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This is the first in-depth guide to global community psychology research and practice, history and development, theories and innovations, presented in one field-defining volume. This book will serve to promote international collaboration, enhance theory utilization and development, identify biases and barriers in the field, accrue critical mass for a discipline that is often marginalized, and to minimize the pervasive US-centric view of the field.
Carbon nanotubes are exceptionally interesting from a fundamental research point of view. Many concepts of one-dimensional physics have been verified experimentally such as electron and phonon confinement or the one-dimensional singularities in the density of states; other 1D signatures are still under debate, such as Luttinger-liquid behavior. Carbon nanotubes are chemically stable, mechanically very strong, and conduct electricity. For this reason, they open up new perspectives for various applications, such as nano-transistors in circuits, field-emission displays, artificial muscles, or added reinforcements in alloys. This text is an introduction to the physical concepts needed for invest...
This is the first up-to-date text written specifically for the international market on psychology in the community. Community Psychology covers the history and foundations of the field, key concepts and values, community research, community action, and the application of psychology in various settings, integrating the values/politics and scientific/research aspects of community work. Written by experienced authors in the field, this text will be internationally invaluable.
This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.
"What Counts as Credible Evidence in Applied Research and Evaluation Practice? is the first book of its kind to define and place into greater perspective the meaning of evidence for evaluation professionals and applied researchers. Editors Stewart I. Donaldson, Christina A. Christie, and Melvin M. Mark provide observations about the diversity and changing nature of credible evidence, include lessons from their own applied research and evaluation practice, and suggest ways in which practitioners might address the key issues and challenges of collecting credible evidence." "This book is appropriate for a wide range of courses, including Introduction to Evaluation Research, Research Methods, Evaluation Practice, Program Evaluation, Program Development and Evaluation, and evaluation courses in Social Work, Education, Public Health, and Public Policy."--BOOK JACKET.
Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze bre...
This open access volume assesses the influence of our changing media environment. Today, there is not one single medium that is the driving force of change. With the spread of various technical communication media such as mobile phones and internet platforms, we are confronted with a media manifold of deep mediatization. But how can we investigate its transformative capability? This book answers this question by taking a non-media-centric perspective, researching the various figurations of collectivities and organizations humans are involved in. The first part of the book outlines a fundamental understanding of the changing media environment of deep mediatization and its transformative capacity. The second part focuses on collectivities and movements: communities in the city, critical social movements, maker, online gaming groups and networked groups of young people. The third part moves institutions and organizations into the foreground, discussing the transformation of journalism, religion, politics, and education, whilst the fourth and final part is dedicated to methodologies and perspectives.
This handbook examines positive youth development (PYD) in youth and emerging adults from an international perspective. It focuses on large and underrepresented cultural groups across six continents within a strengths-based conception of adolescence that considers all youth as having assets. The volume explores the ways in which developmental assets, when effectively harnessed, empower youth to transition into a productive and resourceful adulthood. The book focuses on PYD across vast geographical regions, including Europe, Asia, Africa, Middle East, Australia, New Zealand, North America, and Latin America as well as on strengths and resources for optimal well-being. The handbook addresses the positive development of young people across various cultural contexts to advance research, policy, and practice and inform interventions that foster continued thriving and reduce the chances of compromised youth development. It presents theoretical perspectives and supporting empirical findings to promote a more comprehensive understanding of PYD from an integrated, multidisciplinary, and multinational perspective.
How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.
Addressing one of the most important and contentious issues challenging applied research and evaluation practice today—what constitutes credible and actionable evidence?—this volume offers a balanced and current context in which to analyze the long-debated quantitative-qualitative paradigms. In the Second Edition, the contributors, a veritable “who’s who” in evaluation, discuss the diversity and changing nature of credible and actionable evidence; offer authoritative guidance about using credible and actionable evidence; explain how to use it to provide rigorous and influential evaluations; and include lessons from their own applied research and evaluation to suggest ways to addres...