<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">boyd, danah</style></author></authors><tertiary-authors><author><style face="normal" font="default" size="100%">Buckingham, David</style></author></tertiary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Why Youth (Heart) Social Network Sites: The Role of Networked Publics in Teenage Social Life</style></title><secondary-title><style face="normal" font="default" size="100%">Youth, Identity, and Digital Media Volume</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">MacArthur Foundation Series on Digital Learning</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">MySpace</style></keyword><keyword><style  face="normal" font="default" size="100%">social media</style></keyword><keyword><style  face="normal" font="default" size="100%">social network sites</style></keyword><keyword><style  face="normal" font="default" size="100%">Teenagers</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.danah.org/papers/WhyYouthHeart.pdf</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">MIT Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge, MA</style></pub-location><pages><style face="normal" font="default" size="100%">119-142</style></pages><abstract><style face="normal" font="default" size="100%">The rapid adoption of social network sites by teenagers in the United States and in many other countries around the world raises some important questions. Why do teenagers flock to these sites? What are they expressing on them? How do these sites fit into their lives? What are they learning from their participation? Are these online activities like face-to-face friendships – or are they different, or complementary? The goal of this chapter is to address these questions, and explore their implications for youth identities. While particular systems may come and go, how youth engage through social network sites today provides long-lasting insights into identity formation, status negotiation, and peer-to-peer sociality.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Denise E. Agosto</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Why do Teens Use Libraries? Results of a Public Library Use Survey</style></title><secondary-title><style face="normal" font="default" size="100%">Public Libraries</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Institutions</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet Access</style></keyword><keyword><style  face="normal" font="default" size="100%">learning Environment</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year></dates><volume><style face="normal" font="default" size="100%">46</style></volume><pages><style face="normal" font="default" size="100%">55-62</style></pages><abstract><style face="normal" font="default" size="100%">This study gathered information from teen library users in order to answer two research questions: (1) What are the basic purposes for which young adults use public libraries? And (2) How can public libraries adapt their services to better match teens’ reasons for using them? The paper first reviews existing studies on teens’ use of libraries, finding that most teens view the library as a place to do homework and to get online. This study focused on reasons for library visits and identified eleven categories of reasons for visits, which were distilled into three main roles of the library for teen patrons: (1) Library as Information Gateway; (2) Library as Social Interaction/Entertainment Space; and (3) Library as Beneficial Social Environment. The results of this study indicate that teens use libraries in a broader way than has been reported in earlier research. The article concludes with suggestions for library practices that coincide with these three roles. Authors Abstract

(Becky Herr-Stephenson)</style></abstract><issue><style face="normal" font="default" size="100%">3</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Alexander, Victoria</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">From Philanthropy to Funding: The Effects of Corporate and Public Support on American Art Museums</style></title><secondary-title><style face="normal" font="default" size="100%">Poetics</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Educational Programs</style></keyword><keyword><style  face="normal" font="default" size="100%">Funding</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions</style></keyword><keyword><style  face="normal" font="default" size="100%">learning Environment</style></keyword><keyword><style  face="normal" font="default" size="100%">Museums</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1996</style></year></dates><volume><style face="normal" font="default" size="100%">24</style></volume><pages><style face="normal" font="default" size="100%">87-129</style></pages><abstract><style face="normal" font="default" size="100%">This paper demonstrates that both museums and museum exhibitions change as museums become increasingly supported by institutional funders rather than individual philanthropists. Museums become more attuned to audiences, exhibits, and educational programs. Exhibitions themselves change, but not due to direct pressure by funders. Rather, funders sponsor more of the exhibitions that suit their goals, thereby changing the overall mix of exhibitions. Notably, there has been a broadening effect on museums as corporations and government sponsor exhibition formats that appeal to large audiences, and as corporations sponsor popular exhibitions. Such changes have led to increased conflict within museums. Ironically, the source of the conflict -- the increase in numbers of new institutional funders -- has also given the most disgruntled group -- curators -- more leverage to do their jobs. The research relies on interviews, archival data from 30 museums, and analysis of more than 4,000 exhibitions from 15 large American art museums from 1960 to 1986. Authors Abstract.

(Becky Herr-Stephenson)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Steve Anderson</style></author><author><style face="normal" font="default" size="100%">Anne Balsamo</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">A Pedagogy of Original Synners</style></title><secondary-title><style face="normal" font="default" size="100%">Digital Young, Innovation, and the Unexpected</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Multimedia Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">social media</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.mitpressjournals.org/doi/abs/10.1162/dmal.9780262633598.241</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">The MIT PRESS</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge, MA</style></pub-location><abstract><style face="normal" font="default" size="100%">This essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams.</style></abstract><section><style face="normal" font="default" size="100%">241</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Arora, Paya</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Instant Messaging Shiva, Flying Taxis, Bil Klinton and More: Children's Narratives from Rural India</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Cultural Studies</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">India</style></keyword><keyword><style  face="normal" font="default" size="100%">Instant Messaging</style></keyword><keyword><style  face="normal" font="default" size="100%">International</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media Production</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><volume><style face="normal" font="default" size="100%">11</style></volume><pages><style face="normal" font="default" size="100%">69-86</style></pages><abstract><style face="normal" font="default" size="100%">In this article, story (re)productions by children in rural India are seen as a potential tool for addressing current `participatory' issues facing development practitioners. A project was implemented to involve children from a rural village in South India in e-literary storybook productions. The intention was to foster online representations of the rural voice through the lens of the child. Drawing on the material of children's stories, multiple subjectivities are revealed that compel us to reconsider relations of the 'rural' with technology and current social contexts. An analysis of these narratives highlights children's appropriation capabilities as they weave the 'urbanness' and 'global' with the 'rural' fabric, moving beyond the traditional discourse of the urban—rural dichotomy. This effort capitalizes on current theorizations of territory as scapes, making the case to harness children's stories to enlighten the adult, well-intentioned development practitioner who seeks genuine understanding of territory and practice.

(Anke Schwittay)</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Asis, Susan</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Types of Youth Participation Programs in Public Libraries: An Annotated Webliography</style></title><secondary-title><style face="normal" font="default" size="100%">Young Adult Library Services</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Institutions</style></keyword><keyword><style  face="normal" font="default" size="100%">learning Environment</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><volume><style face="normal" font="default" size="100%">4</style></volume><pages><style face="normal" font="default" size="100%">26-30</style></pages><abstract><style face="normal" font="default" size="100%">In this brief article, Asis discusses three common ways that libraries facilitate teen participation: teen advisory groups, teen volunteer programs, and Teen Friends groups. Each of these opportunities for participation gives teens responsibilities and privileges within the library community. Teen advisory groups invite teens to act as advisors for the young adult collection and teen programs. These groups sometimes operate in online spaces such as blogs or groups on Social Network Sites. Volunteer programs are another opportunity for teens to participate in the library community, sometimes taking responsibility for programs in the young adult area or helping in a more general capacity within the library. Finally, Teen Friends groups introduce teens to the networking and fundraising aspects of community organizations. Teen Friends generally work in conjunction with (Adult) Friends of the Library groups to assist with fundraising. The bulk of the article is a collection of links to examples of each type of group. 

(Author's Abstract)</style></abstract><issue><style face="normal" font="default" size="100%">4</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>46</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Daniel E. Atkins</style></author><author><style face="normal" font="default" size="100%">John Bennett</style></author><author><style face="normal" font="default" size="100%">John Seely Brown</style></author><author><style face="normal" font="default" size="100%">Aneesh Chopra</style></author><author><style face="normal" font="default" size="100%">Chris Dede</style></author><author><style face="normal" font="default" size="100%">Barry Fishman</style></author><author><style face="normal" font="default" size="100%">Louis Gomez</style></author><author><style face="normal" font="default" size="100%">Margaret Honey</style></author><author><style face="normal" font="default" size="100%">Yasmin Kafai</style></author><author><style face="normal" font="default" size="100%">Maribeth Luftglass</style></author><author><style face="normal" font="default" size="100%">Roy Pea</style></author><author><style face="normal" font="default" size="100%">Jim Pellegrino</style></author><author><style face="normal" font="default" size="100%">David Rose</style></author><author><style face="normal" font="default" size="100%">Candace Thille</style></author><author><style face="normal" font="default" size="100%">Brenda Williams</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">National Education Technology Plan 2010</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Economic Growth</style></keyword><keyword><style  face="normal" font="default" size="100%">Education Reform</style></keyword><keyword><style  face="normal" font="default" size="100%">Education System</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.ed.gov/technology/netp-2010</style></url></web-urls></urls><abstract><style face="normal" font="default" size="100%">Education is the key to America's economic growth and prosperity and to our ability to compete in the global economy. It is the path to good jobs and higher earning power for Americans. It is necessary for our democracy to work.

With this in mind, America needs a public education system that provides all learners—including low-income and minority students, English language learners, students with disabilities, gifted and talented students, early childhood learners, adult workforce learners, and seniors—with engaging and empowering learning experiences. Our education system also should help learners set goals, stay in school despite obstacles, earn a high school diploma, and obtain the further education and training needed for success in their personal lives, the workplace, and their communities.

We want to develop inquisitive, creative, resourceful thinkers; informed citizens; effective problem-solvers; groundbreaking pioneers; and visionary leaders. We want to foster the excellence that flows from the ability to use today's information, tools, and technologies effectively and a commitment to lifelong learning. All these are necessary for Americans to be active, creative, knowledgeable, and ethical participants in our globally networked society.

To accomplish this, schools must be more than information factories; they must be incubators of exploration and invention. Educators must be more than information experts; they must be collaborators in learning, seeking new knowledge and constantly acquiring new skills alongside their students. Students must be fully engaged in school—intellectually, socially, and emotionally. This level of engagement requires the chance to work on interesting and relevant projects, the use of technology environments and resources, and access to an extended social network of adults and peers who support their intellectual growth.

Education reform has been on the national agenda for decades. Still, we no longer have the highest proportion of college graduates in the world, and we have a system that too often fails our students. According to current data,

    Approximately 25 percent of young people in the United States fail to graduate on time with a regular diploma (Stillwell 2010). That number jumps to almost 40 percent for Latino and African-American students.

    Some 5,000 schools persistently fail year after year, and about 2,000 high schools produce about half the nation's dropouts and three-quarters of minority dropouts (Balfanz and Legters 2004; Tucci 2009).

    Of students who do graduate from high school, one-third are unprepared for postsecondary education, forcing community colleges and four-year colleges and universities to devote precious time and resources to remedial work for incoming students (National Center for Education Statistics 2003).

    By 2016—just six years from now—four out of every 10 new jobs will require some advanced education or training (Dohm and Shniper 2007). Fifteen of the 30 fastest-growing fields will require a minimum of a bachelor's degree (Bureau of Labor Statistics 2007).

    Only about 41 percent of young people earn a two-year or four-year college degree (OECD 2010). Enrollment rates are unequal: 69 percent of qualified white high school graduates enter four-year colleges compared with just 58 percent of comparable Latino graduates and 56 percent of African-American graduates (National Center for Education Statistics 2007).

    Thirty million adults have below-basic levels of English literacy, and another 63 million read English only at a basic level, which means that 44 percent of adults living in America could benefit from English literacy instruction (National Center for Education Statistics 2009).

As Secretary of Education Arne Duncan has said, the current state of our education system is &quot;economically unsustainable and morally unacceptable&quot; (Duncan 2010).</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>12</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Anne Balsamo</style></author><author><style face="normal" font="default" size="100%">Maura Klosterman</style></author><author><style face="normal" font="default" size="100%">Cara Wallis</style></author><author><style face="normal" font="default" size="100%">Susana Bautista</style></author><author><style face="normal" font="default" size="100%">Stacy Ingber</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Inspiring the Technological Imagination: Museums and Libraries in a Digital Age</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">learning institutions</style></keyword><keyword><style  face="normal" font="default" size="100%">Library</style></keyword><keyword><style  face="normal" font="default" size="100%">Museum</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://futuresoflearning.org/</style></url></web-urls></urls><abstract><style face="normal" font="default" size="100%">This literature review is conducted as part of the project, Inspiring the Technological Imagination: Tinkering in Museums and Libraries. Funded by the MacArthur Foundation as part of the Digital Media and Learning initiative, this project addresses one of the four key questions that defines the initiative:  How might institutions change to take advantage of the learning opportunities provided by new digital media?  The work discussed in this literature review seeks to contribute to the development of a field in new media and learning by focusing on the role of museums and libraries as part of distributed learning networks. Topics include: 
* Overview of Digital Archive Library projects: From information preservation to equality of access
* Digital Media in Communities Libraries: New Practices of Participation
* The Case of Virtual Libraries
* Museums and Digital Media: From Hands-on Explorations to Interactive Experiences
* The Creation of Museum Web Presences
* On-Line Museum Experiences
* The Case of Virtual Museums
* From Games to Play: Libraries, Museums and Digital Learning
* Learning from the Edge:  New Practices and Possibilities for Digital Media in Libraries and Museums
</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Sasha A. Barab</style></author><author><style face="normal" font="default" size="100%">Melissa Gresalfi</style></author><author><style face="normal" font="default" size="100%">Adam Ingram-Goble</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Transformational Play: Using Games to Position Person, Content, and Context</style></title><secondary-title><style face="normal" font="default" size="100%">Educational Researcher</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Transformational Play</style></keyword><keyword><style  face="normal" font="default" size="100%">Videogames</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">9/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://edr.sagepub.com/content/39/7/525</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Sage Publications</style></publisher><volume><style face="normal" font="default" size="100%">39</style></volume><pages><style face="normal" font="default" size="100%">525-536</style></pages><abstract><style face="normal" font="default" size="100%">Videogames are a powerful medium that curriculum designers can use to create narratively rich worlds for achieving educational goals. In these worlds, youth can become scientists, doctors, writers, and mathematicians who critically engage complex disciplinary content to transform a virtual world. Toward illuminating this potential, the authors advance the theory of transformational play. Such play involves taking on the role of a protagonist who must employ conceptual understandings to transform a problem-based fictional context and transform the player as well. The authors first survey the theory and then ground their discussion in two units that, as part of their design-based research methodology, have simultaneously given rise to and been informed by their theory of transformational play. They close with a discussion of research and design challenges. </style></abstract><issue><style face="normal" font="default" size="100%">7</style></issue><section><style face="normal" font="default" size="100%">525</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Brigid Barron</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Interest and self-sustained learning as catalysts of development: A learning ecology perspective</style></title><secondary-title><style face="normal" font="default" size="100%">Human Development</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Ecological perspectives</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Life history</style></keyword><keyword><style  face="normal" font="default" size="100%">Parenting</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://content.karger.com/ProdukteDB/produkte.asp?Aktion=ShowAbstract&ProduktNr=224249&Ausgabe=232075&ArtikelNr=94368</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Karger</style></publisher><volume><style face="normal" font="default" size="100%">49</style></volume><abstract><style face="normal" font="default" size="100%">Adolescents often pursue learning opportunities both in and outside school once they become interested in a topic. In this paper, a learning ecology framework and an associated empirical research agenda are described. This framework highlights the need to better understand how learning outside school relates to learning within schools or other formal organizations, and how learning in school can lead to learning activities outside school. Three portraits of adolescent learners are shared to illustrate different pathways to interest development. Five types of self-initiated learning processes are identified across these case portraits. These include the seeking out of text-based informational sources, the creation of new interactive activity contexts such as projects, the pursuit of structured learning opportunities such as courses, the exploration of media, and the development of mentoring or knowledge-sharing relationships. Implications for theories of human development and ideas for research are discussed.</style></abstract><issue><style face="normal" font="default" size="100%">4</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>12</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tina Barseghian</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">A Guide to Trends Shaping the Future of Learning</style></title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://mindshift.kqed.org/tag/guide-to-future-school/</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">MindShift</style></publisher><abstract><style face="normal" font="default" size="100%">Mindshift's in-depth, comprehensive series on the defining trends that are shaping how, when, and where students will learn.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nancy Baym</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Personal Connections in the Digital Age</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Building Relationships</style></keyword><keyword><style  face="normal" font="default" size="100%">Communication</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Mediated Language</style></keyword><keyword><style  face="normal" font="default" size="100%">Nonverbal Behavior</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://politybooks.com/book.asp?ref=9780745643311</style></url></web-urls></urls><edition><style face="normal" font="default" size="100%">1</style></edition><publisher><style face="normal" font="default" size="100%">Polity</style></publisher><pages><style face="normal" font="default" size="100%">196</style></pages><abstract><style face="normal" font="default" size="100%">The internet and the mobile phone have disrupted many of our conventional understandings of ourselves and our relationships, raising anxieties and hopes about their effects on our lives. This timely and vibrant book provides frameworks for thinking critically about the roles of digital media in personal relationships. Rather than providing exuberant accounts or cautionary tales, it offers a data-grounded primer on how to make sense of these important changes in relational life.

The book identifies the core relational issues these media disturb and shows how our talk about them echo historical discussions about earlier communication technologies. Chapters explore how we use mediated language and nonverbal behavior to develop and maintain communities, social networks, and new relationships, and to maintain existing relationships in our everyday lives. The book combines research findings with lively examples to address questions such as: Can mediated interaction can be warm and personal? Are people honest about themselves online? Can relationships that start online work? Do digital media damage the other relationships in our lives? Throughout, the book argues that these questions must be answered with firm understandings of media qualities and the social and personal contexts in which they are developed and used.

