Bridging the gap between preschool policy, practice, and research

Bridging the gap between preschool policy, practice, and research

Preschool in the United States has grown dramatically in the past several decades. From 1970 to 2018, preschool enrollment increased from 38 percent to 64 percent of eligible students. Fourteen states are currently discussing preschool expansion, with seven likely to pass some form of universal eligibility within the next calendar year. Amid this expansion, families, policymakers, and practitioners want to better understand preschools’ impacts and the factors driving preschool quality. 

To address these and other questions, MIT Blueprint Labs recently held a Preschool Research Convening that brought researchers, funders, practitioners, and policymakers to Nashville, Tennessee, to discuss the future of preschool research. Parag Pathak, the Class of 1922 Professor of Economics at MIT and a Blueprint Labs co-founder and director, opened by sharing the goals of the convening: “Our goals for the next two days are to identify pressing, unanswered research questions and connect researchers, practitioners, policymakers, and funders. We also hope to craft a compelling research agenda.”

Pathak added, “Given preschool expansion nationwide, we believe now is the moment to centralize our efforts and create knowledge to inform pressing decisions. We aim to generate rigorous preschool research that will lead to higher-quality and more equitable preschool.”

Over 75 participants hailing from universities, early childhood education organizations, school districts, state education departments, and national policy organizations attended the convening, held Nov. 13-14. Through panels, presentations, and conversations, participants discussed essential subjects in the preschool space, built the foundations for valuable partnerships, and formed an actionable and inclusive research agenda.

Research presented

Among research works presented was a recent paper by Blueprint Labs affiliate Jesse Bruhn, an assistant professor of economics at Brown University and co-author Emily Emick, also of Brown, reviewing the state of lottery-based preschool research. They found that random evaluations from the past 60 years demonstrate that preschool improves children’s short-run academic outcomes, but those effects fade over time. However, positive impacts re-emerge in the long term through improved outcomes like high school graduation and college enrollment. Limited rigorous research studies children’s behavioral outcomes or the factors that lead to high-quality preschool, though trends from preliminary research suggest that full-day programs, language immersion programs, and specific curricula may benefit children.  

An earlier Blueprint Labs study that was also presented at the convening is the only recent lottery-based study to provide insight on preschool’s long-term impacts. The work, conducted by Pathak and two others, reveals that enrolling in Boston Public Schools’ universal preschool program boosts children’s likelihood of graduating high school and enrolling in college. Yet, the preschool program had little detectable impact on elementary, middle, and high school state standardized test scores. The improvement in long-term outcomes, the researchers suggest, may be related to ongoing skill formation or other behavioral changes: Students who attended Boston preschool were less likely to be suspended or incarcerated in high school. However, research on preschool’s impacts on behavioral outcomes is limited; it remains an important area for further study. Future work could also fill in other gaps in research, such as access, alternative measures of student success, and variation across geographic contexts and student populations.

More data sought

State policy leaders also spoke at the event, including Lisa Roy, executive director of the Colorado Department of Early Childhood, and Sarah Neville-Morgan, deputy superintendent in the Opportunities for All Branch at the California Department of Education. Local practitioners, such as Elsa Holguín, president and CEO of the Denver Preschool Program, and Kristin Spanos, CEO of First 5 Alameda County, as well as national policy leaders including Lauren Hogan, managing director of policy and professional advancement at the National Association for the Education of Young Children, also shared their perspectives. 

In panel discussions held throughout the kickoff, practitioners, policymakers, and researchers shared their perspectives on pressing questions for future research, including: What practices define high-quality preschool? How does preschool affect family systems and the workforce? How can we expand measures of effectiveness to move beyond traditional assessments? What can we learn from preschool’s differential impacts across time, settings, models, and geographies?

Panelists also discussed the need for reliable data, sharing that “the absence of data allows the status quo to persist.” Several sessions focused on involving diverse stakeholders in the research process, highlighting the need for transparency, sensitivity to community contexts, and accessible communication about research findings.

