Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

Minds in Play
  • Language: en
  • Pages: 357

Minds in Play

  • Type: Book
  • -
  • Published: 2012-12-06
  • -
  • Publisher: Routledge

First Published in 1994. Routledge is an imprint of Taylor & Francis, an informa company.

Constructionism in Practice
  • Language: en
  • Pages: 394

Constructionism in Practice

  • Type: Book
  • -
  • Published: 2012-11-12
  • -
  • Publisher: Routledge

The digital revolution necessitates, but also makes possible, radical changes in how and what we learn. This book describes a set of innovative educational research projects at the MIT Media Laboratory, illustrating how new computational technologies can transform our conceptions of learning, education, and knowledge. The book draws on real-world education experiments conducted in formal and informal contexts: from inner-city schools and university labs to neighborhoods and after-school clubhouses. The papers in this book are divided in four interrelated sections as follows: * Perspectives in Constructionism further develops the intellectual underpinnings of constructionist theory. This sect...

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming
  • Language: en
  • Pages: 320

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming

  • Type: Book
  • -
  • Published: 2016
  • -
  • Publisher: Lulu.com

In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.

Connected Code
  • Language: en
  • Pages: 200

Connected Code

  • Type: Book
  • -
  • Published: 2016-09-02
  • -
  • Publisher: MIT Press

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 ...

Beyond Barbie and Mortal Kombat
  • Language: en
  • Pages: 422

Beyond Barbie and Mortal Kombat

  • Type: Book
  • -
  • Published: 2008
  • -
  • Publisher: Unknown

Brings together new media theorists, game designers, educators, psychologists and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today.

The Computer Clubhouse
  • Language: en
  • Pages: 188

The Computer Clubhouse

  • Type: Book
  • -
  • Published: 2009-08-06
  • -
  • Publisher: Unknown

This book is about the computer clubhouse, both the idea and the place that inspires youth to think about themselves as competent, creative, and critical learners. So much of the social life of young people has moved online and participation in the digital public has become an essential part of youth identities. The clubhouse makes an important contribution not just in local urban communities but also as a model for after-school learning environments globally. The book includes a scalable model for providing at-risk youth an array of media design and computing experiences. It also includes examples of media created in the clubhouse, ranging from digital stories, video games, interface designs, and digital art projects.

Being Fluent with Information Technology
  • Language: en
  • Pages: 127

Being Fluent with Information Technology

Computers, communications, digital information, software—the constituents of the information age—are everywhere. Being computer literate, that is technically competent in two or three of today’s software applications, is not enough anymore. Individuals who want to realize the potential value of information technology (IT) in their everyday lives need to be computer fluent—able to use IT effectively today and to adapt to changes tomorrow. Being Fluent with Information Technology sets the standard for what everyone should know about IT in order to use it effectively now and in the future. It explores three kinds of knowledge—intellectual capabilities, foundational concepts, and skills—that are essential for fluency with IT. The book presents detailed descriptions and examples of current skills and timeless concepts and capabilities, which will be useful to individuals who use IT and to the instructors who teach them.

Designing Constructionist Futures
  • Language: en
  • Pages: 433

Designing Constructionist Futures

  • Type: Book
  • -
  • Published: 2020-10-27
  • -
  • Publisher: MIT Press

A diverse group of scholars redefine constructionism--introduced by Seymour Papert in 1980--in light of new technologies and theories. Constructionism, first introduced by Seymour Papert in 1980, is a framework for learning to understand something by making an artifact for and with other people. A core goal of constructionists is to respect learners as creators, to enable them to engage in making meaning for themselves through construction, and to do this by democratizing access to the world's most creative and powerful tools. In this volume, an international and diverse group of scholars examine, reconstruct, and evolve the constructionist paradigm in light of new technologies and theories.

Textile Messages
  • Language: en

Textile Messages

This book introduces a collection of tools that enable novices - including educators, hobbyists, and youth designers - to create and learn with e-textiles. It then examines how these tools are reshaping technology education - and DIY practices - across the K-16 spectrum.

Makeology
  • Language: en
  • Pages: 302

Makeology

  • Type: Book
  • -
  • Published: 2016-05-20
  • -
  • Publisher: Routledge

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. Makerspaces as Learning Environments (Volume 1) focuses on making in a variety of educational ecosystems, spanning nursery schools, K-12 environments, higher education, museums, and after-school spaces. Each chapter closes with a set of practical takeaways for educators, researchers, and parents.