Personal Connections in the Digital Age will be required reading for all students and scholars of media, communication studies, and sociology, as well as all those who want a richer understanding of digital media and everyday life.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Sue Bennett</style></author><author><style face="normal" font="default" size="100%">Karl Maton</style></author><author><style face="normal" font="default" size="100%">Lisa Kervin</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The ‘digital natives’ debate: A critical review of the evidence</style></title><secondary-title><style face="normal" font="default" size="100%">British Journal of Educational Technology</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Natives</style></keyword><keyword><style  face="normal" font="default" size="100%">Educational Reform</style></keyword><keyword><style  face="normal" font="default" size="100%">Net Generation</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year><pub-dates><date><style  face="normal" font="default" size="100%">09/2008</style></date></pub-dates></dates><publisher><style face="normal" font="default" size="100%">Wiley-Online Journal</style></publisher><volume><style face="normal" font="default" size="100%">39</style></volume><pages><style face="normal" font="default" size="100%">775-786</style></pages><abstract><style face="normal" font="default" size="100%">The idea that a new generation of students is entering the education system has excited recent attention among educators and education commentators. Termed ‘digital natives’ or the ‘Net generation’, these young people are said to have been immersed in technology all their lives, imbuing them with sophisticated technical skills and learning preferences for which traditional education is unprepared. Grand claims are being made about the nature of this generational change and about the urgent necessity for educational reform in response. A sense of impending crisis pervades this debate. However, the actual situation is far from clear. In this paper, the authors draw on the fields of education and sociology to analyze the digital natives debate. The paper presents and questions the main claims made about digital natives and analyses the nature of the debate itself. We argue that rather than being empirically and theoretically informed, the debate can be likened to an academic form of a ‘moral panic’. We propose that a more measured and disinterested approach is now required to investigate ‘digital natives’ and their implications for education.</style></abstract><issue><style face="normal" font="default" size="100%">5</style></issue><section><style face="normal" font="default" size="100%">775</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Christine L. Borgman</style></author><author><style face="normal" font="default" size="100%">Hal Abelson</style></author><author><style face="normal" font="default" size="100%">Lee Dirks</style></author><author><style face="normal" font="default" size="100%">Roberta Johnson</style></author><author><style face="normal" font="default" size="100%">Kenneth R. Koedinger</style></author><author><style face="normal" font="default" size="100%">Marcia C. Linn</style></author><author><style face="normal" font="default" size="100%">Clifford A. Lynch</style></author><author><style face="normal" font="default" size="100%">Diana G. Oblinger</style></author><author><style face="normal" font="default" size="100%">Roy D. Pea</style></author><author><style face="normal" font="default" size="100%">Salen, Katie</style></author><author><style face="normal" font="default" size="100%">Marshall S. Smith</style></author><author><style face="normal" font="default" size="100%">Alex Szalay</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Fostering learning in the networked world—the cyberlearning opportunity and challenge</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Communication Technology</style></keyword><keyword><style  face="normal" font="default" size="100%">Cyberlearning</style></keyword><keyword><style  face="normal" font="default" size="100%">National Science Foundtion</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2008</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.nsf.gov/pubs/2008/nsf08204/index.jsp</style></url></web-urls></urls><abstract><style face="normal" font="default" size="100%">The National Science Foundation defines &quot;cyberlearning&quot; as &quot;the use of networked computing and communications technologies to support learning.&quot; The report of the NSF Task Force on Cyberlearning, Fostering Learning in the Networked World: The Cyberlearning Opportunity and Challenge, A 21st Century Agenda for the National Science Foundation, identifies cyberlearning as having &quot;…the potential to transform education throughout a lifetime, enabling customized interaction with diverse learning materials on any topic...&quot;

The task force report identifies potential ways in which advanced computing and communications technologies might be leveraged to support learning, highlighting opportunities for further research. In it, the task force offers 5 recommendations for the NSF to pursue:

    - Help build a vibrant cyberlearning field by promoting cross-disciplinary communities of cyberlearning researchers and practitioners

    - Instill a &quot;platform perspective&quot;—shared, interoperable designs of hardware, software, and services—into NSF's cyberlearning activities

    - Emphasize the transformative power of information and communications technology for learning, from K to grey
    - Adopt programs and policies to promote open educational resources
    - Take responsibility for sustaining NSF-sponsored cyberlearning innovations
</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Borzekowski, Dina L. G.</style></author><author><style face="normal" font="default" size="100%">Julius N. Fobil</style></author><author><style face="normal" font="default" size="100%">Kofi O. Asante</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Online Access by Adolescents in Accra: Ghanaian Teens</style></title><secondary-title><style face="normal" font="default" size="100%">Developmental Psychology</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Ghana</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><volume><style face="normal" font="default" size="100%">42</style></volume><abstract><style face="normal" font="default" size="100%">This paper presents the results of a survey of Ghanaian teenagersí use of the Internet to access health information. The survey found that a 35% of the survey sample had sought health information online. The figure was higher amongst Internet users in the sample (53%). However, health workers, clinics, parents and books were the most frequently mentioned sources of health information for the survey respondents. The findings suggest that there is some potential for the use of the Internet as an information source. (Araba Sey)</style></abstract><section><style face="normal" font="default" size="100%">450</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>19</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">James Bosco</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Participatory Culture and Schools: Can We Get There From Here?</style></title><secondary-title><style face="normal" font="default" size="100%">Threshold: Exploring the Future of Education</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Education Software</style></keyword><keyword><style  face="normal" font="default" size="100%">Web 2.0</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">Spring 2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.ciconline.org/threshold-spring09</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">12-15</style></pages><abstract><style face="normal" font="default" size="100%">In 1959, The British scientist and novelist C.P. Snow wrote about the Two Cultures problem(sciences vs. humanities) of modern society. We could steal his term and use it to characterize the two-culture problem our kids experience as a consequence of the dramatic proliferation of Web 2.0 applications. Applications such as social networking, blogs, recreational and educational col-laborative games, and publishing of videos, pictures, stories, and commentaries have a pervasive presence in their personal lives and the lives of their friends. But the presence and effective use of these applications for learning in schools is much less prevalent. Thus, young people experience the two-culture problem as they move between in-school culture and out-of-school culture.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">John Seely Brown</style></author><author><style face="normal" font="default" size="100%">Richard P. Adler</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Minds on Fire: Open Education, the Long Tail, and Learning 2.0</style></title><secondary-title><style face="normal" font="default" size="100%">Educause Review Magazine</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Economic Prosperity</style></keyword><keyword><style  face="normal" font="default" size="100%">Higher Education</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.educause.edu/EDUCAUSE+Review/EDUCAUSEReviewMagazineVolume43/MindsonFireOpenEducationtheLon/162420</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">43</style></volume><pages><style face="normal" font="default" size="100%">16-32</style></pages><abstract><style face="normal" font="default" size="100%">John Seely Brown is a Visiting Scholar and Advisor to the Provost at the University of Southern California (USC) and Independent Co-Chairman of a New Deloitte Research Center. He is the former Chief Scientist of Xerox and Director of its Palo Alto Research Center (PARC). Many of his publications and presentations are on his website (http://www.johnseelybrown.com). Richard P. Adler is a Research Affiliate at the Institute for the Future in Palo Alto and Principal of People &amp; Technology, a research and consulting firm in Cupertino, California.

The world has become increasingly “flat,” as Tom Friedman has shown. Thanks to massive improvements in communications and transportation, virtually any place on earth can be connected to markets anywhere else on earth and can become globally competitive. But at the same time that the world has become flatter, it has also become “spikier”: the places that are globally competitive are those that have robust local ecosystems of resources supporting innovation and productiveness. A key part of any such ecosystem is a well-educated workforce with the requisite competitive skills. And in a rapidly changing world, these ecosystems must not only supply this workforce but also provide support for continuous learning and for the ongoing creation of new ideas and skills.

If access to higher education is a necessary element in expanding economic prosperity and improving the quality of life, then we need to address the problem of the growing global demand for education, as identified by Sir John Daniel.3 Compounding this challenge of demand from college-age students is the fact that the world is changing at an ever-faster pace. Few of us today will have a fixed, single career; instead, we are likely to follow a trajectory that encompasses multiple careers. As we move from career to career, much of what we will need to know will not be what we learned in school decades earlier. We are entering a world in which we all will have to acquire new knowledge and skills on an almost continuous basis.

It is unlikely that sufficient resources will be available to build enough new campuses to meet the growing global demand for higher education—at least not the sort of campuses that we have traditionally built for colleges and universities. Nor is it likely that the current methods of teaching and learning will suffice to prepare students for the lives that they will lead in the twenty-first century.
</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue><section><style face="normal" font="default" size="100%">16</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Buckingham, David</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">After the Death of Childhood: Growing up in the Age of Electronic Media</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2000</style></year></dates><publisher><style face="normal" font="default" size="100%">Polity Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge, UK</style></pub-location><abstract><style face="normal" font="default" size="100%">This seminal work goes a long ways towards identifying the key themes and debates that have structured studies of children and media. At its core, Buckingham's book offers a broad stroke review and criticism of the competing, and often polarizing, tendency towards dystopian or utopian accounts about the relationship between media and children. On the one hand there is a tendency to posit electronic media as a threat to childhood, usually because it is seen to erode boundaries between childhood and adulthood by providing children with access to adult-themed knowledge, typically about sex, violence, and drugs. Such criticisms have frequently been directed towards television but have more recently been directed towards video games and many forms of digital media. Buckingham notes that these dystopian accounts tend to cast media monolithically as “entertainment.”

Buckingham contrasts these accounts with more utopian works that frame digital media's relationship to children and young people as empowering, democratic, participatory, interactive, innovative, and liberating. Often these accounts draw a sharp distinction between the “new” digital media and older forms of media such as TV. Instead of “entertainment,” these accounts tend to cast digital media as primarily “educational.”

Importantly, Buckingham criticizes both accounts for making technologically deterministic arguments that essentialize both media and children. In both, differences in media and differences in children tend to be ignored. Children are often figured as either inherently vulnerable and threatened, or as naturally creative with an innate thirst for learning. Buckingham builds his criticism from the view that our understandings of “childhood” are socially produced and, as such, we must look to broader changes in social institutions such as the family and schooling, as well as changes in the organization of the economy, to understand changes in our understandings of childhood as well as changes in the lived experiences of children. Once children’s media engagements are viewed through a broader scope we can see that contemporary changes in childhood are going in several directions at the same time. On the one hand children are becoming more empowered, especially as consumers. On the other hand, children's lives are becoming increasingly institutionalized and subject to adult control. Similarly, while some boundaries between children and adults are being blurred, others are being more powerfully reinforced. Buckingham suggests we should cast debates about children and media in terms of the ways by which children should be gaining access as participants in the adult world. For Buckingham, such questions can be thought of in terms of “rights” and “competencies,” where the key issue becomes deciding when children are competent to exercise certain rights of participation. Buckingham argues that such a view calls on education to help develop these competencies so that young persons can extend their active and informed participation in the media culture that surrounds them. As such, the goal for educators and policy makers should not be to isolate children from the adult world but, rather, to give them what they need to cope with the adult world, to participate in it, and perhaps to even change it.

(Christo Sims)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Buckingham, David</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Beyond Technology: Children's Learning In the Age of Digital Culture</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Buckingham</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year><pub-dates><date><style  face="normal" font="default" size="100%">07/2007</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.wiley.com/WileyCDA/WileyTitle/productCd-0745638813.html</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Wiley-Blackwell</style></publisher><pages><style face="normal" font="default" size="100%">224</style></pages><abstract><style face="normal" font="default" size="100%">Beyond Technology offers a challenging new analysis of learning, young people and digital media. Disputing both utopian fantasies about the transformation of education and exaggerated fears about the corruption of childhood innocence, it offers a level-headed analysis of the impact of these new media on learning, drawing on a wide range of critical research.

Buckingham argues that there is now a growing divide between the media-rich world of childrens lives outside school and their experiences of technology in the classroom. Bridging this divide, he suggests, will require more than superficial attempts to import technology into schools, or to combine education with digital entertainment. While debunking such fantasies of technological change, Buckingham also provides a constructive alternative, arguing that young people need to be equipped with a new form of digital literacy that is both critical and creative.

Beyond Technology will be essential reading for all students of the media or education, as well as for teachers and other education professionals.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>36</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Burrell, Jenna.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">User Agency in the Middle: Rumors and Reinvention of the Internet in Accra, Ghana</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Cyber Fraud</style></keyword><keyword><style  face="normal" font="default" size="100%">Ghana</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><abstract><style face="normal" font="default" size="100%">Based on ethnographic fieldwork in Ghana, this paper argues that through rumors about successful Internet scammers, the Internet is “collaboratively produced by Internet users in Accra as a tool for making ‘big gains’” (p.1). These rumors enable Internet users to justify their continued expenditure of time and limited resources on pursuing social and/or economic relationships online, despite the absence of any success on their part.

(by Araba Sey) </style></abstract><work-type><style face="normal" font="default" size="100%">Unpublished Draft</style></work-type><notes><style face="normal" font="default" size="100%">Cited with permission of author</style></notes></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Catherine Chase</style></author><author><style face="normal" font="default" size="100%">Doris B. Chin</style></author><author><style face="normal" font="default" size="100%">Marily Oppezzo</style></author><author><style face="normal" font="default" size="100%">Daniel L. Schwartz</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Teachable agents and the protégé effect: Increasing the effort towards learning</style></title><secondary-title><style face="normal" font="default" size="100%">Journal of Science Education and Technology</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Protégé Effect</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><volume><style face="normal" font="default" size="100%">18</style></volume><pages><style face="normal" font="default" size="100%">352</style></pages><abstract><style face="normal" font="default" size="100%">Betty’s Brain is a computer-based learning environment that capitalizes on the social aspects of learning.  In Betty’s Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught.  Two studies demonstrate the protégé effect: students make greater effort to learn for their TAs than they do for themselves.  The first study involved 8th-grade students learning biology.  Although all students worked with the same Betty’s Brain software, students in the TA condition believed they were teaching their own TAs, while in another condition, they believed they were learning for themselves.  TA students spent more time on learning activities (e.g. reading) and they also learned more.  These beneficial effects were most pronounced for lower achieving children.  The second study used a verbal protocol with 5th-grade students to determine the possible causes of the protégé effect.  As before, students learned either for their TAs or for themselves.  Like study 1, students in the TA condition spent more time on learning activities.  These children treated their TAs socially by attributing mental states and responsibility to them.  They were also more likely to acknowledge errors by displaying negative affect and making attributions for the causes of failures.  Perhaps having a TA invokes a sense of responsibility that motivates learning, provides an environment in which knowledge can be improved through revision, and protects students’ egos from the psychological ramifications of failure.  </style></abstract><section><style face="normal" font="default" size="100%">334</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Chee, Florence</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Games We Play Online and Offline: Making Wang-Tta in Korea</style></title><secondary-title><style face="normal" font="default" size="100%">Popular Communication</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Gaming</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Korea</style></keyword><keyword><style  face="normal" font="default" size="100%">Online Game</style></keyword><keyword><style  face="normal" font="default" size="100%">Online Sociability</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><volume><style face="normal" font="default" size="100%">4</style></volume><abstract><style face="normal" font="default" size="100%">This article presents an ethnographic analysis of case studies derived from fieldwork that was designed to consider the different ways Korean game players establish community online and offline. Focusing on the socio-cultural factors such as PC bangs (PC room), which can be thought of as ìthird places,î it attempts to draw the comprehensive picture of the 'media ecology' of Korean game culture. In particular, the theory of play (e.g. Huizinga) supports field data for addressing the concept of online sociability. A synthesis of the Korean concept Wang-tta (out casting) provides extra insight into the motivations to excel at digital games and one of the strong drivers of such community membership. By elaborating the unique elements and cultural implication of game addiction and the game place, this article concludes that the factors for excessive online gaming are most likely not cross-cultural. (HyeRyoung Ok)</style></abstract><issue><style face="normal" font="default" size="100%">3</style></issue><section><style face="normal" font="default" size="100%">225</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Chopra, Rohit</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Global Primordialities: Virtual Identity Politics in Online Hindutva and Online Dalit discourse</style></title><secondary-title><style face="normal" font="default" size="100%">New Media &amp; Society</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Identity Politics</style></keyword><keyword><style  face="normal" font="default" size="100%">India</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Online Community</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><volume><style face="normal" font="default" size="100%">8</style></volume><abstract><style face="normal" font="default" size="100%">This article analyzes the online representations of the identity politics discourse of the elite Hindu nationalist community and the subaltern Dalit community. The assumptions underlying assertions about Hindu and Dalit identity on select Hindu nationalist and Dalit websites are remarkably similar despite deep ideological differences between the two. Developments in the Indian technological and cultural ?elds in the 1990s have enabled the emergence of a new mode of representing collective identity (ëglobal primordialityí), which explains the resemblance between online Hindu nationalist and online Dalit discourse. The logic of global primordiality typically ?nds expression in cyberspace, where the realms of technology and culture intersect. The representational framework of global primordiality is shaped primarily by Hindu nationalists who also occupy a privileged position as elites in the Indian technological ?eld. In its participation in cyberspace, Dalit discourse may tend to mirror this dominant mode of online representation, even as it remains opposed to Hindu nationalism. (Anke Schwittay)</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue><section><style face="normal" font="default" size="100%">187</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Clayton Christensen</style></author><author><style face="normal" font="default" size="100%">Curtis W. Johnson</style></author><author><style face="normal" font="default" size="100%">Michael B. Horn</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Disrupting Class: How Disruptive Innovation Will Change the Way the World Learns</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Customized Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Disruptive Innovation</style></keyword><keyword><style  face="normal" font="default" size="100%">Innovation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year><pub-dates><date><style  face="normal" font="default" size="100%">05/2008</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://mhprofessional.com/product.php?isbn=0071592067&cat=&promocode=</style></url></web-urls></urls><edition><style face="normal" font="default" size="100%">1</style></edition><publisher><style face="normal" font="default" size="100%">McGraw-Hill</style></publisher><pages><style face="normal" font="default" size="100%">288</style></pages><abstract><style face="normal" font="default" size="100%">According to recent studies in neuroscience, the way we learn doesn't always match up with the way we are taught. If we hope to stay competitive-academically, economically, and technologically-we need to rethink our understanding of intelligence, reevaluate our educational system, and reinvigorate our commitment to learning. In other words, we need “disruptive innovation.”

Now, in his long-awaited new book, Clayton M. Christensen and coauthors Michael B. Horn and Curtis W. Johnson take one of the most important issues of our time-education-and apply Christensen's now-famous theories of “disruptive” change using a wide range of real-life examples. Whether you're a school administrator, government official, business leader, parent, teacher, or entrepreneur, you'll discover surprising new ideas, outside-the-box strategies, and straight-A success stories.

You'll learn how

    Customized learning will help many more students succeed in school
    Student-centric classrooms will increase the demand for new technology
    Computers must be disruptively deployed to every student
    Disruptive innovation can circumvent roadblocks that have prevented other attempts at school reform
    We can compete in the global classroom-and get ahead in the global market 

Filled with fascinating case studies, scientific findings, and unprecedented insights on how innovation must be managed, Disrupting Class will open your eyes to new possibilities, unlock hidden potential, and get you to think differently. Professor Christensen and his coauthors provide a bold new lesson in innovation that will help you make the grade for years to come.

