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  • Educational equipment and technology, computer-aided learning (CAL)  (10)
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  • 1
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    The MIT Press | The MIT Press
    Publikationsdatum: 2024-04-04
    Beschreibung: Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigates the ethical fault lines of such digital pursuits. The authors argue that five key issues are at stake in the new media: identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, the report explores the ways in which youth may be redefining these concepts as they engage with new digital media. The authors propose a model of "good play" that involves the unique affordances of the new digital media; related technical and new media literacies; cognitive and moral development and values; online and offline peer culture; and ethical supports, including the absence or presence of adult mentors and relevant educational curricula. This proposed model for ethical play sets the stage for the next part of the GoodPlay project, an empirical study that will invite young people to share their stories of engagement with the new digital media. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning
    Schlagwort(e): Impact of science and technology on society ; Educational equipment and technology, computer-aided learning (CAL) ; thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society ; thema EDItEUR::J Society and Social Sciences::JN Education::JNV Educational equipment and technology, computer-aided learning (CAL)
    Sprache: Englisch
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  • 2
    Publikationsdatum: 2024-04-04
    Beschreibung: This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning. In one of the largest qualitative and ethnographic studies of American youth culture, the authors view the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States. The book that this report summarizes was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California. John D. and Catherine T. MacArthur Reports on Digital Media and Learning
    Schlagwort(e): Impact of science and technology on society ; Educational equipment and technology, computer-aided learning (CAL) ; thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society ; thema EDItEUR::J Society and Social Sciences::JN Education::JNV Educational equipment and technology, computer-aided learning (CAL)
    Sprache: Englisch
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  • 3
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    The MIT Press | The MIT Press
    Publikationsdatum: 2022-02-21
    Beschreibung: This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement. Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.
    Schlagwort(e): Impact of science and technology on society ; Educational equipment and technology, computer-aided learning (CAL) ; bic Book Industry Communication::J Society & social sciences::JN Education::JNV Educational equipment & technology, computer-aided learning (CAL) ; bic Book Industry Communication::P Mathematics & science::PD Science: general issues::PDR Impact of science & technology on society
    Sprache: Englisch
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  • 4
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    The MIT Press | The MIT Press
    Publikationsdatum: 2022-02-21
    Beschreibung: A proposal to move the academic area of digital media and learning toward more coherence. In this report, noted scholar James Paul Gee discusses the evolution of digital media and learning (DMAL) from its infancy as an “academic area” into a more organized field or coherent discipline. Distinguishing among academic areas, fields, disciplinary specializations, and thematic disciplines, Gee describes other academic areas that have fallen into these categories or developed into established disciplines. He argues that DMAL will not evolve until a real coherence develops through collaboration and the accumulation of shared knowledge. Gee offers a concrete proposal of one way scholars in DMAL could move the area forward to a more cohesive, integrated, and collaborative enterprise: the production of what he terms “worked examples.” In Gee's sense of a worked example, scholars attempting to build the new area of DMAL would publicly display their methods of valuing and thinking about a specific problem, proposing them as examples of “good work” in order to engender debate about what such work in DMAL might come to look like and what shape the area itself might take. The goal would not be for the proposed approach to become the accepted one but for it to become fodder for new work and collaboration. Gee concludes by offering a sample worked example that illustrates his proposal.
    Schlagwort(e): Media studies ; Educational equipment and technology, computer-aided learning (CAL) ; bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFD Media studies::JFDV Advertising & society ; bic Book Industry Communication::J Society & social sciences::JN Education::JNV Educational equipment & technology, computer-aided learning (CAL)
    Sprache: Englisch
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  • 5
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    The MIT Press | The MIT Press
    Publikationsdatum: 2022-02-21
    Beschreibung: An investigation of music videos as a form, a practice, and a literacy. Music videos were once something broadcast by MTV and received on our TV screens. Today, music videos are searched for, downloaded, and viewed on our computer screens—or produced in our living rooms and uploaded to social media. In We Used to Wait, Rebecca Kinskey examines this shift. She investigates music video as a form, originally a product created by professionals to be consumed by nonprofessionals; as a practice, increasingly taken up by amateurs; and as a literacy, to be experimented with and mastered. Kinskey offers a short history of the music video as a communicative, cultural form, describing the rise and fall of MTV's Total Request Live and the music video's resurgence on YouTube. She examines recent shifts in viewing and production practice, tracing the trajectory of music video director Hiro Murai from film student and dedicated amateur in the 1990s to music video professional in the 2000s. Investigating music video as a literacy, she looks at OMG! Cameras Everywhere, a nonprofit filmmaking summer camp run by a group of young music video directors. The OMG! campers and counselors provide a case study in how cultural producers across several generations have blurred the line between professional and amateur. Their everyday practices remake the notion of literacy, not only by their collaborative and often informal efforts to impart and achieve literacy but also by expanding the definition of what is considered a valuable activity, worthy of dedicated, pleasurable pursuit.
