"Scholarly communication in the context of open access: how the imaginaries, practices, and infrastructures of 'openness' have been shaped"--OCLC-licensed vendor bibliographic record.
"The author develops a model of peer pedagogy by examining the popular genre of Let's Play videos as a source of learning for Minecraft players"--OCLC-licensed vendor bibliographic record.
Six essays by artificial intelligence pioneer Marvin Minsky on how education can foster inventiveness, paired with commentary by Minsky's former colleagues and students. Marvin Minsky was a pioneering researcher in artificial intelligence whose work led to both theoretical and practical advances. His work was motivated not only by technological advancement but also by the desire to understand t…
A comprehensive account of the neurobiological basis of language, arguing that species-specific brain differences may be at the root of the human capacity for language.OCLC-licensed vendor bibliographic record.
This collection looks at how university students in Russia, Argentina, South Africa, Poland, Brazil, India, and Uruguay get the books and articles they need for their education. The death of Aaron Swartz and the more recent controversy around the SciHub and Libgen repositories have drawn attention to the question of access to knowledge, particularly for students facing financial and other const…
How the increasing reliance on metrics to evaluate scholarly publications has produced new forms of academic fraud and misconduct. The traditional academic imperative to "publish or perish" is increasingly coupled with the newer necessity of "impact or perish"--the requirement that a publication have "impact," as measured by a variety of metrics, including citations, views, and downloads. Gamin…
Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the val…
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 Ou…
An examination of young people's everyday new media practices--including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there…
Scholars in all fields now have access to an unprecedented wealth of online information, tools, and services. The Internet lies at the core of an information infrastructure for distributed, data-intensive, and collaborative research. Although much attention has been paid to the new technologies making this possible, from digitized books to sensor networks, it is the underlying social and policy…