The future is now. Class is in session.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>7</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Clark, Lynn Schofield</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Challenges of Social Good in the World of Grand Theft Auto and Barbie: A Case Study of a Community Computer Center for Youth</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Community Technology Center</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Divide</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Media Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Game</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2003</style></year></dates><volume><style face="normal" font="default" size="100%">5</style></volume><abstract><style face="normal" font="default" size="100%">This paper presents a case study of a community technology center (CTC) located in a lower income neighborhood of a high-tech city. Participant observation and interview-based research determined that while the CTC was popular among its targeted constituents, its use was not consistent with what the centerís supporters and policymakers envisioned. The emergent discrepancy between policymaker rhetoric and actual use is analyzed in light of different understandings of how internet access is perceived as a social good by policymakers, funders, and among disadvantaged communities. The article raises questions and suggests policy implications regarding how those most at-risk use community technology centers, how those centers may be funded, and how the relationship of computers and the social good must be reconceptualized to better address the issues of the digital divide that extend beyond the technological realm. &quot;The internet's potential for increasing social capital and civic engagement may lie less in the technology itself, and more in public locations that enable its use among disadvantaged communities.&quot; Authorís Abstract.</style></abstract><section><style face="normal" font="default" size="100%">95-116</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Allan Collins</style></author><author><style face="normal" font="default" size="100%">Richard Halverson</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America</style></title><secondary-title><style face="normal" font="default" size="100%">Technology, Education--Connections (TEC) Series</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Revolution</style></keyword><keyword><style  face="normal" font="default" size="100%">Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Globalized Technological Culture</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">09/2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://store.tcpress.com/0807750026.shtml</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Teachers College Press</style></publisher><pub-location><style face="normal" font="default" size="100%">New York</style></pub-location><pages><style face="normal" font="default" size="100%">192</style></pages><abstract><style face="normal" font="default" size="100%">The digital revolution has hit education, with more and more classrooms plugged into the whole wired world. But are schools making the most of new technologies? Are they tapping into the learning potential of today's Firefox/Facebook/cell phone generation? Have schools fallen through the crack of the digital divide? In Rethinking Education in the Age of Technology, Allan Collins and Richard Halverson argue that the knowledge revolution has transformed our jobs, our homes, our lives, and therefore must also transform our schools. Much like after the school-reform movement of the industrial revolution, our society is again poised at the edge of radical change. To keep pace with a globalized technological culture, we must rethink how we educate the next generation or America will be left behind. This groundbreaking book offers a vision for the future of American education that goes well beyond the walls of the classroom to include online social networks, distance learning with anytime, anywhere access, digital home schooling models, video-game learning environments, and more.

About the Authors:

Allan Collins is professor emeritus of education and social policy at Northwestern University and formerly co-director of the U.S. Department of Education’s Center for Technology in Education. Richard Halverson is an associate professor of educational leadership and policy analysis at the University of Wisconsin–Madison, where he is co-founder of the Games, Learning and Society group.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>7</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Cook, Sherry J.</style></author><author><style face="normal" font="default" size="100%">R. Stephen Parker</style></author><author><style face="normal" font="default" size="100%">Charles E. Pettijohn</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Public Library: An Early Teen's Perspective</style></title><secondary-title><style face="normal" font="default" size="100%">Public Libraries</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet Access</style></keyword><keyword><style  face="normal" font="default" size="100%">learning Environment</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2005</style></year></dates><volume><style face="normal" font="default" size="100%">44</style></volume><pages><style face="normal" font="default" size="100%">157</style></pages><abstract><style face="normal" font="default" size="100%">This study examined the perceptions of more than six hundred teens in terms of their views of the Springfield/Greene County Public Library in Missouri. The results of this study indicate that teens respond positively to updated libraries that offer inviting spaces, specialized teen areas, food services, and other amenities. Creating awareness of the library through the use of e-mail, Web sites, and postcards may enhance usage rates. By determining the perceptions of future users and supporters of the public library system, staff should be better prepared to implement marketing strategies to compete with alternative information providers. Authors Abstract. (Becky Herr-Stephenson)

</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Cook, Daniel</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Missing Child in Consumption Theory.</style></title><secondary-title><style face="normal" font="default" size="100%">Journal of Consumer Culture</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Childhood</style></keyword><keyword><style  face="normal" font="default" size="100%">Consumer Culture</style></keyword><keyword><style  face="normal" font="default" size="100%">Consumption</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Motherhood</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><volume><style face="normal" font="default" size="100%">8</style></volume><abstract><style face="normal" font="default" size="100%">Children are essentially invisible in theories of consumer society and culture, despite their presence and centrality in everyday life. In this article, Cook argues that children and childhood, and thus mothers and motherhood, must be acknowledged and investigated as constitutive of--rather than derivative of or exceptional to--commercial, consumer culture generally. The focus here is not on how to better accommodate children and childhood (and mothers and motherhood) within extant notions of consumption and consumer culture, but to begin to open up the field of consumption studies to the essential and non-negotiable presence of children and childhood throughout social life. 

(Author's Abstract)</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue><section><style face="normal" font="default" size="100%">219</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Corsaro, William</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Sociology of Childhood</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Childhood</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Historical Perspectives</style></keyword><keyword><style  face="normal" font="default" size="100%">Sociology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2005</style></year></dates><edition><style face="normal" font="default" size="100%">Second Edition</style></edition><publisher><style face="normal" font="default" size="100%">Pine Forge Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Thousand Oaks</style></pub-location><abstract><style face="normal" font="default" size="100%">This book provides a succinct and clear review of childhood studies. The book begins with a criticism of the popular psychological and cognitive science approaches that have dominated academic studies of children in the U.S.  Childhood studies attacks and diverges from these traditions by showing the ways in which understandings about, and the lived experiences of, childhood are socially and historically produced. Corsaro reviews debates about the historical changes to childhood in the industrialized west over the past several hundred years and positions these changes alongside changes to the economy and children's role as workers, the rise of compulsory schooling, changes in the organization of the family, the increase of motherís in the paid labor force, the growing importance of peer cultures, and many other broad sociological and cultural developments. Once these broader factors are considered, many of the ìnaturalî and ìuniversalî characteristics attributed to children of different age-chunks fall away. In addition to emphasizing the broader social and historical context in which children live their lives, Corsaro argues for seeing children as social actors in their own right. Children are not just adults in the making but, rather, have a rich understandings, values, and practices amongst each other, many of which have no direct connection with the interests of adults, nor with processes of becoming adults. If anything, much of childrenís day-to-day knowledge is made purposely inaccessible to adults, a barrier valued and erected by children often in alliance with media and products produced and marketed for children. This book is a starting point for researchers looking for alternatives to developmental approaches to studying children. It is an excellent resource for getting acclimated to the emerging field of childhood studies, written by one of the fieldís founding scholars.

(Christo Sims)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Czarnecki, Kelly</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Real and the Virtual: Intersecting Communities at the Library</style></title><secondary-title><style face="normal" font="default" size="100%">Multimedia and Internet @ Schools</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet Access</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><volume><style face="normal" font="default" size="100%">15</style></volume><pages><style face="normal" font="default" size="100%">10-13</style></pages><abstract><style face="normal" font="default" size="100%">The article discusses the advantages of creating virtual library communities. According to the author, creating virtual communities can help build an important library asset. The virtual community can often work in tandem with face-to-face interaction such as discussions or programs the library might provide. A study by the Pew Internet &amp; American Life Project found that 64% of online teenagers in 2007 have participated in content-creating activities. Authors Abstract. (Becky Herr-Stephenson)</style></abstract><issue><style face="normal" font="default" size="100%">3</style></issue><section><style face="normal" font="default" size="100%">10</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jane David</style></author><author><style face="normal" font="default" size="100%">Larry Cuban</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Cutting Through the Hype: A Taxpayer's Guide to School Reforms</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Public Education</style></keyword><keyword><style  face="normal" font="default" size="100%">School Reform</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year><pub-dates><date><style  face="normal" font="default" size="100%">03/2006</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://myaccount.edweek.org/epe/main.pl?action=ProductDisplay&iProdId=31&searchstring</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Education Week Press</style></publisher><pages><style face="normal" font="default" size="100%">120</style></pages><abstract><style face="normal" font="default" size="100%">What does it take make school reforms actually work? That's the question that authors and educators Jane L. David and Larry Cuban address head on in their clear and thoughtful take on improving the nation's public schools. Should mayors be in charge? What is the best way to teach math? Does parent choice work? What about merit pay? Cutting Through the Hype is the essential guide for policymakers, citizens, and educators. David and Cuban examine the frequently overheated claims behind a wide range of 20 popular reform ideas. In a few pages they explain the ins and outs of each reform, including shrinking class sizes, changing the way reading and math are taught, and breaking up large high schools.They also tackle standards-based reform, high-stakes testing, and social promotion. These balanced appraisals of reforms and rules of thumb for making sense of them provide sound information and guidance to all those concerned with public education. </style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Cathy N. Davidson</style></author><author><style face="normal" font="default" size="100%">David Theo Goldberg</style></author></authors><tertiary-authors><author><style face="normal" font="default" size="100%">Zoë Marie Jones</style></author></tertiary-authors></contributors><titles><title><style face="normal" font="default" size="100%">The Future of Learning Institutions in a Digital Age</style></title><secondary-title><style face="normal" font="default" size="100%">The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">learning institutions</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2009</style></date></pub-dates></dates><publisher><style face="normal" font="default" size="100%">MIT Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge</style></pub-location><abstract><style face="normal" font="default" size="100%">This John D. and Catherine T. MacArthur Foundation Report is a redaction of the argument in our book-in-progress, currently titled The Future of Thinking: Learning Institutions in a Digital Age. That book, to be published in 2010, is merely the concrete (paper and online) manifestation and culmination of a long, complex process that brought together dozens of collaborators, face to face and virtually. The focus of all of this intense interchange was the shape and future of learning institutions. Our charge was to accept the challenge of an Information Age and acknowledge, at the conceptual as well as at the methodological level, the responsibilities of learning at an epistemic moment when learning itself is the most dramatic medium of that change. Technology, we insist, is not what constitutes the revolutionary nature of this exciting moment. It is, rather, the potential for shared and interactive learning that Tim Berners-Lee and other pioneers of the Internet built into its structure, its organization, its model of governance and sustainability.

This is an idealistic claim about the primacy of learning. We argue that the single most important characteristic of the Internet is its capacity to allow for a worldwide community and its endlessly myriad subsets to exchange ideas, to learn from one another in a way not previously available. We contend that the future of learning institutions demands a deep, epistemological appreciation of the profundity of what the Internet offers humanity as a model of a learning institution.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>19</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">De Souza e Silva, Adriana</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">A Case Study of the First Location-Based Mobile Game in Brazil</style></title><secondary-title><style face="normal" font="default" size="100%">IEEE Technology and Society Magazine</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Brazil</style></keyword><keyword><style  face="normal" font="default" size="100%">Gaming</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Locative Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Phones</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><volume><style face="normal" font="default" size="100%">Spring 2008</style></volume><pages><style face="normal" font="default" size="100%">18-28</style></pages><abstract><style face="normal" font="default" size="100%">Location-aware technology and Internet connectivity embedded in mobile phones allow users to navigate physical spaces and be connected to other users, bringing many activities formerly performed &quot;online&quot; to physical hybrid spaces. Among such activities are location-based mobile games (LBMGs), which use urban spaces as the game scenario. This article is a case study of Alien Revolt (2005-2007), the first Brazilian LBMG, released in 2005 by the company Mind Corporation and the operator Oi in Rio de Janeiro. The game uses Java-enabled cell phones equipped with location awareness to transform the city into a battlefield. Following much of the Swedish game Botfighters' (2001-2005) idea, the first LBMG, Alien Revolt's goal involves virtually shooting other players within a specific radius in the city space. Alien Revolt exemplifies how cell phones strengthen users' connections to physical space, because they are used as collective communication devices, rather than personal private technologies. Moreover, when used for location-based activities, the cell phone plays the role of a location aware technology, rather than a mobile telephone used for two-way voice communication. (Heather Horst)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Dànielle Nicole DeVoss</style></author><author><style face="normal" font="default" size="100%">Elyse Eidman-Aadahl</style></author><author><style face="normal" font="default" size="100%">Troy Hicks</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Because Digital Writing Matters</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Writing</style></keyword><keyword><style  face="normal" font="default" size="100%">Education</style></keyword><keyword><style  face="normal" font="default" size="100%">National Writing Project</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.nwp.org/cs/public/print/books/digitalwritingmatters</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">National Writing Project</style></publisher><abstract><style face="normal" font="default" size="100%">NWP's newest book, Because Digital Writing Matters, examines what teachers, administrators, and parents can do to help schools meet the challenges of digital writing and to equip students with the technology-related communication skills they need to thrive in our information-rich, high-speed, high-tech culture.

The book offers practical solutions and models for educators and policymakers involved in planning, implementing, and assessing digital writing initiatives and writing programs.

Because Digital Writing Matters examines such questions as:

    What is digital writing?
    What happens in an effective digital writing classroom?
    How does digital writing support learning across disciplines?
    What are fair ways to assess digital writing?
    How can schools create effective programs to prepare teachers and students to succeed in our digital, interconnected world?

The book makes the case that digital writing is a complex activity; more than just a skill. It is a means of interfacing with ideas and with the world, and a mode of thinking and expressing in all grades and disciplines.

It aims to prove that digital writing matters and to provide a roadmap for teachers and administrators who are implementing digital writing initiatives in their classrooms, schools, and communities.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Dresang, Eliza T</style></author><author><style face="normal" font="default" size="100%">Koh, Kyungwon</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Radical Change Theory, Youth Information Behavior, and School Libraries</style></title><secondary-title><style face="normal" font="default" size="100%">Library Trends</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Age</style></keyword><keyword><style  face="normal" font="default" size="100%">Information Behavior</style></keyword><keyword><style  face="normal" font="default" size="100%">Radical Change Theory</style></keyword><keyword><style  face="normal" font="default" size="100%">School Libraries</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><volume><style face="normal" font="default" size="100%">58</style></volume><pages><style face="normal" font="default" size="100%">26-50</style></pages><abstract><style face="normal" font="default" size="100%">School libraries confront significant changes in the digital age, the age of Web 2.0 and of participatory culture. Radical Change theory,based on the digital age principles of interactivity, connectivity, and access, is germane to understanding these transformations. The theory was originally developed to explain changes in digital age books for youth. It is expanded here through the creation of a typology and accompanying characteristics that address how digital age youth think and seek information; perceive themselves and others;and access information and seek community. As a basis for their typology, the authors provide detailed evidence from an extensive interdisciplinary review of research literature concerning youth information behavior. Also proposed is a multistage research agenda that involves applying Radical Change theory in various school library settings for proof of concept followed by an exploration of potential associations between digital age youth information behaviors and twenty-first-century learning skills. This theory development will assist in determining what implications the new information behaviors and resources have for libraries, schools, and other information environments
and how information professionals can better help youth become skilled twenty-first-century information seekers.</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue><section><style face="normal" font="default" size="100%">26</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Allison Druin</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Mobile Technology for Children: Designing for Interaction and Learning</style></title><secondary-title><style face="normal" font="default" size="100%">Morgan Kaufmann Series in Interactive Technologies</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Design</style></keyword><keyword><style  face="normal" font="default" size="100%">Education and Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.elsevierdirect.com/product.jsp?isbn=9780123749000</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Morgan Kaufmann</style></publisher><pub-location><style face="normal" font="default" size="100%">Boston</style></pub-location><abstract><style face="normal" font="default" size="100%">Children are one of the largest new user groups of mobile technology -- from phones to micro-laptops to electronic toys. These products are both lauded and criticized, especially when it comes to their role in education and learning. The need has never been greater to understand how these technologies are being designed and to evaluate their impact worldwide. Mobile Technology for Children brings together contributions from leaders in industry, non-profit organizations, and academia to offer practical solutions for the design and the future of mobile technology for children.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nancy Duarte</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Resonate: Present Visual Stories that Transform Audiences</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Presentations</style></keyword><keyword><style  face="normal" font="default" size="100%">Visual Communicators</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">09/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.wiley.com/WileyCDA/WileyTitle/productCd-0470632011,descCd-description.html</style></url></web-urls></urls><edition><style face="normal" font="default" size="100%">1</style></edition><publisher><style face="normal" font="default" size="100%">Wiley &amp; Sons</style></publisher><pages><style face="normal" font="default" size="100%">248</style></pages><abstract><style face="normal" font="default" size="100%">Presentations are meant to inform, inspire, and persuade audiences. So why then do so many audiences leave feeling like they've wasted their time? All too often, presentations don't resonate with the audience and move them to transformative action.

Just as the author's first book helped presenters become visual communicators, Resonate helps you make a strong connection with your audience and lead them to purposeful action. The author's approach is simple: building a presentation today is a bit like writing a documentary. Using this approach, you'll convey your content with passion, persuasion, and impact.

    Author has a proven track record, including having created the slides in Al Gore's Oscar-winning An Inconvenient Truth
    Focuses on content development methodologies that are not only fundamental but will move people to action
    Upends the usual paradigm by making the audience the hero and the presenter the mentor
    Shows how to use story techniques of conflict and resolution 

Presentations don't have to be boring ordeals. You can make them fun, exciting, and full of meaning. Leave your audiences energized and ready to take action with Resonate.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Edutopia</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Digital Generation Project Final Report: Narrative</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">July 2009</style></date></pub-dates></dates><number><style face="normal" font="default" size="100%">#01/28/08-91225</style></number><publisher><style face="normal" font="default" size="100%">Edutopia</style></publisher><abstract><style face="normal" font="default" size="100%">On May 27th, 2009, Edutopia launched the Digital Generation Project, the culmination of a yearlong investigation into the media-rich, networked lives of today’s youth. With support from the John D. and Catherine T. MacArthur Foundation, we set out to document social and learning environments of ten young people from around the country.  With so much commentary about the youth who inhabit today’s digital culture, we felt it was important to portray the diversity of their digital lives, up close and personal, from a variety of  backgrounds and locales. 

