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resource research Media and Technology
The Computer Clubhouse aims to help inner-city youth gain that type of technological fluency. The Computer Clubhouse is designed to provide inner-city youth with access to new technologies. But access alone is not enough. The Clubhouse is based not only on new technology, but on new ideas about learning and community. It represents a new type of learning community—where young people and adult mentors work together on projects, using new technologies to explore and experiment in new ways.
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TEAM MEMBERS: Mitchel Resnick Natalie Rusk Stina Cooke
resource research Media and Technology
In this chapter we want to examine the reality behind these labels by examining the place of emergent technologies in the lives of young people. In doing so, we review and synthesize some of the key research in this area, highlighting the principal topics and potential issues of interest for future study. Although much has been published in the popular media, until fairly recently relatively little had been written from a more scholarly perspective. The overview we offer here is based on a wide range of academic research dispersed through a variety of disciplines including geography, sociology
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TEAM MEMBERS: Susan McKay Crispin Thurlow Heather Zimmerman
resource research Media and Technology
Today we have access to an almost inconceivably vast amount of information, from sources that are increasingly portable, accessible, and interactive. The Internet and the explosion of digital media content have made more information available from more sources to more people than at any other time in human history. This brings an infinite number of opportunities for learning, social connection, and entertainment. But at the same time, the origin of information, its quality, and its veracity are often difficult to assess. This volume addresses the issue of credibility—the objective and
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TEAM MEMBERS: Miriam Metzger Andrew Flanagin
resource research Media and Technology
In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game
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TEAM MEMBERS: Katie Salen
resource research Media and Technology
Young people's use of digital media may result in various innovations and unexpected outcomes, from the use of videogame technologies to create films to the effect of home digital media on family life. This volume examines the core issues that arise when digital media use results in unintended learning experiences and unanticipated social encounters. The contributors examine the complex mix of emergent practices and developments online and elsewhere that empower young users to function as drivers of technological change, recognizing that these new technologies are embedded in larger social
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TEAM MEMBERS: Tara McPhereson
resource research Media and Technology
It may have been true once that (as the famous cartoon of the 1990s put it) "Nobody knows you're a dog on the Internet," and that (as an MCI commercial of that era declared) on the Internet there is no race, gender, or infirmity, but today, with the development of web cams, digital photography, cell phone cameras, streaming video, and social networking sites, this notion seems quaintly idealistic. This volume takes up issues of race and ethnicity in the new digital media landscape. The contributors address this topic—still difficult to engage honestly, clearly, empathetically, and with
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TEAM MEMBERS: Anne Everett
resource research Media and Technology
As young people today grow up in a world saturated with digital media, how does it affect their sense of self and others? As they define and redefine their identities through engagements with technology, what are the implications for their experiences as learners, citizens, consumers, and family and community members? This volume addresses the consequences of digital media use for young people’s individual and social identities. The contributors explore how young people use digital media to share ideas and creativity and to participate in networks that are small and large, local and global
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TEAM MEMBERS: David Buckingham
resource research Exhibitions
In this chapter, we argue that the understanding of objects that children of different ages brings to the museum setting offers a unique perspective. Little direct work on this topic has been conducted in museums. However, there is a body of related work to be found in contemporary studies of children's emerging understanding of the natural and artificial worlds that can be used to develop a framework for understanding how children might approach the world of museum objects. Recent evidence on the development of children's thinking on this subject is presented in the larger context of the
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TEAM MEMBERS: E. Margaret Evans Melinda Mull Devereaux Poling
resource research Public Programs
This chapter discusses learning through the manipulation of three-dimensional objects. The opportunity to touch and interact with objects is helpful for young children as they attempt to understand abstract concepts and processes. How might parents guide children in coming to understand the complex and abstract symbolic nature of representational objects?
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TEAM MEMBERS: Maureen Callanan Jennifer Jipson Monik Soennichsen
resource research Public Programs
“Scaling up” involves adapting an innovation successful in some local setting to effective usage in a wide range of contexts. In contrast to experiences in other sectors of society, scaling up successful programs has proved very difficult in education. In this chapter, Chris Dede discusses the challenges in creating scalable and sustainable educational interventions.
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TEAM MEMBERS: Chris Dede
resource research Media and Technology
We use the acronym WILD to refer to Wireless Interactive Learning Devices. WILD are powerful and small handheld networked computing devices. The smallest handheld computers fit in one hand easily. The user interacts with the device either by touching the screen with a pen-shaped stylus, or by typing with both thumbs on a small keyboard known as a thumb-pad keyboard. The largest are the size of a paperback book and have a keyboard that is large enough to type on with all ten fingers. Their low price point and high usability has captured the imagination of educators and learning scientists. The
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TEAM MEMBERS: Roy Pea Heidy Maldonado
resource research Media and Technology
Knowledge building, as elaborated in this chapter, represents an attempt to refashion education in a fundamental way, so that it becomes a coherent effort to initiate students into a knowledge creating culture. Accordingly, it involves students not only developing knowledge-building competencies but also coming to see themselves and their work as part of the civilization-wide effort to advance knowledge frontiers. In this context, the Internet becomes more than a desktop library and a rapid mail-delivery system. It becomes the first realistic means for students to connect with civilization
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TEAM MEMBERS: Marlene Scardamalia Carl Bereiter