    Schlagwort(e): Media studies ; Educational equipment and technology, computer-aided learning (CAL) ; bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFD Media studies::JFDV Advertising & society ; bic Book Industry Communication::J Society & social sciences::JN Education::JNV Educational equipment & technology, computer-aided learning (CAL)
    Sprache: Englisch
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  • 6
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    The MIT Press | The MIT Press
    Publikationsdatum: 2024-04-04
    Beschreibung: In this report, Cathy Davidson and David Theo Goldberg focus on the potential for shared and interactive learning made possible by the Internet. They argue that the single most important characteristic of the Internet is its capacity for world-wide community and the limitless exchange of ideas. The Internet brings about a way of learning that is not new or revolutionary but is now the norm for today's graduating high school and college classes. It is for this reason that Davidson and Goldberg call on us to examine potential new models of digital learning and rethink our virtually enabled and enhanced learning institutions. This report is available in a free digital edition on the MIT Press website at http://mitpress.mit.edu/9780262513593. John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning
    Schlagwort(e): Impact of science and technology on society ; Educational equipment and technology, computer-aided learning (CAL) ; thema EDItEUR::P Mathematics and Science::PD Science: general issues::PDR Impact of science and technology on society ; thema EDItEUR::J Society and Social Sciences::JN Education::JNV Educational equipment and technology, computer-aided learning (CAL)
    Sprache: Englisch
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  • 7
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    The MIT Press | The MIT Press
    Publikationsdatum: 2024-03-24
    Beschreibung: An examination of the use of digital badges as a reward for both casual online music evaluators and professional musicians. Professional and amateur musicians alike use social media as a platform for showcasing and promoting their music. Social media evaluation practices—rating, ranking, voting, “liking,” and “friending” by ordinary users, peers, and critics—have become essential promotional tools for musicians. In this report, H. Cecilia Suhr examines one recent development in online music evaluation: the use of digital badges to aid in assessment and evaluation. Digital badges have emerged in recent years as a potential credentialing method in informal learning environments. Suhr explores online music communities' use of digital badges as a reward for both casual music evaluators and musicians. Suhr examines the intersection of evaluation and gamification in Spotify's “Hit or Not” game, in which players assess a song's hit potential and receive digital badges as rewards, and considers the implications of turning music evaluation into a game. She then explores in detail the development of peer and professional critics on Indaba Music, a cloud-based collaboration platform where musicians earn badges through participating in contests. Suhr considers the emerging challenges and shortcomings of contest-based virtual communities and the value of badges, as perceived by Indaba musicians. She investigates to what extent digital badges can effectively represent and credit musicians' accomplishments and merits; describes the challenges, benefits, and shortcomings of digital badges as an evaluation mechanism; and compares the use of digital badges in assessing creativity to their use in learning and credentialing institutions.
    Schlagwort(e): Educational equipment and technology, computer-aided learning (CAL) ; Music ; Social media / social networking ; thema EDItEUR::A The Arts::AV Music ; thema EDItEUR::J Society and Social Sciences::JN Education::JNV Educational equipment and technology, computer-aided learning (CAL) ; thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDB Internet guides and online services::UDBS Social media / social networking
    Sprache: Englisch
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  • 8
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    The MIT Press | The MIT Press
    Publikationsdatum: 2022-02-21
    Beschreibung: How traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites. Over the past two decades, the way we learn has changed dramatically. We have new sources of information and new ways to exchange and to interact with information. But our schools and the way we teach have remained largely the same for years, even centuries. What happens to traditional educational institutions when learning also takes place on a vast range of Internet sites, from Pokemon Web pages to Wikipedia? This report investigates how traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites. The authors propose an alternative definition of “institution” as a “mobilizing network”—emphasizing its flexibility, the permeability of its boundaries, its interactive productivity, and its potential as a catalyst for change—and explore the implications for higher education. The Future of Thinking reports on innovative, virtual institutions. It also uses the idea of a virtual institution both as part of its subject matter and as part of its process: the first draft of the book was hosted on a Web site for collaborative feedback and writing. The authors use this experiment in participatory writing as a test case for virtual institutions, learning institutions, and a new form of collaborative authorship. The finished version is still posted and open for comment. This book is the full-length report of the project, which was summarized in an earlier MacArthur volume, The Future of Learning Institutions in a Digital Age.