This project tells stories that help educators  and parents understand new tech tools and behaviors and consider how they can be applied in positive ways for teaching and learning. The Digital Generation Project Web site is in fact a ‘microsite’ within Edutopia.org.  The Web site presents a series of multimedia portraits of 10 young people, ages 9-18, using documentary film segments as the core medium, supported by articles, interviews, and work samples.   
We consider this project to be a unique and valuable resource for those involved in the field of digital media and learning because it provides in-depth visual documentation of youths who have thoroughly integrated digital technology into their daily lives. Colleagues working in the field have found this wealth of content very useful for their own research, instruction, and analysis.
</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Ola Erstad</style></author><author><style face="normal" font="default" size="100%">Øystein Gilje</style></author><author><style face="normal" font="default" size="100%">Julian Sefton-Green</style></author><author><style face="normal" font="default" size="100%">Kristin Vasbø</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Exploring ‘learning lives’: community, identity, literacy and meaning</style></title><secondary-title><style face="normal" font="default" size="100%">Literacy</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Community</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Identity</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning Lives</style></keyword><keyword><style  face="normal" font="default" size="100%">Multimodality</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">07/2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://onlinelibrary.wiley.com/doi/10.1111/j.1741-4369.2009.00518.x/abstract</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Blackwell Publishing</style></publisher><volume><style face="normal" font="default" size="100%">43</style></volume><pages><style face="normal" font="default" size="100%">100-106</style></pages><abstract><style face="normal" font="default" size="100%">This article explores the term ‘learning lives’ by reporting on three research projects conducted by members of the Oslo-based research group TransActions. By stressing the term ‘learning lives’ within a range of social ‘educational’ contexts, the article aims to look at learning within and across different learning sites exploring the positioning and repositioning of learner identity across these different ‘locations’. We emphasise how the individual learner relates to other people and objects, drawing on deeper trajectories or narratives of the self as it exists within and outside the immediate learning contexts. We pay attention to processes occurring between people which we find significant for the individual's identity, literacy and learning. By doing so we hope to make explicit the mobilisation of resources within and across specific contexts, in the ‘learning lives’ of Norwegian youngsters.</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue><section><style face="normal" font="default" size="100%">100</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">K. Facer</style></author><author><style face="normal" font="default" size="100%">R. Sandford</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The next 25 years?: future scenarios and future directions for education and technology</style></title><secondary-title><style face="normal" font="default" size="100%">Journal of Computer Assisted Learning</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Educational Change</style></keyword><keyword><style  face="normal" font="default" size="100%">Ethics</style></keyword><keyword><style  face="normal" font="default" size="100%">Futures</style></keyword><keyword><style  face="normal" font="default" size="100%">Policy</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">01/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://onlinelibrary.wiley.com/doi/10.1111/j.1365-2729.2009.00337.x/abstract</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Wiley-Online Journal</style></publisher><volume><style face="normal" font="default" size="100%">26</style></volume><pages><style face="normal" font="default" size="100%">74-93</style></pages><abstract><style face="normal" font="default" size="100%">The educational technology research field has been at the heart of debates about the future of education for the last quarter century. This paper explores the socio-technical developments that the next 25 years might bring and the implications of such developments for educators and for educational technology research. The paper begins by outlining the diverse approaches to educational futures that are currently visible in the field, and suggests four principles to underpin future thinking in educational technology. It then describes the methods used to inquire into long-term socio-technical futures in the 2-year Beyond Current Horizons Programme. These included a foresight and scenario development process bringing together evidence reviews and insights from over 100 researchers from disciplines as diverse as computer science, demography and sociology of childhood, as well as consultation with over 130 organizations and individuals from industry, practice and educational beneficiary groups. The outcomes of this programme are then presented, including a set of future scenarios for education and a set of socio-technical developments that might underpin such scenarios. The scenarios emerge from three future worlds (‘Trust Yourself’, ‘Loyalty Points’ and ‘Only Connect’), and from projections including: changing demography, new human–machine relations and a weakening of institutional boundaries. The paper then argues that the next 25 years will challenge our current organization of education around the unit of the individual child, the school and the discourses of the knowledge economy; and will require the development of new approaches to curriculum, cross-institutional relationships, workforce development and decision-making in education. Finally, the paper argues that these developments challenge educational technology research to move beyond pedagogy to curriculum; beyond the school to the community, home and workplace; and beyond social sciences to collaborations with medical and bio-ethics fields.</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue><section><style face="normal" font="default" size="100%">74</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Facer, Keri</style></author><author><style face="normal" font="default" size="100%">John Furlong</style></author><author><style face="normal" font="default" size="100%">Ruth Furlong</style></author><author><style face="normal" font="default" size="100%">Rosamund Sutherland</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">ScreenPlay: Children and Computing in the Home</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Design</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Families</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Policy</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2003</style></year></dates><publisher><style face="normal" font="default" size="100%">RoutledgeFalmer</style></publisher><pub-location><style face="normal" font="default" size="100%">London, UK</style></pub-location><abstract><style face="normal" font="default" size="100%">Facer, Keri., John Furlong, Ruth Furlong, Rosamund Sutherland. 2003. ScreenPlay: Children and Computing in the Home. London, UK: RoutledgeFalmer (Megan Finn, Sarah Ellinger, and Alison Billings)

</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Facer, Keri</style></author><author><style face="normal" font="default" size="100%">Ruth Furlong</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Beyond the Myth of the 'Cyberkid': Young People at the Margins of the Information Revolution</style></title><secondary-title><style face="normal" font="default" size="100%">Journal of Youth Studies</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Inequality</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet Access</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2001</style></year></dates><volume><style face="normal" font="default" size="100%">4</style></volume><abstract><style face="normal" font="default" size="100%">There is increasing concern that information poverty will soon become a key indicator of social exclusion, with those unable to use and access new technologies marginalized from key aspects of economic and social activity. This concern, at present, focuses primarily on adults, as young people are predominantly represented in media, academic and political discourse as naturally competent computer users. In contrast, this paper focuses on those young people who are self-described ëlow or ambivalentí users of computers, exploring the links between family culture, access and attitudes toward computer use. Drawing on a questionnaire survey of 855 children and group interviews with 46 young people, this paper identifies key themes emerging from interviews with low users of computers: difficulties accessing computers; a lack of relevance of computer technology to these childrenís daily lives; and the potential of formal educational environments to exacerbate inequalities in access and anxieties around computer use. This paper concludes that, if we are not to embed information inequality at the heart of the digital revolution, a radical rethink of the prevalent image of the child as ëcyberkidí is needed. Authors Abstract.(Becky Herr-Stephenson)</style></abstract><issue><style face="normal" font="default" size="100%">4</style></issue><section><style face="normal" font="default" size="100%">451</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">John H. Falk</style></author><author><style face="normal" font="default" size="100%">Lynn D. Dierking</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The 95 Percent Solution</style></title><secondary-title><style face="normal" font="default" size="100%">American Scientist</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Science</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.americanscientist.org/issues/feature/the-95-percent-solution</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">98</style></volume><abstract><style face="normal" font="default" size="100%">It is common knowledge that U.S. students have fallen behind in the acquisition of science knowledge and that the necessary solution is greater investment and better practices in our schools. But is better schooling really the solution? Drawing on a large base of research, the authors demonstrate that by the time U.S. citizens are young adults, they are better informed about science than their international peers; that the most important sources of scientific knowledge are not schools; and that the informal infrastructure of museums, aquariums, broadcast programming and other sources of science exposure, with which the United States is richly endowed, is a far more potent source of public understanding of science than has been previously acknowledged. The authors argue that we must reckon with and absorb these findings if we are to achieve the goal of greater public understanding of science.</style></abstract><issue><style face="normal" font="default" size="100%">6</style></issue><section><style face="normal" font="default" size="100%">486</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Farrer, James</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">China's Women Sex Bloggers and Dialogic Sexual Politics on the Chinese Internet</style></title><secondary-title><style face="normal" font="default" size="100%">China Aktuell: A Journal of Contemporary China</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Blogs</style></keyword><keyword><style  face="normal" font="default" size="100%">China</style></keyword><keyword><style  face="normal" font="default" size="100%">Discourse</style></keyword><keyword><style  face="normal" font="default" size="100%">Expertise</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year></dates><volume><style face="normal" font="default" size="100%">36</style></volume><abstract><style face="normal" font="default" size="100%">By the end of 2008 there were 162 million blog spaces in China, with more than 54 percent of those online stating that they had their own blog (http://www.cnnic.cn/uploadfiles/pdf/2009/3/23/153540.pdf). Though western news outlets tend to focus on Chinaís political bloggers, the most popular blogs in China are those written by celebrities, including movie stars, athletes, and entrepreneurs. This chapter offers an extended analysis of the ìMu Zimei phenomenon,î which began in 2003 when a young Chinese woman calling herself Mu Zimei (real name Li Li) began posting her steamy sex diary online. Her blog has been credited with catapulting blogging into Chinaís popular consciousness. The author analyzes her blog as representative of the Internet as a new space for sexual debate by radical and conservative, official and unofficial, and expert and non-expert voices in contemporary China. Farrer discusses Mu Zimeiís sex blog and various reactions to it in order to examine debates over sexual rights, free speech, and womenís agency as well as the slight waning of the authority of ìexpert discourseî among ordinary Chinese citizens. (Cara Wallis)</style></abstract><issue><style face="normal" font="default" size="100%">4</style></issue><section><style face="normal" font="default" size="100%">10</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Fotenos, Saori</style></author><author><style face="normal" font="default" size="100%">Rohatgi, Deepti</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Amplifying Youth Voices in the Developing World</style></title><secondary-title><style face="normal" font="default" size="100%">New Directions for Youth Development</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Brazil</style></keyword><keyword><style  face="normal" font="default" size="100%">Development</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media Production</style></keyword><keyword><style  face="normal" font="default" size="100%">Video</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year></dates><volume><style face="normal" font="default" size="100%">116</style></volume><abstract><style face="normal" font="default" size="100%">In the past few years, an explosion of user-generated content has flooded the Internet. The dramatic drop in the cost of digital video equipment and the increased accessibility of the Internet create a unique opportunity to allow youth to create meaningful content. Today youth around the world can leverage technological tools to give voice to their perspectives on social issues directly relevant to themselves and their communities. In economically depressed areas with low levels of literacy, youth are unequipped to share their ideas on how to improve their lives with the international and domestic donor communities. Outside of the spoken word, it is difficult for low-literacy youth to express their thoughts persuasively. Drafting letters, sending e-mails, and reading newspapers are not viable options for learning about and discussing issues pertaining to their community. However, many teenagers in socioeconomically depressed areas are prolific users of new media technologies, such as DVDs, video games, stereos, and television. Although these students are barely able to craft a grammatically correct sentence, they are experts in using a DVD player and Tetris on their mobile phones. Building on this knowledge of basic media functionality, youth with low levels of literacy can quickly learn to storyboard, film, and edit short documentaries that share vital information and illustrations from their daily lives in an unprecedented way. This article describes a program in Brazil that uses video technologies to develop a deliberate awareness among low-literacy youth of the educational process by which they can improve their lives. (Heather Horst)</style></abstract><section><style face="normal" font="default" size="100%">117</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Fragoso, Suely</style></author><author><style face="normal" font="default" size="100%">Gustavo Fischer</style></author><author><style face="normal" font="default" size="100%">Ana Lucia da Silva</style></author><author><style face="normal" font="default" size="100%">Henrique Freitas</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">Guilherme Land</style></author><author><style face="normal" font="default" size="100%">Guilherme Loesch</style></author><author><style face="normal" font="default" size="100%">Lucas Trindade</style></author><author><style face="normal" font="default" size="100%">Pauline Mariani</style></author><author><style face="normal" font="default" size="100%">Yentl Delanhesi</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Learning to Research in Second Life: 3D MUVEs as meta-research fields</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Education and Development using ICT</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Brazil</style></keyword><keyword><style  face="normal" font="default" size="100%">Ethnography</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Online Community</style></keyword><keyword><style  face="normal" font="default" size="100%">Second Life</style></keyword><keyword><style  face="normal" font="default" size="100%">Virtual Worlds</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><volume><style face="normal" font="default" size="100%">4</style></volume><abstract><style face="normal" font="default" size="100%">This paper describes an experiment in teaching ethnographic techniques for applied research in consumer behavior in on-line communities. The activity took place between March and June of 2007 and involved seven final year undergraduate Communications students. A brief contextualization precedes the report of the experiment, which took place in Second Life and was structured in four stages: (a) analysis of documentation; (b) participative observation; (c) semi-structured questionnaires and (d) triangulation. Evaluation of the process seeks to identify benefits and drawbacks in the use of Multi User Virtual Environments (MUVEs) for teaching in general and for the teaching of research techniques in particular. The conditions of access to Second Life in Brazil are also identified and discussed. Finally some possibilities for future teaching and research undertakings in online environments are presented. This article describes the experience of teaching research techniques and strategies using the MUVE Second Life as a field of observation.  (Heather Horst)</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Gee, James Paul</style></author><author><style face="normal" font="default" size="100%">Elisabeth Hayes</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Women and Gaming: The Sims and 21st Century Learning</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Online Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Sims</style></keyword><keyword><style  face="normal" font="default" size="100%">Video Games</style></keyword><keyword><style  face="normal" font="default" size="100%">Women</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">04/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://us.macmillan.com/womenandgaming</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Palgrave Macmillan</style></publisher><pages><style face="normal" font="default" size="100%">216</style></pages><abstract><style face="normal" font="default" size="100%">Today, virtual worlds abound, avatars are every day occurrences, and video games are yesterdayrs&quot;s news. But todayrs&quot;s games are not just a pastime for millions ' they are also a technological focal point for new forms of learning.James Paul Gee and Elisabeth Hayes are leading researchers in the field of gaming, and here they argue that women gamers'a group too often marginalized'are at the forefront of todayrs&quot;s online learning world. By utilizing the tools of gaming in ways never before imagined - actively engaging in game design, writing fan fiction, and organizing themselves into collaborative learning communities - women of all ages acquire the tools to successfully navigate the complex social, cultural , and economic problems of the 21st century.Women are leading the way to a new understanding of online learning techniques, from cultural production to learning communities to technical proficiency in the latest software. This book draws on case studies about women who &quot;play&quot; the Sims , the best selling game in history, to argue for a new general theory of learning for the 21st Century.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Gee, James Paul</style></author><author><style face="normal" font="default" size="100%">Elisabeth R. Hayes</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Language and Learning in the Digital Age</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Education Studies</style></keyword><keyword><style  face="normal" font="default" size="100%">English Language</style></keyword><keyword><style  face="normal" font="default" size="100%">English/Literacy Arts</style></keyword><keyword><style  face="normal" font="default" size="100%">Language and Education</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year><pub-dates><date><style  face="normal" font="default" size="100%">01/2011</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.routledge.com/books/details/9780415602778/</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Routledge</style></publisher><pages><style face="normal" font="default" size="100%">160</style></pages><abstract><style face="normal" font="default" size="100%">In Language and Learning in the Digital Age, linguist James Paul Gee and educator Elisabeth Hayes deal with the forces unleashed by today’s digital media, forces that are transforming language and learning for good and ill.

They argue that the role of oral language is almost always entirely misunderstood in debates about digital media. Like the earlier inventions of writing and print, digital media actually power up or enhance the powers of oral language.

Gee and Hayes deal, as well, with current digital transformations of language and literacy in the context of a growing crisis in traditional schooling in developed countries. With the advent of new forms of digital media, children are increasingly drawn towards video games, social media, and alternative ways of learning. Gee and Hayes explore the way in which these alternative methods of learning can be a force for a paradigm change in schooling.

This is an engaging, accessible read both for undergraduate and graduate students and for scholars in language, linguistics, education, media and communication studies.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Gee, James Paul</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">What Video Games Have to Teach Us About Learning and Literacy</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Cognitive Development</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Games</style></keyword><keyword><style  face="normal" font="default" size="100%">Identity</style></keyword><keyword><style  face="normal" font="default" size="100%">Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Situated Learning</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2003</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://us.macmillan.com/Book.aspx?isbn=9781403984531</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Palgrave Macmillan</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY</style></pub-location><abstract><style face="normal" font="default" size="100%">In this book, Gee argues that when kids play good video games they are usually participating in good learning.  Gee outlines 36 good learning principles that are found in many of todayís most popular video games, even ones with controversial content (such as violence).  In the process, Gee couches his work in the language of three emerging areas of educational research: situated cognition, where thinking is embodied in world experiences; new literacy studies, which argues that reading and writing are as much social and cultural practices as mental achievements; and connectionism, which looks at peopleís powerful pattern-recognition capabilities and notes that the best thinking often does not come from reasoning but also from experience in the world.  Throughout the book, Gee argues that these ideas often run against what goes on in most schools.  Among the key points in the book, Gee notes that the learning of playing video games is actually a new form of multimodal literacy, that video games are part of a semiotic domain.  In this context, symbols and signs have situated meaning, internal and external views, and particular design grammars.  Gee also spends considerable time discussing the various forms of identity definition that occurs when kids play games, including a notion of a projective identity, the projection of the playerís thoughts, values, and desires on the virtual character.  Gee then makes a link between oneís ability to learn and oneís ability to play with different learning identities, as deep learning often involves the use of projective identities to understand the subject matter.  In his discussion of situated learning, Gee notes that people often learn through experience by probing, hypothesizing, re-probing, and rethinking in a cycle, which takes advantage of pattern recognition.  Gee also identifies the importance of cultural models ñimages, principles, metaphors, and so forth that form the core of what is typical or normal in a particular group.  Gee argues that games often ask players to become consciously aware of their own cultural models and possible to question them.  Finally, Gee elaborates on the social learning that happens during multiplayer or online, multiplayer games.  Often in these games, as in the real world, knowledge and meaning are distributed and the learner has to figure out how to tap into the social world to progress.