On the second day of the Preschool Research Convening, Pathak shared with attendees, “One of our goals… is to forge connections between all of you in this room and support new partnerships between researchers and practitioners. We hope your conversations are the launching pad for future collaborations.” Jason Sachs, the deputy director of early learning at the Bill and Melinda Gates Foundation and former director of early childhood at Boston Public Schools, provided closing remarks.

The convening laid the groundwork for a research agenda and new research partnerships that can help answer questions about what works, in what context, for which kids, and under which conditions. Answers to these questions will be fundamental to ensure preschool expands in the most evidence-informed and equitable way possible.

With this goal in mind, Blueprint Labs aims to create a new Preschool Research Collaborative to equip practitioners, policymakers, funders, and researchers with rigorous, actionable evidence on preschool performance. Pathak states, “We hope this collaborative will foster evidence-based decision-making that improves children’s short- and long-term outcomes.” The connections and research agenda formed at the Preschool Research Convening are the first steps toward achieving that goal.

SanDisk Professional Next Generation Storage Solutions for your PROJEC – Videoguys

SanDisk Professional Next Generation Storage Solutions for your PROJEC – Videoguys

Explore the revolutionary SanDisk Professional Pro Blade ecosystem, a cost-effective solution that redefines storage expansion. Seamlessly combining SSD NVMe for swift workflows and spinning storage for archiving, backup, and less demanding tasks, this innovative system is perfect for shared environments like Avid or large drive units. The compact and lightweight SanDisk Professional Pro Blade, available in 1, 2, and 4 terabyte configurations, outshines external solutions in reliability and speed. Join us in this video as we dive into the economical and efficient workflow, designed to move data seamlessly from the camera to the edit suite to the archives. Stay ahead in storage with SanDisk Professional Pro Blade – where innovation meets efficiency.

[embedded content]


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Brand

SanDisk Professional

SanDisk Professional

Enclosure

Aluminum

Aluminum and Plastic

Size

8.27 x 5.12 x 1.79 in

8.27 x 5.24 x 3.01 in | 210 x 133 x 51 mm

Weight

2.38 lbs

3.64-3.68lbs

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Dual Thunderbolt 3 | Single USB (5Gbps)

Dual Thunderbolt 3 USB-C (USB 10Gbps Compatible)

Interface

Thunderbolt 3 and USB 3.2 Gen 1

Thunderbolt 3 and USB 3.2 Gen 2×1 

Internal Hard Drive

Ultrastar® enterprise-class 7200RPM

Ultrastar® enterprise-class 7200RPM

Up to Transfer Speed (MB/s)

260MB/s Read & Write (20TB)

PRO-BLADE: Up to 1000MB/s Read & Write 
HDD: Up to 260MB/s Read & Write (18TB & 22TB)

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Kensington Security Slot

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macOS 10.12+
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macOS 10.15+
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PRO-BLADE Mag SSD Slot
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My Book Duo

G-RAID 2

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WD

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SanDisk Professional

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Plastic

Aluminum

Aluminum + Plastic

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6.3 x 3.94 x 7.09″

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5.24 x 8.27 x 4.06 in | 133 x 210 x 103 mm

Weight (lbs.)

5.56

6.53

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1x USB-C (5Gbps)

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1x HDMI

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PRO-BLADE SSD Mag Slot (10Gbps)

Interface

USB 3.1 Gen 1

TB3, separate USB 3.2 Gen 1

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Speed (RPM)

Ultrastar enterprise-class 7200

Ultrastar Enterprise Class 7200

Transfer Speed (MB/s)

360

500

HDD 260 | Pro-Blade slot 1000

Daisy-Chaining

N/A

Up to 5 devices

Up to 5 devices 

Encryption

256-bit AES Hardware Encryption

None

None

Secure Access

WD Security Password Activation

Kensington Security Slot

Kensington Security Slot

Software

WD DiscoveryWD Security (built-in)

