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Found 557 from your keywords: subject="Media"
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Participatory Politics: Next-Generation Tactics to Remake Public Spheres
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Soep, Elisabeth

An examination of the mix of face-to-face and digital methods that young people use in their experiments with civic engagement. Although they may disavow politics as such, civic-minded young people use every means and media at their disposal to carry out the basic tasks of citizenship. Through a mix of face-to-face and digital methods, they deliberate on important issues and debate with peer…

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9780262320207
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We Used to Wait: Music Videos and Creative Literacy
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KINSKEY, Rebecca

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 …

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9780262325479
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Documenting and Assessing Learning in Informal and Media-Rich Environments
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Lemke, Jay

An extensive review of the literature on learning assessment in informal settings, expert discussion of key issues, and a new model for good assessment practice. Today educational activities take place not only in school but also in after-school programs, community centers, museums, and online communities and forums. The success and expansion of these out-of-school initiatives depends on our…

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ISBN/ISSN
9780262328692
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Resonant Games: Design Principles for Learning Games that Connect Hearts, Min…
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Klopfer, Eric

Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates conte…

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9780262346078
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Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with N…
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Ito, Mizuko

The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups. Hanging Out, Messing Around, and Geeking Out, first published in 2009, has become a foundational text in the field of digital media and learning. Reporting on an ambitious three-year ethnographic investigation into how young…

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ISBN/ISSN
9780262354653
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The future was here :the Commodore Amiga
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Maher, Jimmy,

Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became f…

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ISBN/ISSN
9780262301510
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1 online resource (xii, 328 pages) :illustrations.
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Digital media revisited: theoretical and conceptual innovation in digital dom…
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Morrison, Andrew,Rasmussen, Terje.LIESTOL, Gunnar

Interdisciplinary essays on the relationship between practice and theory in new media.Arguing that "first encounters" have already applied traditional theoretical and conceptual frameworks to digital media, the contributors to this book call for "second encounters," or a revisiting. Digital media are not only objects of analysis but also instruments for the development of innovative perspective…

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ISBN/ISSN
9780262278348
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1 online resource (xv, 554 pages) :illustrations
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Values at play in digital games
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Flanagan, Mary,Nissenbaum, Helen Fay.

All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. "Big ideas" such as justice, equity, honesty, and cooperation -- as well as other kinds of ideas, including violence, exploitation, and greed -- may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoret…

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ISBN/ISSN
9780262324441
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1 online resource (xiv, 207 pages)
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Kids Across the Spectrums: Growing Up Autistic in the Digital Age
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Alper, Meryl

An ethnographic study of diverse children on the autism spectrum and the role of media and technology in their everyday lives. In spite of widespread assumptions that young people on the autism spectrum have a “natural” attraction to technology—a premise that leads to significant speculation about how media helps or harms them—relatively little research actually exists about their ev…

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ISBN/ISSN
9780262374002
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Digital Performance: A History of New Media in Theater, Dance, Performance Ar…
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Dixon, Steve.

The historical roots, key practitioners, and artistic, theoretical, and technological trends in the incorporation of new media into the performing arts. The past decade has seen an extraordinarily intense period of experimentation with computer technology within the performing arts. Digital media has been increasingly incorporated into live theater and dance, and new forms of interactive per…

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ISBN/ISSN
9780262271806
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