(Megan Finn, Sarah Ellinger, and Alison Billings)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">David Gibson</style></author><author><style face="normal" font="default" size="100%">Clark Aldrich</style></author><author><style face="normal" font="default" size="100%">Marc Prensky</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Game and Simulations in Online Learning</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Computer-based Simualtion</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword><keyword><style  face="normal" font="default" size="100%">Video Games</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://books.google.com/books/about/Games_and_simulations_in_online_learning.html?id=6EMOFjbABbQC</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Idea Group inc.</style></publisher><abstract><style face="normal" font="default" size="100%">Nearly all early learning happens during play, and new technology has added video games to the list of ways children learn interaction and new concepts. Although video games are everywhere on Web sites, in stores, streamed to the desktop, on television they are absent from the classroom. Computer-based simulations, a form of computer games, have begun to appear, but it is not as wide-spread as email, discussion threads, and blogs.Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games in simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and simulations can evolve to become robust teaching resources.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">David Gibson</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Game changers for teacher education</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Global Flatteners</style></keyword><keyword><style  face="normal" font="default" size="100%">Teacher Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Technological Pedagogical Content Knowledge</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">No Date</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.globalchallengeaward.org/display/public/David+Gibson</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Global Challenge</style></publisher><abstract><style face="normal" font="default" size="100%">This article introduces ideas for a new framework for teacher education based on three 
sets of forces that are radically transforming the way educational researchers and 
practitioners see their world: 1. Complex Systems Knowledge, 2. Global Flatteners, and 
3. Technological Pedagogical Content Knowledge. Complex systems knowledge is part 
of a new approach in science, a transformation in thinking now maturing towards 
dynamical systems and evolutionary computational modeling. The global flatteners 
represent economic game changers brought about by the Internet and the changed 
business practices it allows. Finally, technological pedagogical content knowledge is 
emerging as an important integration of knowledge and skills at the heart of advanced 
professional practice in education. These ideas are game changers for teacher education, 
preparation and continuing support. 
</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>13</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">David Gibson</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Assessment &amp; Digital Media</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">DML Conference</style></keyword><keyword><style  face="normal" font="default" size="100%">HASTAC</style></keyword><keyword><style  face="normal" font="default" size="100%">MacArthur Foundation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2011</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://prezi.com/14bpz9tg3t2j/assessment-digital-media/</style></url></web-urls></urls><abstract><style face="normal" font="default" size="100%">Created for the un-panel start to an un-conference at Duke, with thanks to HASTAC and the MacArthur Foundation, this Prezi was edited for the DML conference in March 2011, adding new research on network analysis of learner physical, emotional and cognitiv </style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Gilton, Donna L.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Information Literacy as a Department Store: Applications for Public Teen Librarians</style></title><secondary-title><style face="normal" font="default" size="100%">Young Adult Library Services</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><volume><style face="normal" font="default" size="100%">6</style></volume><abstract><style face="normal" font="default" size="100%">This article is a concise description of the roles of public librariesóhistorically and in contemporary times. Gilton contrasts public libraries with more specialized school and academic libraries, noting that public libraries provide a wider range of reference and instructional services and maintain a more diverse collection. In this ways, public libraries are ìcommunity information centers, informal educational centers, and cultural centersî (39). Focusing on information literacy, Gilton uses the metaphor of a department store, in which each level of the ìstoreî offers different merchandiseóor in this case, different information literacy experiences. The lower floors have a smaller barrier to entry and provide a general orientation to the library. Upper floors house more complex and specialized information and instruction related to information literacy. The metaphor of a department store is useful in that it demonstrates the gradual development of information literacy while also acknowledging the autonomy and agency of patrons in choosing how to use the library. Gilton concludes the article with a discussion of the importance of teen librarians for public libraries.(Becky Herr-Stephenson)</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue><section><style face="normal" font="default" size="100%">39</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Claudia Goldin</style></author><author><style face="normal" font="default" size="100%">Lawrence F. Katz</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Race Between Education and Technology</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Educational System</style></keyword><keyword><style  face="normal" font="default" size="100%">Technological Change</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">03/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.hup.harvard.edu/catalog.php?recid=29645</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Harvard University Press</style></publisher><pages><style face="normal" font="default" size="100%">496</style></pages><abstract><style face="normal" font="default" size="100%">This book provides a careful historical analysis of the co-evolution of educational attainment and the wage structure in the United States through the twentieth century. The authors propose that the twentieth century was not only the American Century but also the Human Capital Century. That is, the American educational system is what made America the richest nation in the world. Its educational system had always been less elite than that of most European nations. By 1900 the U.S. had begun to educate its masses at the secondary level, not just in the primary schools that had remarkable success in the nineteenth century.

The book argues that technological change, education, and inequality have been involved in a kind of race. During the first eight decades of the twentieth century, the increase of educated workers was higher than the demand for them. This had the effect of boosting income for most people and lowering inequality. However, the reverse has been true since about 1980. This educational slow-down was accompanied by rising inequality. The authors discuss the complex reasons for this, and what might be done to ameliorate it. </style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Green, Nicola</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">James Katz</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Outwardly Mobile: Young People and Mobile Technologies</style></title><secondary-title><style face="normal" font="default" size="100%">In Machines that Become Us: The Social Context of Personal Communication Technology, edited by J. Katz</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Identity</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Phone</style></keyword><keyword><style  face="normal" font="default" size="100%">Text Messaging (SMS)</style></keyword><keyword><style  face="normal" font="default" size="100%">United Kingdom</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2003</style></year></dates><publisher><style face="normal" font="default" size="100%">Transaction Publishers</style></publisher><pub-location><style face="normal" font="default" size="100%">New Brunswick, NJ</style></pub-location><pages><style face="normal" font="default" size="100%">201-19</style></pages><abstract><style face="normal" font="default" size="100%">Considerable empirical and theoretical attention has recently been paid to the relationship between young people and mobile technologies, particularly mobile phones (cell phones).  Emerging research is tracing the impact of mobile communication on the lives of young people; indeed, such research also shows how young people themselves have contributed to the distribution and institutionalization of mobile technology.

In this chapter, we have set two goals.  This book aims to contribute to this growing body of empirical data, and detail some of the results of long-term qualitative research among groups of young people in the United Kingdom.  Second, this book wishes to raise wider questions suggested by these empirical findings.  The authors challenge the common assumption about an affinity between young people, technology, and &quot;the future.&quot;  They also critique the common emphasis on the issue of difference between &quot;teenagers&quot; and &quot;others,&quot; which by implication, places all teenagers in the same identity and behavior categories, and implies the formation of youth &quot;subcultures.&quot; Rather, the research project suggests multiple and diverse negotiations of identity and social relationships that challenge the notion that researchers can associate &quot;youth&quot; and &quot;technologies&quot; as singular categories, and that all 'teenagers' can be understood of forming part of the same generalized group.

(Megan Finn, Sarah Ellinger, and Alison Billings)


</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>13</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Gutman, Marta</style></author><author><style face="normal" font="default" size="100%">de Coninck-Smith, Ning</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Designing Modern Childhoods: History, Space and the Material Culture of Children</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Childhood</style></keyword><keyword><style  face="normal" font="default" size="100%">Consumption</style></keyword><keyword><style  face="normal" font="default" size="100%">Design</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">History</style></keyword><keyword><style  face="normal" font="default" size="100%">Space</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><publisher><style face="normal" font="default" size="100%">Rutgers University Press</style></publisher><pub-location><style face="normal" font="default" size="100%">New Brunswick, NJ</style></pub-location><abstract><style face="normal" font="default" size="100%">This book explores the ways in which childhood has been created and transformed since the era of industrialization and urbanization. Exploring childhood through the lens of space, geography and material culture, this book explores the privatization of childhood through transformations in architecture and objects including, including the toys and media through which sociality emerges in the wake of public space. Integrating the perspectives of architectural historians, social historians, social scientists, and architects, the authors view children as agents in the construction of their everyday culture and explore how children of different age, gender, class, race, nation and culture understand and construct their material worlds. For the digital media and learning community, the section on &quot;Consumption, Commodification and the Media: Material Culture and Contemporary Childhoods&quot; will be of particular interest. It includes chapters on the importance of gifting to the creation of peer social spaces in suburban London (Clarke), the construction of childhood through consumption at McDonalds, the relationship between teenage boys appropriation of landscape through snowboarding and images of snowboarding circulating through media (Christensen) and a chapter on the symbolic appropriation of Pokemon and Yugioh in kids' social worlds (Ito). This volume is one of the first that attends to the complex relationship between material culture, geography, space and media in the construction of childhood. 

(Heather Horst)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Hall, Georgia</style></author><author><style face="normal" font="default" size="100%">Laura Israel</style></author><author><style face="normal" font="default" size="100%">Joyce Shortt</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">It's About Time! A Look at Out-of-School Time for Urban Teens</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">After School Programs</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth Development</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2004</style></year></dates><publisher><style face="normal" font="default" size="100%">National Institute on Out-of-School Time</style></publisher><pub-location><style face="normal" font="default" size="100%">Wellesley, MA</style></pub-location><abstract><style face="normal" font="default" size="100%">There is solid consensus among researchers, program providers, and families that participation in constructive activities during out-of school time hours can contribute to a youth's healthy and positive development. This paper explores some of the key issues and challenges facing program and city leaders in creating and sustaining afterschool program opportunities that engage the interest and participation of high school age youth. The authors discuss effective program characteristics and strategies for citywide collaboration, along with steps for cities and organizations to build their capacity to meet the needs of todayís teen youth during the out-of-school time hours.(Becky Herr-Stephenson)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Halpern, Robert</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Making Play Work: The Promise of After-School Programs for Low-Income Children</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">After School Programs</style></keyword><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth Development</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2003</style></year></dates><publisher><style face="normal" font="default" size="100%">Teachers College Press</style></publisher><pub-location><style face="normal" font="default" size="100%">New York</style></pub-location><abstract><style face="normal" font="default" size="100%">This book provides a history of the emergence and development of the afterschool field in the United States. Halpern traces afterschool programs from their beginnings in the last quarter of the 19th century, and follows through changes enacted in afterschool in the wake of the No Child Left Behind policy. This book highlights the historical context of afterschool programs and examines the various rationales within which programs have operated, how programs have been supported and organized, and the contradictions and challenges the field has met throughout its history. (Becky Herr-Stephenson)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Halpern, Robert</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">After-School Matters in Chicago: Apprenticeship as a Model for Youth Programming</style></title><secondary-title><style face="normal" font="default" size="100%">Youth and Society</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">After School Programs</style></keyword><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth Development</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><volume><style face="normal" font="default" size="100%">38</style></volume><abstract><style face="normal" font="default" size="100%">In this article, the author draws on a study of an after-school initiative serving inner-city high school students to describe and reflect on ways in which apprenticeship-like experiences support work on a variety of developmental tasks. The author describes key dimensions of the apprenticeship experience, discusses challenges faced by instructors, and reflects on possible effects on participants. Findings suggest that, in addition to strengthening discipline-specific knowledge and skills and, more selectively, skills needed for carrying out complex tasks, apprenticeship-like learning experiences have interesting self-effects. These experiences lead at least some apprentices to take more responsibility for themselves, to learn to attend more deeply, to learn about themselves, to learn that it is OK to do new things, and to learn that expressing oneís thoughts, emotions, or doubts honestly will not have negative consequences. At the same time, apprenticesí growth is tentative. Shifting habits, predispositions, and dominant feelings (about oneself and others) is difficult work. (Becky Herr-Stephenson)</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue><section><style face="normal" font="default" size="100%">203</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Halpern, Robert</style></author><author><style face="normal" font="default" size="100%">William Mollard</style></author><author><style face="normal" font="default" size="100%">Gary Barker</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Youth Programs as Alternative Spaces to Be: A Study of Neighborhood Youth Programs in Chicago's West Town</style></title><secondary-title><style face="normal" font="default" size="100%">Youth and Society</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">After School Programs</style></keyword><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth Development</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2000</style></year></dates><volume><style face="normal" font="default" size="100%">31</style></volume><abstract><style face="normal" font="default" size="100%">This article presents the findings of a year-long, qualitative study of a network of neighborhood youth programs in a low-income, Latino neighborhood in Chicago. It discusses the characteristics of youth served by the programs, the programsí daily functioning, how youth workers construct and carry out their roles, the nature of youth-worker-youth relationships, and implementation issues. The authors also reflect on the strengths and limitations of the programs, and their role in the lives of youth served. (Becky Herr-Stephenson)

</style></abstract><issue><style face="normal" font="default" size="100%">4</style></issue><section><style face="normal" font="default" size="100%">469</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">He, Zhou.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">SMS in China: A Major Carrier of the Nonofficial Discourse Universe</style></title><secondary-title><style face="normal" font="default" size="100%">The Information Society</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">China</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Phones</style></keyword><keyword><style  face="normal" font="default" size="100%">Nonofficial Discourse</style></keyword><keyword><style  face="normal" font="default" size="100%">Text Messaging (SMS)</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><volume><style face="normal" font="default" size="100%">24</style></volume><pages><style face="normal" font="default" size="100%">182-190</style></pages><abstract><style face="normal" font="default" size="100%">Mobile phones, particularly via text messaging, are increasingly used for popular mobilization and to counter official discourse in China. Such usage first became widespread during the SARS outbreak in 2003, when ordinary citizens used SMS to counter the government’s attempt to block dissemination of information about the epidemic through traditional media channels. In this article, the author traces mobile phone development in China and illustrates how through news as well as jokes, SMS has become a major conduit for nonofficial discourse in China. He also discusses government attempts to control SMS.

(by Cara Wallis)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Heath, Marilyn</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Technology for Afterschool Programs: A Review of Literature and Research Studies</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">After School Programs</style></keyword><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Inequality</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Funding</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet Access</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">No Date</style></year></dates><publisher><style face="normal" font="default" size="100%">National Partnership for Quality Afterschool Learning</style></publisher><pub-location><style face="normal" font="default" size="100%">Washington, DC</style></pub-location><abstract><style face="normal" font="default" size="100%">This report reviews literature related to technology integration in K-12 classrooms in order to apply best practices from the classroom to afterschool settings. The findings of Heathís review indicate that technology in the afterschool setting should be used to facilitate real-world activities and be integrated into curriculum to support content-area learning. Further, technology in afterschool settings offer programs great opportunities to support student-centered, self-directed, and critical learning for students with differing abilities and needs. The report also makes recommendations related to practical considerations in integrating technology into afterschool programs, including budget constraints, staffing needs, and evaluation goals.(Becky Herr-Stephenson)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Hein, George E.</style></author></authors><tertiary-authors><author><style face="normal" font="default" size="100%">S. MacDonald</style></author></tertiary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Museum Education</style></title><secondary-title><style face="normal" font="default" size="100%">A Companion to Museum Studies</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">Educational Programs</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning Environments</style></keyword><keyword><style  face="normal" font="default" size="100%">Museums</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><publisher><style face="normal" font="default" size="100%">Blackwell Publishing</style></publisher><pub-location><style face="normal" font="default" size="100%">Oxford</style></pub-location><pages><style face="normal" font="default" size="100%">340-352</style></pages><abstract><style face="normal" font="default" size="100%">This chapter defines museum education and provides a concise history of museum education from the late 19th century to the present. Hein discusses the educational missions of museums in relation to the progressive social and political movements in the 19th century, particularly those related to educating and protecting children. Further, Hein advocates for the use of Constructivist learning principles, which encourage active, hands-on, contextualized learning, in museum education programs. The article concludes with a discussion of museum education as a means of social change and a prime social responsibility of cultural organizations such as museums. (Becky Herr-Stephenson)

</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Becky Herr-Stephenson</style></author><author><style face="normal" font="default" size="100%">Diana Rhoten</style></author><author><style face="normal" font="default" size="100%">Dan Perkel</style></author><author><style face="normal" font="default" size="100%">Christo Sims</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Digital Media and Technology in Afterschool Programs , Libraries , and Museums</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Design</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=12574</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">The MIT Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge, MA</style></pub-location><abstract><style face="normal" font="default" size="100%">Digital media and technology have become culturally and economically powerful parts of contemporary middle-class American childhoods. Immersed in various forms of digital media as well as mobile and Web-based technologies, young people today appear to develop knowledge and skills through participation in media. This MacArthur Report examines the ways in which afterschool programs, libraries, and museums use digital media to support extracurricular learning. It investigates how these three varieties of youth-serving organizations have incorporated technological infrastructure and digital practices into their programs; what types of participation and learning digital practices support; and how research in digital media and learning can contribute to better integration of technology within and across these organizations.

The authors review a range of programs (including the long-running Computer Clubhouse movement, established in 1993 in partnership with MIT’s Media Lab), and then use the idea of “media ecologies” to investigate the role that digital media play (or could play) in these “intermediary spaces for learning.” They call for less anecdotal, more empirical and methodologically sound studies to help us understand the affordances of digital media for learning within and across these programs; for research focused on the relationship between digital media and the effectiveness of youth-serving organizations; and for further study of schools within childhood media ecologies.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Hjorth, Larissa</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Being Real in the Mobile Reel: A Case Study on Convergent Mobile Media as Domesticated New Media in Seoul, South Korea</style></title><secondary-title><style face="normal" font="default" size="100%">Convergence</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Korea</style></keyword><keyword><style  face="normal" font="default" size="100%">Locality</style></keyword><keyword><style  face="normal" font="default" size="100%">Media Convergence</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Phones</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><volume><style face="normal" font="default" size="100%">14</style></volume><abstract><style face="normal" font="default" size="100%">Convergence has become part of burgeoning mobile media. This article raises questions on the premise that mobile media represents the universal trend of convergence: Is mobile media a new emerging art form? Is it new media? Or is it a domestic technology? And in an age of convergent media can we distinguish the different media histories? Based on the ethnographic fieldwork in Korea, it argues that as a symbol of convergent global media, mobile phone practices are also marked by divergence. This divergence is particularly the case in terms of the increasingly tenacious role of the local in informing and adapting the global. The history of the mobile phone as a communication device inflects the localized practices of mobile multimedia, fusing communication with new media discourses. This article will discuss the rise of mobile communication studies and the role of locality, then turn to one of the centers for mobile innovation, Seoul, to discuss the role of mobile media as a domestic new media. (HyeRyoung Ok)</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue><section><style face="normal" font="default" size="100%">91</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Renee Hobbs</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Copyright Clarity: How Fair Use Supports Digital Learning </style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Copyright Doctrine</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.corwin.com/books/Book234088</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Corwin</style></publisher><pages><style face="normal" font="default" size="100%">144</style></pages><abstract><style face="normal" font="default" size="100%">Today, educators and students have access to a vast, rich array of online materials that can be used for instruction, but these resources often remain untapped because of confusion over copyright laws.

