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Essays on the challenges and risks of designing algorithms and platforms for children, with an emphasis on algorithmic justice, learning, and equity. One in three Internet users worldwide is a child, and what children see and experience online is increasingly shaped by algorithms. Though children’s rights and protections are at the center of debates on digital privacy, safety, and Internet governance, the dominant online platforms have not been constructed with the needs and interests of children in mind. The editors of this volume, Mizuko Ito, Remy Cross, Karthik Dinakar, and Candice Odgers, focus on understanding diverse children’s evolving relationships with algorithms, digital data, ...
Makeology introduces the emerging landscape of the Maker Movement and its connection to interest-driven learning. While the movement is fueled in part by new tools, technologies, and online communities available to today’s makers, its simultaneous emphasis on engaging the world through design and sharing with others harkens back to early educational predecessors including Froebel, Dewey, Montessori, and Papert. Makers as Learners (Volume 2) highlights leading researchers and practitioners as they discuss and share current perspectives on the Maker movement and research on educational outcomes in makerspaces. Each chapter closes with a set of practical takeaways for educators, researchers, and parents.
A heartbreaking account of grief, Black boyhood, and how we can support young people as they navigate loss. JahSun, a dependable, much-loved senior at Boys’ Prep was just hitting his stride in the fall of 2017. He had finally earned a starting position on the varsity football team and was already weighing two college acceptances. Then, over Thanksgiving, tragedy struck. An altercation at his older sister’s home escalated into violence, killing the unarmed teenager in a hail of bullets. JahSun’s untimely death overwhelmed his entire community, sending his family, friends, and school into seemingly insurmountable grief. Worse yet, that spring two additional Boys’ Prep students would be...
This edited book provides an overview of unstructured and structured play scenarios crucial to developing young children’s awareness, interest, and ability to learn Science, Technology, Engineering and Mathematics (STEM) in informal and formal education environments. The key elements for developing future STEM capital, enabling children to use their intuitive critical thinking and problem-solving abilities, and promoting active citizenship and a scientifically literate workforce, begins in the early years as children learn through play, employing trial and error, and often investigating on their own. Forty-seven STEM experts come together from 16 countries (Argentina, Australia, Belgium, C...
There is no shortage of innovations on offer for schools. Hardly a week passes without someone marching out the latest device, app, service, curricular add-on, or instructional technique that, we are told, is sure to cure the perennial woes of systemic education. This book is an investigation of this enchantment with “innovation” and its implications for not only everyday teaching and learning, but also the future of public education. Based on a study of The Innovation School—a public high school organized around makerspaces, design thinking, and personalized technology—the author challenges conventional wisdom about how educational transformation unfolds and argues that the popular ...
The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.
Why every child needs to learn to code: the shift from “computational thinking” to computational participation. Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage “computational thinking”—which has now become the umbrella term for understanding what computer science has to contribute to reasoning and communicating in an ever-increasingly digital world. In Connected Code, Yasmin Kafai and Quinn Burke argue that although computational thinking represents an excellent starting point, the broader ...
How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.
How the blurring of media forms—transmedia—became the default for how we experience narratives, and how that cultural transformation has redefined the worlds of education, entertainment, and our increasingly polarized public discourse. Over the past decade, the power of narrative has been unleashed with awesome and terrifying consequences, and it has been consumed in its blurred media forms by millions of people as news, entertainment, and education. Imagining Transmedia, edited by Ed Finn, Bob Beard, Joey Eschrich, and Ruth Wylie, explores the surprising ways that narratives working across media forms became the default grammar for both media consumption and personal expression and how ...
How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Bur...