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 …
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…
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…
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…
The emergence of the Internet and the wide availability of affordable computing equipment have created tremendous interest in digital libraries and electronic publishing. This book is the first to provide an integrated overview of the field, including a historical perspective, a survey of the state of the art, and an examination of current research.
The contributors to this volume view digital libraries (DLs) from a social as well as technological perspective. They see DLs as sociotechnical systems, networks of technology, information artifacts, and people and practices interacting with the larger world of work and society. As Bruce Schatz observes in his foreword, for a digital library to be useful, the users, the documents, and the infor…
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…
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…
"Bringing the history of modern computing fully up to date, from new applications to scientific computation to video games and the ubiquitous smartphone"--OCLC-licensed vendor bibliographic record.
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…