In this slim, jargon-free guide, media literacy expert Renee Hobbs presents simple principles for applying copyright law and the doctrine of fair use to 21st-century teaching and learning. Complete with a ready-to-go staff development workshop, this book explores:

    What is permissible in the classroom
    Fair use of digital materials such as images, music, movies, and Internet elements found on sites such as Google and YouTube
    Trends in intellectual property law and copyright practices
    Classroom projects using copyrighted materials

Copyright Clarity helps educators unlock Internet and digital media resources to classrooms while respecting the rights of copyright holders.

For supporting videos, slide presentations, and curriculum materials, see also www.mediaeducationlab.com/copyright.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Renee Hobbs</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Digital and Media Literacy: A Plan of Action</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">DML Youth Corps</style></keyword><keyword><style  face="normal" font="default" size="100%">Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Knight Commission</style></keyword><keyword><style  face="normal" font="default" size="100%">Media Literacy</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.knightcomm.org/digital-and-media-literacy-a-plan-of-action/</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">The Aspen Institute</style></publisher><pub-location><style face="normal" font="default" size="100%">Washington D.C</style></pub-location><abstract><style face="normal" font="default" size="100%">The Knight Commission recognized that people need tools, skills and understanding to use information effectively, and that successful participation in the digital age entails two kinds of skills sets: digital literacy and media literacy. Digital literacy means learning how to work the information and communication technologies in a networked environment, as well as understanding the social, cultural and ethical issues that go along with the use of these technologies. Media literacy is the ability to access, analyze, evaluate, create, reflect upon, and act with the information products that media disseminate.

Digital and Media Literacy: A Plan of Action, a new policy paper by Renee Hobbs, Professor at the School of Communications and the College of Education at Temple University and founder of its Media Education Lab, proposes a detailed plan that positions digital and media literacy as an essential life skill and outlines steps that policymakers, educators, and community advocates can take to help Americans thrive in the digital age.

Coming the day after U.S. Secretary of Education Arne Duncan released the National Education Technology Plan, Digital and Media Literacy: A Plan of Action provides four broad strategies and 10 specific recommendations on how to provide students and adults with the knowledge and critical thinking skills to sort through the overwhelming amount of digital information they receive every day in our media-saturated society.

“Full participation in contemporary culture requires not just consuming messages, but also creating and sharing them,” writes Hobbs. “To fulfill the promise of digital citizenship, Americans must acquire multimedia communication skills and know how to use these skills to engage in the civic life of their communities.”

This is why the Commission recommended that digital and media literacy be integrated as critical elements for education at all levels through collaboration among federal, state and local education officials, and that public libraries and other community institutions be funded and supported as centers of digital and media training.

The paper focuses on steps to ensure that citizens are equipped with the analytical and communications skills they need to be successful in the 21st century.  It also proposes the integration of digital and media literacy into advocacy campaigns, education curricula, and community-based initiatives. From parents concerned with online safety issues, to students searching for information online at home, schools and libraries, to everyday citizens looking for accurate and relevant health care and government resources, all Americans can benefit from learning how to access, analyze, and create digital and media content with thoughtfulness and social responsibility.

Hobbs’ plan of action focuses on helping people of all ages not simply to use digital tools but also to discover both the pleasures and the power of being well-informed, engaged and responsible consumers and producers of information. Although investments in technology have increased significantly in recent years, Hobbs notes that simply purchasing the latest educational tools and technologies does not necessarily lead to digital and media literacy. Many American parents mistakenly believe that simply providing children and young people with access to digital technology will automatically enhance learning. But by encouraging digital and media literacy education, citizens will have life skills necessary for full participation in their communities.

To accomplish this, Hobbs specifically calls for:

    supporting community-level digital and media literacy initiatives, including promoting community partnerships and creating a Digital and Media Literacy (DML) Youth Corps to bring digital and media literacy to underserved communities and special populations via public libraries, museums and other community centers;

    developing partnerships for teacher education so teachers can be prepared to educate their students on digital and media literacy;

    developing measures to assess learning progression and video documentation of best practices for digital and media literacy instructional strategies; and

    increasing visibility for digital and media literacy education through public service announcements, entertainment-education initiatives, and an annual educator conference.

With increased education and understanding of digital and media literacy, Hobbs observes, citizens will be able to minimize the potential negative dimensions of increased information flow and instead use media and technology to improve their lives and communities.

The policy paper is the second in a series of papers being released by The Aspen Institute Communications and Society Program and the John S. and James L. Knight Foundation and focused on implementing the Knight Commission’s 15 recommendations for creating healthy informed communities.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Holloway, Sarah</style></author><author><style face="normal" font="default" size="100%">Gil Valentine</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Cyberkids: Children and the Information Age</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Homes</style></keyword><keyword><style  face="normal" font="default" size="100%">Identities</style></keyword><keyword><style  face="normal" font="default" size="100%">Schools</style></keyword><keyword><style  face="normal" font="default" size="100%">Teenagers</style></keyword><keyword><style  face="normal" font="default" size="100%">United Kingdom</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2003</style></year></dates><publisher><style face="normal" font="default" size="100%">Routledge</style></publisher><pub-location><style face="normal" font="default" size="100%">London, UK</style></pub-location><abstract><style face="normal" font="default" size="100%">This book draws upon extensive research with teenagers at school and home to explore children's on-line and off-line identities, communities and sense of place in the world.  This book addresses key policy debates about social inclusion and exclusion, as well as academic debates about embodiment/disembodiment and 'real'/'virtual' worlds.  It counters contemporary moral panics about the risk form dangerous strangers on-line, the corruption of innocence by adult-oriented materials on the web and the addiction to life on the screen. Instead, this book shows how children use ICT in balanced and sophisticated ways, and in doing so, draws out the importance of everyday uses of technology. One of the important conceptual tools introduced in the study of British teens (aged 11-16) are the authors characterizations of different users. In particular, Holloway and Valentine argue that there are socially sanctioned ideas about technology and acceptable modes of masculine behavior which all shape how youth use technologies that are reproduced at home and in the &quot;micro-geographies of the classroom.&quot; The authors proceed to identify four 'types' of kids: &quot;techno boys,&quot; &quot;lads&quot; &quot;luddettes&quot; and &quot;computer competent girls.&quot;  Techno boys were technologically literate, and ICT was central to their lives, shaped their friendships and took up a large amount of their free time.  The girls disparaged these boys and drew on images of nerds to contextualize them.  The Lads constructed ICT competence as negative.  However, they used computers to play games, and sometimes searching for traditionally masculine activities involving sports stars, bands and pictures of women.  Computer competent girls, while they can deal with technology, display less overt interest in computers.  Girls also tend to keep their computer interest quite.  Girls in general have less access to home computing than boys do.  Some girls at one of the schools have begun to ask for girls only computer time after school.  The Luddettes are the portion of girls who claim they are not good at computing. This framework, focused upon individualist attitudes towards technology and how they are produced and reproduced by technology, is important for highlighting the gendered appropriation of technology among youth. 

(Megan Finn, Sarah Ellinger, and Alison Billings)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Hoover, Stewart M.</style></author><author><style face="normal" font="default" size="100%">Clark, Lynn Schofield</style></author><author><style face="normal" font="default" size="100%">Diane Alters</style></author></authors><tertiary-authors><author><style face="normal" font="default" size="100%">Joseph G. Champ</style></author><author><style face="normal" font="default" size="100%">Lee Hood</style></author></tertiary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Media, Home, and Family</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Family</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Parenting</style></keyword><keyword><style  face="normal" font="default" size="100%">Qualitative Research</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2004</style></year></dates><publisher><style face="normal" font="default" size="100%">Routledge</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY</style></pub-location><abstract><style face="normal" font="default" size="100%">This book situates family modes of media incorporation in relation to the construction of family identity. Building upon their work based in the multicultural and metropolitan areas of Colorado, the authors use case studies to focus upon how religious and other sociomoral beliefs, values, and worldviews and, to a lesser extent, educational, social, and cultural capital associated with class dynamics influence parenting styles and attitudes toward new media. Mirroring Roger Silverstone and Eric Hirsch's notion of the moral economy of the household, the authors contend that the current generation of parents feels increasingly self-conscious about and accountable for how they approach parenting. The need to monitor and regulate their children's use of media is part and parcel of this wider reflexivity around parenting. In addition to interesting case studies, the authors use interviews and other methods to explore families &quot;modes of engagement&quot; with media and the relationship between these modes of engagement, &quot;public scripts&quot; and &quot;accounts of the media&quot;. The book is also a model of collaborative research and writing in an interdisciplinary, qualitative research team.

(Heather Horst)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Hughes-Hassell, Sandra</style></author><author><style face="normal" font="default" size="100%">Ernie J. Cox</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Urban Teenagers, Leisure Reading, and the Library Media Program</style></title><secondary-title><style face="normal" font="default" size="100%">School Library Media Activities Monthly</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Institutional Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><volume><style face="normal" font="default" size="100%">25</style></volume><abstract><style face="normal" font="default" size="100%">This article presents findings from two surveys on the leisure reading habits of low income, minority middle school students in urban schools. The surveys aimed to find out if urban teens read in their leisure time, what, when, and why they read, how they obtain reading material, and who supports their leisure reading. The surveys found that most students recognized the value of reading, although some engaged in leisure reading only occasionally. Most teens in this study viewed reading as something one does alone, and rarely discussed reading with friends. The article discusses implications of the survey findings and makes suggestions of ways for libraries to better serve urban teens through collection development and personal relationships with teens and their families.(Becky Herr-Stephenson)</style></abstract><section><style face="normal" font="default" size="100%">56</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">IMLS</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Museums and Libraries Engaging America's Youth: Final Report of a Study of IMLS Youth Programs</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Inequality</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Educational Programs</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Museums</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth Development</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year></dates><publisher><style face="normal" font="default" size="100%">Institute of Museum and Library Services</style></publisher><pub-location><style face="normal" font="default" size="100%">Washington DC</style></pub-location><abstract><style face="normal" font="default" size="100%">This report delivers the findings of a survey of youth services programs in museums and libraries funded by the IMLS from 1998-2003. The report also includes case studies of 15 organizations. None of the organizations profiled focus specifically on technology or digital media, but some use technology for outreach, advertising, and communication, particularly through websites. This report also contains a useful discussion of Positive Youth Development, an important construct related to youth programming, and the ways in which programs are evaluated by IMLS and other organizations.(Becky Herr-Stephenson)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">IMLS</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Status of Technology and Digitization In the Nation's Museums and Libraries</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Funding</style></keyword><keyword><style  face="normal" font="default" size="100%">Inequality</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Museums</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><publisher><style face="normal" font="default" size="100%">Institute of Museum and Library Services</style></publisher><pub-location><style face="normal" font="default" size="100%">Washington, DC</style></pub-location><abstract><style face="normal" font="default" size="100%">These are the results of an IMLS survey conducted in 2004 to assess the extent to which technology and digital media are being used in US museums and libraries. Among the findings of the report are: small museums and libraries are making progress in incorporating technology, although they still struggle to keep up with larger institutions; institutions are using online resources to manage operations and serve patrons; budgetary and staffing issues constrain institutions’ capacities to implement technology; digitization efforts are expanding among libraries and museums, but digitization is a slow process due to staff, time, and budget constraints. This report provides useful information regarding the technological infrastructure of various-sized public libraries and museums (as of 2004), broken down by technologies used in each institution, where funding they find funding for technology. 

(by Dan Perkel)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mizuko Ito</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">Kazys Varnelis</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Introduction</style></title><secondary-title><style face="normal" font="default" size="100%">Networked Publics</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Fandom</style></keyword><keyword><style  face="normal" font="default" size="100%">Networked Publics</style></keyword><keyword><style  face="normal" font="default" size="100%">Public Culture</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><publisher><style face="normal" font="default" size="100%">The MIT Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge, MA</style></pub-location><pages><style face="normal" font="default" size="100%">1-14</style></pages><abstract><style face="normal" font="default" size="100%">Ito’s introduction to Networked Publics offers another articulation of the concept. As the introduction to HOMAGO argues, the concept of networked publics is key for scholars of digital media and learning who wish to bring a situated learning perspective to the study of people’s relationship to digital and networked media. Situated learning (Lave and Wenger 1991) focuses on processes of learning in which co-participants in a community of practice engage in shared, collocated practices. It is less clear how these processes might play out amongst persons interacting and sharing materials and resources when they are not collocated, such as engagement with mass-media forms, media fandoms, various online communities, and other forms of what HOMAGO refers to as “interest-driven” sites of participation. To address the relation between learning and mass- or networked-media Ito develops the concept of “networked publics.” The concept relates “public culture studies” (see Appadurai and Breckinridge 1988) to the current moment in which the infrastructures of computation, communication, and media have undergone rather radical transformation: tools for media production have become remarkably more accessible, and, most importantly, the means of media distribution and exchange have been radically altered. In conjunction with these infrastructural shifts there is a challenge to the one-to-many model of mass-media with the rise of lateral, peer-to-peer and many-to-many forms of media exchange. By drawing on “public culture,” as opposed to alternative concepts such as “popular culture” or “mass culture,” Ito emphasizes the ways in which engagements with popular culture are a form of participation in the public sphere. Such a move attempts to link local practices and domestic life to larger structures such as the nation state and commercial media. This link happens as local persons and groups constitute their identities by relating popular, often mass produced, cultural forms to the practices of their everyday lives (see Appadurai and Breckinridge 1995). In the case of networked media, persons can extend their engagement with media even further than active consumption or active audiences by taking on the role of media (re)producers, (re)distributors, and even public media critics.

(Christo Sims)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mizuko Ito</style></author><author><style face="normal" font="default" size="100%">Heather A. Horst</style></author><author><style face="normal" font="default" size="100%">Matteo Bittanti</style></author><author><style face="normal" font="default" size="100%">danah boyd</style></author><author><style face="normal" font="default" size="100%">Becky Herr Stephenson</style></author><author><style face="normal" font="default" size="100%">Patricia G. Lange</style></author><author><style face="normal" font="default" size="100%">C.J. Pascoe</style></author><author><style face="normal" font="default" size="100%">Laura Robinson</style></author></authors><tertiary-authors><author><style face="normal" font="default" size="100%">Sonja Baumer</style></author><author><style face="normal" font="default" size="100%">Rachel Cody</style></author><author><style face="normal" font="default" size="100%">Dilan Mahendran</style></author><author><style face="normal" font="default" size="100%">Katynka Martínez</style></author><author><style face="normal" font="default" size="100%">Dan Perkel</style></author><author><style face="normal" font="default" size="100%">Christo Sims</style></author><author><style face="normal" font="default" size="100%">Lisa Tripp</style></author></tertiary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Living and Learning with New Media: Summary of Findings from the Digital Youth Project</style></title><secondary-title><style face="normal" font="default" size="100%">The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2008</style></year><pub-dates><date><style  face="normal" font="default" size="100%">11/2008</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://mitpress.mit.edu/books/chapters/Living_and_Learning.pdf</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">MIT Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge</style></pub-location><abstract><style face="normal" font="default" size="100%">This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning. In one of the largest qualitative and ethnographic studies of American youth culture, the authors view the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States.

The book that this report summarizes was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California.
</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mizuko Ito</style></author><author><style face="normal" font="default" size="100%">Sonja Baumer</style></author><author><style face="normal" font="default" size="100%">Matteo Bittanti</style></author><author><style face="normal" font="default" size="100%">danah boyd</style></author><author><style face="normal" font="default" size="100%">Rachel Cody</style></author><author><style face="normal" font="default" size="100%">Becky Herr</style></author><author><style face="normal" font="default" size="100%">Heather A. Horst</style></author><author><style face="normal" font="default" size="100%">Patricia G. Lange</style></author><author><style face="normal" font="default" size="100%">Dilan Mahendran</style></author><author><style face="normal" font="default" size="100%">Katynka Martinez</style></author><author><style face="normal" font="default" size="100%">C.J. Pascoe</style></author><author><style face="normal" font="default" size="100%">Dan Perkel</style></author><author><style face="normal" font="default" size="100%">Laura Robinson</style></author><author><style face="normal" font="default" size="100%">undefined</style></author><author><style face="normal" font="default" size="100%">Lisa Tripp</style></author></authors><tertiary-authors><author><style face="normal" font="default" size="100%">Judd Antin</style></author><author><style face="normal" font="default" size="100%">Megan Finn</style></author><author><style face="normal" font="default" size="100%">Arthur Law</style></author><author><style face="normal" font="default" size="100%">Annie Manion</style></author><author><style face="normal" font="default" size="100%">Sarai Mitnick</style></author><author><style face="normal" font="default" size="100%">Dan Schlossberg</style></author><author><style face="normal" font="default" size="100%">Sarita Yardi</style></author></tertiary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Hanging Out, Messing Around, Geeking Out: Kids Living and Learning with New Media</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Ethnography</style></keyword><keyword><style  face="normal" font="default" size="100%">Informal Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">In Press</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=11889</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">MIT Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge</style></pub-location><abstract><style face="normal" font="default" size="100%">Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. By focusing on media practices in the everyday contexts of family and peer interaction, the book views the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States.

Integrating twenty-three different case studies—which include Harry Potter podcasting, video-game playing, music-sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.

This book was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Ito, Mizuko.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Engineering Play: A Cultural History of Children's Software</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Childhood Studies</style></keyword><keyword><style  face="normal" font="default" size="100%">Children's Software</style></keyword><keyword><style  face="normal" font="default" size="100%">Games for Learning</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://mitpress.mit.edu/catalog/item/default.asp?tid=11869&ttype=2</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">MIT Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge</style></pub-location><abstract><style face="normal" font="default" size="100%">Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In Engineering Play, Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play. Ito gives an account of a pivotal period in the 1980s and 1990s, which saw the rise of a new category of consumer software designed specifically for elementary school aged children. &quot;Edutainment&quot; software sought to blend various educational philosophies with interactive gaming and entertainment, and included such titles as Number Munchers, Oregon Trail, KidPix, and Where in the World Is Carmen Sandiego?.