    Schlagwort(e): Media studies ; Educational equipment and technology, computer-aided learning (CAL) ; bic Book Industry Communication::J Society & social sciences::JF Society & culture: general::JFD Media studies::JFDV Advertising & society ; bic Book Industry Communication::J Society & social sciences::JN Education::JNV Educational equipment & technology, computer-aided learning (CAL)
    Sprache: Englisch
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  • 9
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    The MIT Press | The MIT Press
    Publikationsdatum: 2022-02-21
    Beschreibung: Findings from a survey of youthful Internet users that was designed to assess kids' beliefs about the credibility of online information. How well do children navigate the ocean of information that is available online? The enormous variety of Web-based resources represents both opportunities and challenges for Internet-savvy kids, offering extraordinary potential for learning and social connection but little guidance on assessing the reliability of online information. This book reports on the first large-scale survey to examine children's online information-seeking strategies and their beliefs about the credibility of that information. This Web-based survey of 2,747 children, ages 11 to 18 (and their parents), confirms children's heavy reliance on the Internet. They are concerned about the credibility of online information, but 89 percent believe that “some” to “a lot” of it is believable; and, choosing among several options, they rate the Internet as the most believable information source for entertainment, commercial products, and schoolwork (more credible than books for papers or projects). Most have more faith information found on Wikipedia more than they say others should; and they consider an article on the Web site of Encyclopedia Britannica more believable than the identical article found on Wikipedia. Other findings show that children are appropriately skeptical of trusting strangers they meet online, but not skeptical enough about entertainment and health information found online. Older kids are more rigorous in their assessment of online information than younger ones; younger children are less analytical and more likely to be fooled.
    Schlagwort(e): Impact of science and technology on society ; Educational equipment and technology, computer-aided learning (CAL) ; bic Book Industry Communication::J Society & social sciences::JN Education::JNV Educational equipment & technology, computer-aided learning (CAL) ; bic Book Industry Communication::P Mathematics & science::PD Science: general issues::PDR Impact of science & technology on society
    Sprache: Englisch
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  • 10
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    The MIT Press | The MIT Press
    Publikationsdatum: 2024-03-27
    Beschreibung: The original 1818 text of Mary Shelley's classic novel, with annotations and essays highlighting its scientific, ethical, and cautionary aspects. Mary Shelley's Frankenstein has endured in the popular imagination for two hundred years. Begun as a ghost story by an intellectually and socially precocious eighteen-year-old author during a cold and rainy summer on the shores of Lake Geneva, the dramatic tale of Victor Frankenstein and his stitched-together creature can be read as the ultimate parable of scientific hubris. Victor, “the modern Prometheus,” tried to do what he perhaps should have left to Nature: create life. Although the novel is most often discussed in literary-historical terms—as a seminal example of romanticism or as a groundbreaking early work of science fiction—Mary Shelley was keenly aware of contemporary scientific developments and incorporated them into her story. In our era of synthetic biology, artificial intelligence, robotics, and climate engineering, this edition of Frankenstein will resonate forcefully for readers with a background or interest in science and engineering, and anyone intrigued by the fundamental questions of creativity and responsibility. This edition of Frankenstein pairs the original 1818 version of the manuscript—meticulously line-edited and amended by Charles E. Robinson, one of the world's preeminent authorities on the text—with annotations and essays by leading scholars exploring the social and ethical aspects of scientific creativity raised by this remarkable story. The result is a unique and accessible edition of one of the most thought-provoking and influential novels ever written. Essays by Elizabeth Bear, Cory Doctorow, Heather E. Douglas, Josephine Johnston, Kate MacCord, Jane Maienschein, Anne K. Mellor, Alfred Nordmann
    Schlagwort(e): science fiction ; gothic ; horror ; European ; British ; literature ; fiction ; cautionary tale ; STEM ; science ; bioethics ; classic ; bicentennial ; Josephine Johnston ; Cory Doctorow ; Jane Maienschein ; Kate MacCord ; Alfred Nordmann ; Elizabeth Bear ; Anne K. Mellor ; Heather E. Douglas ; Frankenstein ; Creature ; Monster ; Mary Shelley ; Makers ; women in science ; science and anti-science ; values in science ; responsible innovation ; Industrial Revolution ; Mary Wollstonecraft ; William Godwin ; Percy Bysshe Shelley ; Galvanism ; Mount Tambora ; Myths ; Two Cultures ; epistolary novel ; Victor Frankenstein ; Geneva ; Prometheus ; Arctic ; Lord Byron ; John Polidori ; ghost stories ; Revisions ; Electricity ; Lightning ; Vitalism ; Chemistry ; Extinction ; Magnetism ; Moral responsibility ; Legal responsibility ; Social responsibility ; Consequences ; Obligations ; Ethics ; Maker Culture ; DIY ; Technology Adjacent Possible ; Facebook ; Surveillance ; Aristotle ; Fetal development ; Epigenesis ; Embryo ; Person ; Technoscience ; Alchemy ; uncanny valley ; animation ; complexity ; Morality ; Monstrosity ; Christianity ; Otherness ; Gender ; Nature ; Domestic Affections ; Women ; Sexuality ; Technical Sweetness ; Los Alamos ; Trinity Test ; Scientific Responsibility ; Nuclear Weapons ; adjacent possible ; synthetic biology ; robotics ; thema EDItEUR::F Fiction and Related items::FB Fiction: general and literary::FBC Classic fiction: general and literary ; thema EDItEUR::F Fiction and Related items::FL Science fiction::FLC Classic science fiction
    Sprache: Englisch
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