None

None

Compatibility

macOS 11+
Windows 10+

macOS 10.12+Windows 10+

macOS 10.15+
Windows 10+

Warranty

3 Years

5 Years

5 Years

Others

Dimmable LED light
Color-coded cables Hardware RAID control

PRO-BLADE Transport

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  • Versatile​: Mount to compatible camera rig and only remove PRO-BLADETM SSD mag for easy reloading when USB-CTM recording
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    Thermal Management​: Specially designed heat sink to manage the PRO-BLADETM when running at 20Gbps​
  • Thermal Management​: Specially designed heat sink to manage the PRO-BLADETM when running at 20Gbps​
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SAG-AFTRA Signs Agreement To Allow Devs To Use A.I. Voices In Games

SAG-AFTRA Signs Agreement To Allow Devs To Use A.I. Voices In Games

Last September, SAG-AFTRA union members voted yes to authorize a video game strike. Reasons why included a desire for better wages, increased safety precautions, and protections around exploitative uses of artificial intelligence. Now, just a few months later, SAG-AFTRA has signed an agreement with Replica Studios, an A.I. voice technology company, to allow game developers to use A.I. voices, as reported by Game Developer

Various video game voice actors, like Yong Yea, the new English voice of Kazuma Kiryu in the Like a Dragon series, have publicly stated that they and other actors they know were not aware of this. “Evey voice actor I know not only didn’t approve this,” Yea writes in a tweet. “[They] pretty much heard about this for the first time today on Twitter.” 

SAG-AFTRA says this new agreement “paves the way for professional voice over artists to safely explore new employment opportunities for their digital voice replicas with industry-leading protections tailored to A.I. technology, allowing AAA video game studios and other companies working with Replica to access top SAG-AFTRA talent.” According to the union, this agreement will enable Replica and union members to engage “under a fair, ethical agreement to safely create and license a digital replica of their voice.” From there, those licensed voices can be used in game development and other interactive media projects from pre-production to final release. 

Curiously, the union says this contract was approved by affected members of its voiceover performer community. But Yea is not alone in voicing his concern over this agreement publicly on Twitter and elsewhere. Steve Blum, whose video game credits include games like Deadpool, Call of Duty: Black Ops, Rocksteady’s Batman Arkham series, and more, tweeted the following in response to SAG-AFTRA’s announcement: 

“[This contract] marks an important step towards the ethical use of A.I. voices in creative projects by game developers, and sets the basis for fair and equitable employment of voice actors as they explore the new revenue opportunities provided by A.I.,” SAG-AFTRA writes. “In addition to establishing minimum terms and conditions, the agreement ensures performer consent and negotiation for uses of their digital voice double and requires that performers have the opportunity to opt out of its continued use in new works.” 

For more, read Game Informer’s coverage of SAG-AFTRA’s 2023 strikes

[Source: Game Developer]


What do you think of this news? Let us know in the comments below!

Twitch To Lay Off 500 Employees

Last year was one of the best years for game releases but easily one of the worst for the people who made them, with more than 10,000 workers laid off by various companies, including Microsoft, Epic Games, BioWare, Bungie, Naughty Dog, and many more. Unfortunately, it seems this heartbreaking trend is continuing into this new year as yesterday, Bloomberg reported that Amazon-owned streaming company Twitch is set to lay off 500 employees, or about 35 percent of its staff. 

These layoffs follow two rounds of layoffs Twitch experienced last year. Bloomberg expects the layoffs to be announced today. As for why, the publication says running Twitch is extremely expensive and the company has struggled to financially get on top of the cost to support billions of hours of livestreamed content.

Twitch To Lay Off 500 Employees

Just last year, Twitch’s chief revenue officer, chief content officer, chief customer officer, and chief product officer left the company. Plus, in December, Twitch announced it would be ending its service in South Korea. And, according to Bloomberg, Twitch has worked on increasing its advertising in recent years but despite that focus, it has remained “unprofitable,” its sources say. 