Drawing from observations of kids' play, interviews with software developers, and advertising and industry materials, Ito identifies three educational philosophies and genres in children's software that connect players in software production, distribution, and consumption: instruction, focused on transmission of academic content; exploration, tied to open-ended play; and construction, aimed at empowering young users to create and manipulate digital media.

The children's software boom (and the bust that followed), says Ito, can be seen as a microcosm of the negotiations surrounding new technology, children, and education. The story she tells is both a testimonial to the transformative power of innovation and a cautionary tale about its limitations.
</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jaeger, Paul T.</style></author><author><style face="normal" font="default" size="100%">John Carlo Bertot</style></author><author><style face="normal" font="default" size="100%">Charles R. McClure</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Effects of Children's Internet Protection Act (CIPA) in Public Libraries and its Implications for Research: A Statistical, Policy, and Legal Analysis</style></title><secondary-title><style face="normal" font="default" size="100%">Journal of the American Society for Information Science and Technology</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2004</style></year></dates><volume><style face="normal" font="default" size="100%">55</style></volume><abstract><style face="normal" font="default" size="100%">In upholding the Childrenís Internet Protection Act (CIPA), the U.S. Supreme Court has forced public libraries to face difficult issues about filtering Internet content. The implementation of filters creates a range of practical issues for libraries and also raises myriad research issues related to the effects of CIPA on public library services and on access to Internet-based information in public libraries. Using a multi-method, iterative research strategy, this article explores selected areas related to filtering that may affect the provision of Internet content and services in public libraries. This study presents preliminary data about the impact of CIPA on public libraries and offers a perspective of what research is necessary to provide a better understanding of the impacts of CIPA and to determine what research would need to be conducted for potential future legal challenges to the application of CIPA in public libraries. (Becky Herr-Stephenson)</style></abstract><issue><style face="normal" font="default" size="100%">13</style></issue><section><style face="normal" font="default" size="100%">1131</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Carrie James</style></author><author><style face="normal" font="default" size="100%">Katie Davis</style></author><author><style face="normal" font="default" size="100%">Andrea Flores</style></author><author><style face="normal" font="default" size="100%">John M. Francis</style></author><author><style face="normal" font="default" size="100%">Lindsay Pettingill</style></author><author><style face="normal" font="default" size="100%">Margaret Rundle</style></author><author><style face="normal" font="default" size="100%">Howard Gardner</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Young People, Ethics, and the New Digital Media: A Synthesis from the Good Play Project</style></title><secondary-title><style face="normal" font="default" size="100%">John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Media</style></keyword><keyword><style  face="normal" font="default" size="100%">GoodPlay Project</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">10/2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=12009</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">The MIT Press</style></publisher><abstract><style face="normal" font="default" size="100%">Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education’s Project Zero, investigates the ethical fault lines of such digital pursuits.

The authors argue that five key issues are at stake in the new media: identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, the report explores the ways in which youth may be redefining these concepts as they engage with new digital media. The authors propose a model of “good play” that involves the unique affordances of the new digital media; related technical and new media literacies; cognitive and moral development and values; online and offline peer culture; and ethical supports, including the absence or presence of adult mentors and relevant educational curricula. This proposed model for ethical play sets the stage for the next part of the GoodPlay project, an empirical study that will invite young people to share their stories of engagement with the new digital media.
</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Carrie James</style></author></authors><tertiary-authors><author><style face="normal" font="default" size="100%">Katie Davis</style></author><author><style face="normal" font="default" size="100%">Andrea Flores</style></author><author><style face="normal" font="default" size="100%">John Francis</style></author><author><style face="normal" font="default" size="100%">Lyndsay Pettingill</style></author></tertiary-authors><subsidiary-authors><author><style face="normal" font="default" size="100%">Margarent Rundle</style></author><author><style face="normal" font="default" size="100%">Howard Gardner</style></author></subsidiary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Young People, Ethics, and the New Digital Media: A Synthesis from the GoodPlay Project</style></title><secondary-title><style face="normal" font="default" size="100%">The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Ethics</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">In Press</style></year><pub-dates><date><style  face="normal" font="default" size="100%">10/2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=12009</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Cambridge</style></publisher><pub-location><style face="normal" font="default" size="100%">MIT Press</style></pub-location><abstract><style face="normal" font="default" size="100%">Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigates the ethical fault lines of such digital pursuits.

The authors argue that five key issues are at stake in the new media: identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, the report explores the ways in which youth may be redefining these concepts as they engage with new digital media. The authors propose a model of &quot;good play&quot; that involves the unique affordances of the new digital media; related technical and new media literacies; cognitive and moral development and values; online and offline peer culture; and ethical supports, including the absence or presence of adult mentors and relevant educational curricula. This proposed model for ethical play sets the stage for the next part of the GoodPlay project, an empirical study that will invite young people to share their stories of engagement with the new digital media.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>19</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Henry Jenkins</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Geeking Out’ on Democracy.</style></title><secondary-title><style face="normal" font="default" size="100%">Threshold: Exploring the Future of Education</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Civic Engagement</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">Spring 2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.ciconline.org/threshold-spring09</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">4-7</style></pages><abstract><style face="normal" font="default" size="100%">Online youth are using new media platforms -- from Second Life to YouTube -- to hang out, mess around, and learn the civic skills they need to participate in today’s global society, according to Henry Jenkins, co-director of the MIT Comparative Media Studies Program.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jenkins, Christine A</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The History of Youth Services Librarianship: A Review of the Research Literature</style></title><secondary-title><style face="normal" font="default" size="100%">Libraries &amp; Culture</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2000</style></year></dates><volume><style face="normal" font="default" size="100%">35</style></volume><abstract><style face="normal" font="default" size="100%">Youth services librarianshipóa term that encompasses all library services to youth (children and young adults, ages zero to eighteen) in school and public library settingsóhas long been considered the classic success story of American libraries. This classic success, however, has received little attention from library history scholars. Further, past and current research in the history of childrenís, young adult, and/or school librarianship is scattered through scholarly and mass market publications in library and information science, history, education, and English. This essay provides a review of the existing research literature of this multidisciplinary field and suggests a research agenda for future scholars in this area.(Becky Herr-Stephenson)</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue><section><style face="normal" font="default" size="100%">103</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Henry Jenkins</style></author></authors><tertiary-authors><author><style face="normal" font="default" size="100%">Katie Clinton</style></author><author><style face="normal" font="default" size="100%">Ravi Purushotma</style></author><author><style face="normal" font="default" size="100%">Alice J. Robison</style></author><author><style face="normal" font="default" size="100%">Margaret Weigel</style></author></tertiary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Confronting the Challenges of Participatory Culture: Media Education for the 21st Century</style></title><secondary-title><style face="normal" font="default" size="100%">The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Educational Institutions</style></keyword><keyword><style  face="normal" font="default" size="100%">Media Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">New Literacies</style></keyword><keyword><style  face="normal" font="default" size="100%">Participatory Culture</style></keyword><keyword><style  face="normal" font="default" size="100%">Skills</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://mitpress.mit.edu/books/chapters/Confronting_the_Challenges.pdf</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">MIT Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge</style></pub-location><abstract><style face="normal" font="default" size="100%">Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new forms (digital sampling, modding, fan videomaking, fan fiction), working in teams to complete tasks and develop new knowledge (as in Wikipedia), and shaping the flow of media (as in blogging or podcasting). A growing body of scholarship suggests potential benefits of these activities, including opportunities for peer-to-peer learning, development of skills useful in the modern workplace, and a more empowered conception of citizenship. Some argue that young people pick up these key skills and competencies on their own by interacting with popular culture; but the problems of unequal access, lack of media transparency, and the breakdown of traditional forms of socialization and professional training suggest a role for policy and pedagogical intervention.

This report aims to shift the conversation about the &quot;digital divide&quot; from questions about access to technology to questions about access to opportunities for involvement in participatory culture and how to provide all young people with the chance to develop the cultural competencies and social skills needed. Fostering these skills, the authors argue, requires a systemic approach to media education; schools, afterschool programs, and parents all have distinctive roles to play.

(Heather Horst)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Johnson-Glenberg, Mina C</style></author><author><style face="normal" font="default" size="100%">David Birchfield</style></author><author><style face="normal" font="default" size="100%">PHILIPPOS  SAVVIDES,</style></author><author><style face="normal" font="default" size="100%">Colleen Megowan-Romanowicz</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Semi-Virtual Embodied Learning: real world STEM assessment</style></title><secondary-title><style face="normal" font="default" size="100%">Serious Educational  Game Assessment: Practical Methods and Models for Educational  Games, Simulations and Virtual Worlds</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Embodied Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Gaming and Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">SMALLab</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year></dates><pages><style face="normal" font="default" size="100%">225-241</style></pages><abstract><style face="normal" font="default" size="100%">Two scenarios are presented, one from geology and one from physics. These scenarios yield empirical data regarding student learning gains, and illustrate two experimental designs that aim to isolate the constructs that predict such gains. In study 1, SMALLab learning is compared to typical classroom instruction. In study 2, we conducted a more controlled study to tease apart level of embodiment and learning by comparing SMALLab to an interactive desktop simulation in our research laboratory. This study addresses a key research question: Are the immersive, whole-body movements afforded by SMALLab more effective than smaller mouse-driven movements used on desktop simulations for learning? As a result of these experiments, and several years of implementing embodied learning experiences in SMALLab, we have discovered several design guidelines.</style></abstract><section><style face="normal" font="default" size="100%">225</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Johnson-Glenberg, Mina C</style></author><author><style face="normal" font="default" size="100%">David Birchfield</style></author><author><style face="normal" font="default" size="100%">Colleen Megowan-Romanowicz</style></author><author><style face="normal" font="default" size="100%">Lisa Tolentino</style></author><author><style face="normal" font="default" size="100%">Christopher Martinez</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%"> Embodied Games, Next Gen Interfaces, and Assessment of High School Physics.</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Assessment</style></keyword><keyword><style  face="normal" font="default" size="100%">Education Software</style></keyword><keyword><style  face="normal" font="default" size="100%">Games for Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">school</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://ijlm.net/knowinganddoing/10.1162/ijlm.2009.0017</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">1</style></volume><abstract><style face="normal" font="default" size="100%">In this worked example we present ongoing research in the realization and evaluation of a new mixed-reality learning environment called SMALLab. Within SMALLab, students interact in real time with each other and with dynamic visual, textual, physical, and sonic media through full-body 3D movements and gestures. The environment fosters embodied and multimodal learning in a manner that brings together contemporary research in the learning sciences and human-computer interaction. The need for new approaches to science education and a recent study of SMALLab learning in a high school physics classroom are presented. We describe a game-based scenario for learning about constant velocity. We present an assessment framework that integrates a variety of measures to provide a broad view of SMALLab-facilitated learning in a formal school context. The primary focus of this study is to explore the impact of SMALLab learning on representational fluency. Results suggest that embodied activity in SMALLab scenarios with multiple representations (i.e., representing physics constructs graphically, algebraically, verbally, etc.) is strongly related to better performance on more traditional measures of representational fluency. The current study is one component in a longitudinal examination of the efficacy of embodied SMALLab learning.</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Yasmin B. Kafai</style></author><author><style face="normal" font="default" size="100%">Kylie A. Peppler</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Youth, Technology, and DIY: Developing Participatory Competencies in Creative Media Production</style></title><secondary-title><style face="normal" font="default" size="100%">Youth Cultures, Language and Literacy: Review of Research in Education</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Media Production</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year><pub-dates><date><style  face="normal" font="default" size="100%">03/2011</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://rre.sagepub.com/content/35/1/89.extract</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">34</style></volume><abstract><style face="normal" font="default" size="100%">Traditionally, educational researchers and practitioners have focused on the development of youths’ critical understanding of new media as one key aspect of digital literacy (Buckingham, 2003; Gilster, 1997). Today, youth not only consume media when browsing the Internet and sharing information on social networking sites, but they also produce content when contributing to blogs, designing animations, graphics, and video productions (Ito et al., 2009). This new media landscape suggests an extension of what critical participation means in new media literacy, extending the metaphor of “reading the world to read the word” (Freire &amp; Macedo, 1987) to include writing new media texts in a digital era. In an effort to map out the participatory competencies needed in this new media landscape, Jenkins, Clinton, Purushotma, Robinson, and Weigel (2006) included creative designs, ethical considerations, and technical skills to capture youths’ expressive and intellectual engagement with new media. More recently, these efforts to produce your own media have also been associated with the growing do-it-yourself, or DIY, movement (Guzzetti, Elliott, &amp; Welsch, 2010; Lankshear &amp; Knobel, 2010), involving arts, crafts, and new technologies (Eisenberg &amp; Buechley, 2008; Spencer, 2005). Educators should be especially interested in DIY communities given the amount of time youth voluntarily spend in intense learning as they tackle highly technical practices, including film editing, robotics, and writing novels among a host of other activities across various DIY networks.

One aspect of creative media production that has received little attention, if any, in these broad examinations of youths’ DIY engagements with digital media concerns the use of programming as a production tool and the focus of a learning community (Peppler &amp; Kafai, 2007). When youth program games, animations, interactive art, or digital stories, they not only create program code or texts in the traditional sense but also engage in creating, repurposing, and remixing multimodal representations (Jewitt, 2008). Although such activities may seem more pertinent to the more exclusive domain of the so-called computer geeks, they also engage designers in many of the same critical, creative, and ethical considerations that new media literacy researchers consider relevant practices in more common forms of creative media production. It can be no accident that researchers have attached the label of “geeking out” to these types of productions, noting that only a relatively small subset of youth participate in these more complex forms of engagement with media (Ito et al., 2009).

Until now, the discussions about the value of creative media production in education have taken place in two distinct communities—one in the community of new media literacies researchers and the other in the community of computer literacy educators—and these initially appear as incommensurate domains. However, research on recent developments in informal learning communities (Kafai, Peppler, &amp; Chapman, 2009), the design of media-rich programming tools (Resnick et al., 2009), and social networks in DIY (Benkler, 2006) suggest that researchers studying new media literacies can connect with those studying computer literacy and vice versa. As we will argue, this connection is long overdue because understanding the participatory competencies of youth draws from both fields. The work highlighted in this review is a first effort to map out the overlapping territory and common issues that educators face as they attempt to bridge these domains in service of offering youth a more robust education. As they do so, opportunities arise to address the participation gap as well as issues of transparency and ethics while youth engage in creative media production (Jenkins et al., 2006). These issues encompass the need to ensure that every young person has access to the skills and experience needed to become a full participant in the 21st century, can articulate his or her understanding of how media shapes perception, and is knowledgeable of emerging ethical standards that shape his or her practices as a media maker and participant in online communities.

In this review chapter, we draw on findings from several recent studies, particularly the work on the new media-rich programming environment, Scratch, to demonstrate that contemporary youth communities move fluidly across these blurry boundaries to engage in both new media literacies and computer literacies in their DIY activities. We first provide a historical overview of the shifting perspectives of two distinct but related fields—new media literacies and computer literacy—before introducing how a focus on creative media production allows us to consider different participatory competencies in DIY under one umbrella. One goal with this chapter is to unravel some of the historical developments that might have promoted these distinct trajectories of new media literacies studies and computer education in and outside of schools. Special attention is given to digital practices of remixing, reworking, and repurposing popular media among disadvantaged youth. We conclude with considerations of equity, access, and participation in after-school settings and possible implications for K–12 education. </style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue><section><style face="normal" font="default" size="100%">89</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Yasmin B. Kafai</style></author><author><style face="normal" font="default" size="100%">Kylie A. Peppler</style></author><author><style face="normal" font="default" size="100%">Robbin N. Chapman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Computer Clubhouse: Creativity and Constructionism in Youth Communities.</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">After-School Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Computer Clubhouse</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Participatory</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://store.tcpress.com/0807749893.shtml</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Teachers College Press</style></publisher><pub-location><style face="normal" font="default" size="100%">New York</style></pub-location><abstract><style face="normal" font="default" size="100%">This book is about the Computer Clubhouse—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 Computer Clubhouse makes an important contribution not just in local urban communities but also as a model for after-school learning environments globally. The model has been uniquely successful scaling up, with over 100 clubhouses thriving worldwide. Showcasing research by scholars and evaluators that have documented and analyzed the international Computer Clubhouse Network, this volume considers the implications of their findings in the context of what it means to prepare youth to meet the goals of the 21st Century.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Joseph Kahne</style></author><author><style face="normal" font="default" size="100%">Ellen Middaugh</style></author><author><style face="normal" font="default" size="100%">Chris Evans</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Civic Potential of Video Games</style></title><secondary-title><style face="normal" font="default" size="100%">The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Civic Engagement</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Survey</style></keyword><keyword><style  face="normal" font="default" size="100%">Video Games</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://mitpress.mit.edu/books/chapters/Civic_Potential_of_Games.pdf</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">MIT Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge</style></pub-location><abstract><style face="normal" font="default" size="100%">This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically &quot;disengaged,&quot; meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.

Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement.

Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Sara B. Kajder</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Bringing the Outside In: Visual Ways of Engaging Reluctant Reader</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">English</style></keyword><keyword><style  face="normal" font="default" size="100%">Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">social media</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year><pub-dates><date><style  face="normal" font="default" size="100%">01/2006</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.stenhouse.com/shop/pc/viewprd.asp?idProduct=8992</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Stenhouse Publishers</style></publisher><pub-location><style face="normal" font="default" size="100%">Portland</style></pub-location><pages><style face="normal" font="default" size="100%">150</style></pages><abstract><style face="normal" font="default" size="100%">The reading that we value in school is becoming further and further distanced from the literacy students experience in their outside lives. Inside the classroom, we ask our students to immerse themselves in print texts and write purposefully. Once out the door, they are text-messaging, blogging, engaging in online multi-player games, and expertly integrating words, images, and music to create original texts. Can we import these textual spaces and literacies into English class to help re-connect students who don't see themselves as readers and writers?

English educator Sara Kajder's answer is an emphatic “yes,” and in Bringing the Outside In she demonstrates myriad ways to employ students' outside talents in the classroom. Drawing on multiple examples of student work, she shows how she adapts the curriculum to incorporate an expanded definition of literacy and literacy tools. Sara offers teachers guidance on how to extend their repertoire of teaching strategies, and help kids connect their natural curiosity and skills as readers and writers of both print and electronic texts, while keeping reading and writing at the center of the curriculum.

