An examination of curriculum innovations that are shaped by new ideas about digital media and learning. Although ideas about digital media and learning have become an important area for educational research, little attention has been given to the practical and conceptual implications for the school curriculum. In this book, Ben Williamson examines a series of contemporary curriculum innovati…
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…
Annotation The Digital Divide refers to the perceived gap between those who have access to the latest information technologies and those who do not. If we are indeed in an Information Age, then not having access to this information is an economic and social handicap. Some people consider the Digital Divide to be a national crisis, while others consider it an over-hyped nonissue. This book prese…
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…