"A Bradford book."Perceptual learning is the specific and relatively permanent modification of perception and behavior following sensory experience. It encompasses parts of the learning process that are independent from conscious forms of learning and involve structural and/or functional changes in primary sensory cortices. A familiar example is the treatment for a "lazy" or crossed eye. Coveri…
A state-of-the-art view of imitation from leading researchers in neuroscience and brain imaging, animal and developmental psychology, primatology, ethology, philosophy, anthropology, media studies, economics, sociology, education, and law.Leading researchers across a range of disciplines provide a state-of-the-art view of imitation, integrating the latest findings and theories with reviews of s…
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, Ge…
The design for Quest to Learn, an innovative school in New York City that offers a “game-like” approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what gam…
An argument that choice-based, process-oriented educational assessments are more effective than static assessments of fact retrieval. If a fundamental goal of education is to prepare students to act independently in the world—in other words, to make good choices—an ideal educational assessment would measure how well we are preparing students to do so. Current assessments, however, focus …
An approach to performance-based assessments that embeds assessments in digital games in order to measure how students are progressing toward targeted goals. To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about…
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…
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 …