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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Mitchel ResnickNatalie RuskStina Cooke
Silence of the Lands is a virtual museum of natural quiet in Boulder, Colorado, based on locative and tangible computing. The project promotes a model of virtuality that empowers the active and constructive role of local communities in the interpretation, preservation, and renewal of natural quiet as an important element of the natural heritage. This is accomplished by using sounds as conversation pieces of a social narrative aimed at transforming the virtual museum into an organism linking the people, perspectives, and values that pertain to the specific environmental setting of Boulder
Traditionally, collaborative technologies are intended to directly support joint, collaborative activity, taking their cues from communication and media. Here, empirical findings are presented about the types of information needs associated with the formation of a knowledge-building community among professional learning technology researchers. Several issues are outlined in designing, facilitating, supporting, and measuring knowledge-building activity in such as community of practice. It is argued that, rather than communication tools, a knowledge-building community is better served by
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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Susan McKayCrispin ThurlowHeather Zimmerman
This chapter explores what is already known about museums and their long-term impact on visitors, the complexities and challenges inherent in trying to study and understand long-term impacts, future research and methodological approaches that we can use to effectively assess the longterm impacts of museum experiences, and the implications of these efforts for practice.
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
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
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
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
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
The goal of this chapter is to provide an overview of important aspects of human learning that are particularly relevant to educators, including learning across settings and lifelong learning.
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