West Newton, Massachusetts, "LeMarke" is an 8 year old boy from St. Louis, Missouri, and "Chase" is a six year old boy from Huntsville, Alabama. There's one unique difference between these kids and real world kids- the playscapers can transport to a fantasy playground and transform into cartoon characters to solve an environmentally related problem. With each issue they tackle, the characters will transfer their learning experience back to their "real lives," thus making it a practical and applicable lesson. There is also a pet chipmunk named "Uche" who has intuitive powers of persuasion who helps the four kids on their mission of promoting environmental stewardship.

Although the theme of each show will vary week to week, the format will remain the same. Each week, one of our characters will experience or observe a setback, and summon the others to meet at their special hideout - a playground that only exists in fantasyland in the cartoon segment of the television show. Once they transport themselves (and in turn, transform into cartoon characters) to the most innovative, engaging playground ever constructed, the playscapers begin to tackle the problem of the week. Armed with special environmentally related powers (super wind, super water, super sun, super speed, etc), they begin to conduct experiments in order to fix the real life problem that is occurring at home.

The specific real life problem happening in our sample episode is that there are no tomatoes due to a suspected e-coli outbreak found in the nation's tomato harvest. The entire tomato supply across the country is affected. The playscapers realize that what this tomato shortage means is that the children of America will not have tomato sauce on their pizza, ketchup for their french fries, or tomatoes on their salads or sandwiches. The kids set out to solve the problem themselves by planting an organic garden to provide their own supply of tomatoes. The kids nurture a community garden on the show; and, through time elapsed photography, show how to garden. They learn how to get the seeds, till the soil, and check on the best growing conditions for plants. They learn about the interaction between the sun and the soil. The garden needs tender loving care and the playscapers exemplify this ethos with purpose and fun. Each episode's mission is presented in a similar, user friendly media intervention. Here, our ultimate goal of inspiring a love of nature, impart knowledge and empower kids to realize their own ability to protect it so that a passion will bloom into environmental stewardship. Finally, the show will instill a sense of responsibility for the care of our planet which they will carry with them as they grow into adult decision makers of the next generation!