These 500 cut jobs expected to happen today join 400 positions cut over 2023 at Twitch, and these layoffs join an ever-growing list of layoffs that made last year one of the worst ever for game developers and people in game development-adjacent industries. 


In January of last year, Microsoft laid off 10,000 employees amidst its ongoing $69 billion acquisition of Activision Blizzard, which it completed in October

Striking Distance Studios, the team behind 2022’s The Callisto Protocol, laid off more than 30 employees in August of 2023. That same month, Mass Effect and Dragon Age developer BioWare laid off 50 employees, including long-time studio veterans. The following month, in September, Immortals of Aveum developer Ascendant Studios laid off roughly 45% of its staff, and Fortnite developer Epic Games laid off 830 employees

In October of last year, The Last of Us developer Naughty Dog laid off at least 25 employees, and Telltale Games also underwent layoffs, although an actual number of affected employees has not yet been revealed. Dreams developer Media Molecule laid off 20 employees in late October.

In November, Amazon Games laid off 180 staff membersUbisoft laid off more than 100 employeesBungie laid off roughly 100 developers, and 505 Games’ parent company, Digital Bros, laid off 30% of its staff

In December, Embracer Group closed its reformed TimeSplitters studio, Free Radical Design, and earlier in the year, Embracer closed Saints Row developer Volition Games, a studio with more than 30 years of development history. A few weeks before the winter holidays, Dungeons & Dragons and Magic: The Gathering owner Hasbro laid off 1,100 employees

The games industry will surely feel the effects of such horrific layoffs for years to come. The hearts of the Game Informer staff are with everyone who’s been affected by layoffs or closures.

[Source: Bloomberg]

Unity To Lay Off 1800 Employees

Unity To Lay Off 1800 Employees

Video game engine creator Unity is laying off 1800 employees, or 25% of its workforce, according to a report from Yahoo! Finance. The company announced these layoffs in an internal memo sent out on Monday, January 8. These job cuts follow a turbulent 2023 for the company after it attempted to introduce per-install fees to developers using its game engine before later walking it back. 

Unity is expected to lay off 1800 people by the end of March and once complete, it will be the company’s largest round of layoffs ever. It will be its fourth round of layoffs since July 2022, as noted by Yahoo! Finance. The job cuts are expected to affect all departments at Unity. 


These impending layoffs at Unity join an ever-growing list of layoffs that made last year one of the worst ever for game developers and people in game development-adjacent industries. 

In January of last year, Microsoft laid off 10,000 employees amidst its ongoing $69 billion acquisition of Activision Blizzard, which it completed in October

Striking Distance Studios, the team behind 2022’s The Callisto Protocol, laid off more than 30 employees in August of 2023. That same month, Mass Effect and Dragon Age developer BioWare laid off 50 employees, including long-time studio veterans. The following month, in September, Immortals of Aveum developer Ascendant Studios laid off roughly 45% of its staff, and Fortnite developer Epic Games laid off 830 employees

In October of last year, The Last of Us developer Naughty Dog laid off at least 25 employees, and Telltale Games also underwent layoffs, although an actual number of affected employees has not yet been revealed. Dreams developer Media Molecule laid off 20 employees in late October.

In November, Amazon Games laid off 180 staff membersUbisoft laid off more than 100 employeesBungie laid off roughly 100 developers, and 505 Games’ parent company, Digital Bros, laid off 30% of its staff

In December, Embracer Group closed its reformed TimeSplitters studio, Free Radical Design, and earlier in the year, Embracer closed Saints Row developer Volition Games, a studio with more than 30 years of development history. A few weeks before the winter holidays, Dungeons & Dragons and Magic: The Gathering owner Hasbro laid off 1,100 employees

The games industry will surely feel the effects of such horrific layoffs for years to come. The hearts of the Game Informer staff are with everyone who’s been affected by layoffs or closures.

[Source: Yahoo! Finance]