Keying in on the visual aspects of literacy, and building upon students' growing interest in using words and images from their lives to read and write for authentic reasons and authentic audiences—integrating such strategies as digital storytelling, visual think-alouds, visual literature circles, and others into English class—Sara and her kids redefine what it means to be literate in today's world. By adding visual components to class activities and projects integrating tools ranging from pencils and paper to “weblogs” and “wikis,” even reluctant students can become engaged and see themselves as readers and writers for the first time.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kearney, Mary Celeste</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Girls Make Media</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Gender</style></keyword><keyword><style  face="normal" font="default" size="100%">Media Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Media Production</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><publisher><style face="normal" font="default" size="100%">Routledge</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY</style></pub-location><abstract><style face="normal" font="default" size="100%">This book provides a rich snapshot of (some) girlsí practices of creative and personal expression through media production. The book discusses the production of multiple genres of mediaófrom ëzines and websites to video and film projects. Kearney draws from many years of participation and research in youth media in order to provide copious examples of girlsí cultural production. As such, the investigation is firmly grounded in the tenets of youth media and critical media literacy, which posit media production as an opportunity for democratic participation and media activism. In this way, girlsí media production is not only an opportunity for personal expression, but also a space in which girls can challenge and subvert dominant media messages, particularly those related to gender and femininity. 

(Becky Herr-Stephenson)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kim, Heekyung Hellen</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Broadband Penetration and Participatory Politics: South Korea Case</style></title><secondary-title><style face="normal" font="default" size="100%">37th Annual Hawaii International Conference on System Sciences</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">E-Politics</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Korea</style></keyword><keyword><style  face="normal" font="default" size="100%">Public Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2004</style></year></dates><pub-location><style face="normal" font="default" size="100%">Hawaii, USA</style></pub-location><abstract><style face="normal" font="default" size="100%">This paper examines the potential impact o the Internet on the political process in a young democracy through the case study of the 2002 presidential election in South Korea. From a historical perspective, it addresses the complex interaction among social, technical, political and economic factors that have formed a nationwide ëinformation system.í Then, drawing on primary and secondary data sources about the formation and impact of online-centered political participation by young people (i.e. Rohsamo) and IT policies in Korea, it suggests that former president Rohís election would not have been possible had it not been for the nationwide broadband infrastructure and low costs for household high-speed internet access. (HyeRyoung Ok)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Eric Kloper</style></author><author><style face="normal" font="default" size="100%">Scot Osterweil</style></author><author><style face="normal" font="default" size="100%">Jennifer Groff</style></author><author><style face="normal" font="default" size="100%">Jason Haas</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Using the Technology of Today in the Classroom Today: Digital Games, Simulations &amp; Social Networking</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Games</style></keyword><keyword><style  face="normal" font="default" size="100%">i5 Framework</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><publisher><style face="normal" font="default" size="100%">The MIT Press</style></publisher><abstract><style face="normal" font="default" size="100%">This paper provides classroom teachers with compelling reasons to incorporate new technologies like games, simulations, and social networking into their classroom and strategies to overcome potential barriers. The authors introduce specific examples of these technologies being used to successfully enhance classroom learning, and they use case studies with specific teachers to illustrate some best practices in classroom learning with technology. The paper also introduces the i5 framework, which provides specific strategies for overcoming the many potential problems that come with introducing new and complicated tools into schools.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Eric Klopfer</style></author><author><style face="normal" font="default" size="100%">Scot Osterweil</style></author><author><style face="normal" font="default" size="100%">Salen, Katie</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Moving Learning Games Forward</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Commercial Gaming Market</style></keyword><keyword><style  face="normal" font="default" size="100%">Games within Institutional Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning Games</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://navigator.nmc.org/library/moving-learning-games-forward-pdf</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">MIT Press</style></publisher><abstract><style face="normal" font="default" size="100%">This paper addresses basic questions around the use of learning games at home and in institutional settings. The paper presents a snapshot of the rapidly growing commercial games market and establishes principles and best practices for moving the field forward in a positive direction.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Koch, Pamela T.</style></author><author><style face="normal" font="default" size="100%">Bradley J. Koch</style></author><author><style face="normal" font="default" size="100%">Kun Huang</style></author><author><style face="normal" font="default" size="100%">Wei Chen</style></author></authors><tertiary-authors><author><style face="normal" font="default" size="100%">Gerard Goggin</style></author><author><style face="normal" font="default" size="100%">Mark McLelland</style></author></tertiary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Beauty Is in the Eye of the QQ User: Instant Messaging in China</style></title><secondary-title><style face="normal" font="default" size="100%">Internationalizing Internet Studies: Beyond Anglophone Paradigms</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">China</style></keyword><keyword><style  face="normal" font="default" size="100%">Instant Messaging</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">QQ</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><publisher><style face="normal" font="default" size="100%">Routledge</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY</style></pub-location><pages><style face="normal" font="default" size="100%">265-284</style></pages><abstract><style face="normal" font="default" size="100%">QQ is a hugely popular instant messaging program manufactured by Chinese Internet portal Tencent. This chapter discusses the development of QQ, its depiction in Chinese media outlets, and perceptions of its influence on Chinese society by both users and non-users. The authors explore both the positive and negative associations of QQ, in that it is heralded as a proud example of Chinese software engineering while also being criticized as corrupting Chinese youth. (Cara Wallis)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Liz Kolb</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Toys to Tools: Connecting Student Cell Phones to Education</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Cell Phones</style></keyword><keyword><style  face="normal" font="default" size="100%">Classroom</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning and Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year><pub-dates><date><style  face="normal" font="default" size="100%">10/2008</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.iste.org/store/product.aspx?ID=661</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">International Society for Technology in Education</style></publisher><pages><style face="normal" font="default" size="100%">230</style></pages><abstract><style face="normal" font="default" size="100%">Many, if not most, educators view cell phones as the enemy. Author Liz Kolb sees them as powerful technology in the hands of students. Acknowledging the current reality at many schools ban student cell phone use in the classroom Kolb discusses a host of innovative and highly interesting uses for the technology that do not require using the phones in the classroom. She also addresses the issues that have caused the bans and provides guidelines for overcoming the problems.

Ignoring, or worse, demonizing a technology that students willingly and actively use in every other aspect of their lives is not a winning educational strategy. Mini lessons and powerful resources throughout the book are easily adaptable and appropriate for almost any grade level and are designed to enhance learning both inside and outside of the classroom.

This book is a practical guide for educators who would like to turn what many consider an annoying digital toy into a powerful educational tool.

Topics include:

-cell/mobile phones
-mobile technology
-classroom technology
-web 2.0 </style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Korpan, Connie A</style></author><author><style face="normal" font="default" size="100%">Gay L. Bisanz</style></author><author><style face="normal" font="default" size="100%">Jeffrey Bisanz</style></author><author><style face="normal" font="default" size="100%">Conrad Boheme</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">Mervyn A. Lynch</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">What Did You Learn Outside of School Today? Using Structured Interviews to Document Home and Community Activities Related to Science and Technology</style></title><secondary-title><style face="normal" font="default" size="100%">Science Education</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning Environments</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1997</style></year></dates><volume><style face="normal" font="default" size="100%">81</style></volume><abstract><style face="normal" font="default" size="100%">An important but underrepresented element in the growing body of work on informal science education is research designed to examine the nature and scope of childrenís science-related activities outside of school. We have begun to study childrenís activities related to science, nature, and technology by developing structured interviews for parents of middle class preschool and kindergarten children and for students in upper-elementary grades. These interviews can be used to construct profiles of childrenís exposure to science activities outside of school, such as watching television, reading, attending exhibits or events at community facilities, participating in experiments or demonstrations at home, and asking questions of parents. We describe how these interviews were developed, what kinds of information this type of research enabled us to obtain, and what lessons we have learned in the process. The level of extracurricular participation reported in a wide range of science-related activities was very high. Structured interviews can help teachers gain information about studentsí exposure to science-related learning activities in their home and community. This information can be used as a platform on which classroom instruction can be built.(Becky Herr-Stephenson)</style></abstract><issue><style face="normal" font="default" size="100%">6</style></issue><section><style face="normal" font="default" size="100%">651</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Colin Lankshear</style></author><author><style face="normal" font="default" size="100%">Michele Knobel</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">New Literacies: Everyday Practices &amp; Classroom Learning</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Access</style></keyword><keyword><style  face="normal" font="default" size="100%">Assessment</style></keyword><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media Literacy</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year><pub-dates><date><style  face="normal" font="default" size="100%">10/2006</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.mcgraw-hill.co.uk/html/033522010X.html</style></url></web-urls></urls><edition><style face="normal" font="default" size="100%">2</style></edition><publisher><style face="normal" font="default" size="100%">Open University Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Berkshire, England</style></pub-location><pages><style face="normal" font="default" size="100%">272</style></pages><abstract><style face="normal" font="default" size="100%">The first edition of this popular book explored new literacies, new kinds of knowledge and classroom practices in the context of the massive growth of electronic information and communication technologies. This timely new edition discusses a fresh range of practices like blogging, fanfiction, mobile/wireless communications, and fan practices that remix audio and visual texts. Revised and updated throughout, the book examines:

    Popular practices and social networks associated with contemporary phenomena, Flickr and Wikipedia
    Blogging, podcasting and mobile/wireless communication practices
    Writing practices within online fanfiction and manga-anime communities
    The production of Anime-Music-Video artifacts and online multimodal `memes'

The authors look at how digital technologies and new forms of mobile communications have been embraced by young people and integrated into their everyday lives. They argue that schools ignore some of these trends at their peril, and discuss how wireless mobility might be integrated effectively into school-based pedagogies and due attention paid to new literacies in teaching and learning.

This new edition is essential reading for undergraduates and academics within literacy studies and for policy writers working within the area of digital literacy, new technologies or ICT development within education. </style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jean Lave</style></author><author><style face="normal" font="default" size="100%">Etienne Wenger</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Situated Learning: Legitimate Peripheral Participation</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Design</style></keyword><keyword><style  face="normal" font="default" size="100%">Situated Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">social</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1991</style></year><pub-dates><date><style  face="normal" font="default" size="100%">12/1991</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.cambridge.org/gb/knowledge/isbn/item1142080/?site_locale=en_GB</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Cambridge University Press</style></publisher><abstract><style face="normal" font="default" size="100%">In this important theoretical treatist, Jean Lave, anthropologist, and Etienne Wenger, computer scientist, push forward the notion of situated learning - that learning is fundamentally a social process. The authors maintain that learning viewed as situated activity has as its central defining characteristic a process they call legitimate peripheral participation (LPP). Learners participate in communities of practitioners, moving toward full participation in the sociocultural practices of a community. LPP provides a way to speak about crucial relations between newcomers and old-timers and about their activities, identities, artefacts, knowledge and practice. The communities discussed in the book are midwives, tailors, quartermasters, butchers, and recovering alcoholics, however, the process by which participants in those communities learn can be generalised to other social groups.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Law, Pui-lam,</style></author><author><style face="normal" font="default" size="100%">Yinni Peng</style></author></authors><tertiary-authors><author><style face="normal" font="default" size="100%">Pui-lam Law</style></author><author><style face="normal" font="default" size="100%">Leopoldina Fortunati</style></author><author><style face="normal" font="default" size="100%">Shanhua Yang</style></author></tertiary-authors></contributors><titles><title><style face="normal" font="default" size="100%">The Use of Mobile Phones among Migrant Workers in Southern China</style></title><secondary-title><style face="normal" font="default" size="100%">New Technologies in Global Societies</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">China</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Phones</style></keyword><keyword><style  face="normal" font="default" size="100%">Rural-to-Urban Migrants</style></keyword><keyword><style  face="normal" font="default" size="100%">SMS</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><publisher><style face="normal" font="default" size="100%">World Scientific</style></publisher><pub-location><style face="normal" font="default" size="100%">Singapore</style></pub-location><pages><style face="normal" font="default" size="100%">245-258</style></pages><abstract><style face="normal" font="default" size="100%">This chapter examines mobile phone use by young adult rural-to-urban migrant workers, who often have minimal access to landlines outside of public pay phones and call bars (huaba). After first discussing the context of rural-to-urban migration and globalization in China, the authors use interview data to show how young factory workers in southern China use mobile phones to keep in touch with family and friends, to expand their social networks, and to establish virtual dating relationships. The mobile phone emerges as an important status symbol, an entertainment device, and a tool for sociality.

(by Cara Wallis)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Leander, Kevin M.</style></author><author><style face="normal" font="default" size="100%">Kelly K. McKim</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Tracing the Everyday Sitings of Adolescents on the Internet: A Strategic Adaptation of Ethnography across Online and Offline Spaces</style></title><secondary-title><style face="normal" font="default" size="100%">Education, Communication &amp; Information</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Ethnography</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Online participation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2003</style></year></dates><volume><style face="normal" font="default" size="100%">3</style></volume><abstract><style face="normal" font="default" size="100%">This article argues for the need to move beyond place-based ethnography and develop ethnographic methodologies that follow the moving, traveling practices of adolescents online and offline. In the ?rst part of the article, challenges to traditional ethnographic constructs such as place, identity, and participant observation, and the ways in which these constructs are further destabilized in research online are reviewed. Secondly, at the center of the discussion, a common misconception of the Internet as somehow radically separate from everyday life is critiqued. Thirdly, possible interpretive methodologies are discussed for following connections and circulations in research that travels, with adolescents, across online and offline spaces. These methodologies include tracing the flows of objects, texts, and bodies, analyzing the construction of boundaries within and around texts, and focusing upon the remarkable ways in which texts represent and embed multiple contexts.

(Authors' Abstract)</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue><section><style face="normal" font="default" size="100%">211</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Lee, Heejin</style></author><author><style face="normal" font="default" size="100%">Gil-Soo Han</style></author><author><style face="normal" font="default" size="100%">Sangjo Oh</style></author><author><style face="normal" font="default" size="100%">Ruth Phillips</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Participation, Young people and the Internet: Digital Natives in Korea</style></title><secondary-title><style face="normal" font="default" size="100%">Generational Change and New Policy Changes: Australia and South Korea</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Identity</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Korea</style></keyword><keyword><style  face="normal" font="default" size="100%">Public Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year></dates><publisher><style face="normal" font="default" size="100%">Sydney University Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Sydney, Australia</style></pub-location><abstract><style face="normal" font="default" size="100%">This article examines how the Internet has affected the public and political participation of young people through two cases studies where groups of secondary school students from South Korea have appealed to their basic human rights in order to influence policy decisions that had the potential to reduce their quality of life at school. These cases are indicative of the kind of opportunities available to develop innovative ways of participating in the political process. Drawing on the broader social impact of Internet in Korea, a country with one of the most advanced broadband infrastructure, this article challenges a common assumption that young people’s increasing preoccupation with computers and the Internet has resulted in their loss of interest in social and political affairs. 

(by HyeRyoung Ok)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Lenhart, A</style></author><author><style face="normal" font="default" size="100%">Kahne, J</style></author><author><style face="normal" font="default" size="100%">Middaugh, E</style></author><author><style face="normal" font="default" size="100%">Rankin Macgill, A</style></author><author><style face="normal" font="default" size="100%">Evans, C</style></author><author><style face="normal" font="default" size="100%">Vitak, J</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Teens, Video Games, and Civics: Teens' gaming experiences are diverse and include significant social interaction and civic engagement</style></title><secondary-title><style face="normal" font="default" size="100%">Pew Internet &amp; American Life Project</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Civic Engagement</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Video Games</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year><pub-dates><date><style  face="normal" font="default" size="100%">September 2008</style></date></pub-dates></dates><publisher><style face="normal" font="default" size="100%">Pew Internet &amp; American Life Project</style></publisher><pub-location><style face="normal" font="default" size="100%">Washington, DC</style></pub-location><abstract><style face="normal" font="default" size="100%">Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as of yet there has been no large-scale quantitative research. This survey provides the first nationally representative study of teen video game play and of teen video gaming and civic engagement. The survey looks at which teens are playing games, the games and equipment they are using, the social context of their play, and the role of parents and parental monitoring. Though arguments have been made about the civic potential of video gaming, this is the first large-scale study to examine the relationship between specific gaming experiences and teens’ civic activities and commitments.  </style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Ling, Rich</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Mobile Telephone and Teens</style></title><secondary-title><style face="normal" font="default" size="100%">The Mobile Connection The Cell Phone's Impact on Society</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Phones</style></keyword><keyword><style  face="normal" font="default" size="100%">Norway</style></keyword><keyword><style  face="normal" font="default" size="100%">Peer Culture</style></keyword><keyword><style  face="normal" font="default" size="100%">Social Networks</style></keyword><keyword><style  face="normal" font="default" size="100%">Teenagers</style></keyword><keyword><style  face="normal" font="default" size="100%">Text Messaging (SMS)</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2004</style></year></dates><publisher><style face="normal" font="default" size="100%">Morgan Kaufmann</style></publisher><pub-location><style face="normal" font="default" size="100%">San Francisco, CA</style></pub-location><pages><style face="normal" font="default" size="100%">83-121</style></pages><abstract><style face="normal" font="default" size="100%">This chapter gives a an overview of children's adoption of telephony from the initial phone interactions with fixed phones as young children (and the cognitive development needed to understand such technology) to the use of SMS to maintain and build social networks as a teen. Ling explores the adoption of the technology, the different ways young people fund their mobile use (mostly pre-paid), how they navigate the constant connection that mobile technologies can bring, the symbolic value that the devices have within social groups, and the development and maintenance of social relationships with peers through the use of these devices. Much of Ling's research deals with the shifting of relationships between child and parent through adolescence, and how the mobile phone is playing a role in the contemporary individuation and emancipation process. 

(Heather Horst)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jessica Litman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Digital Copyright</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Copyright</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Network</style></keyword><keyword><style  face="normal" font="default" size="100%">Social Development</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2001</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.prometheusbooks.com/index.php?main_page=product_info&cPath=40_10&products_id=1698</style></url></web-urls></urls><edition><style face="normal" font="default" size="100%">1</style></edition><publisher><style face="normal" font="default" size="100%">Prometheus Books</style></publisher><pages><style face="normal" font="default" size="100%">216</style></pages><abstract><style face="normal" font="default" size="100%">The Internet has been hailed as the most revolutionary social development since the printing press. In many ways its astonishing growth has outstripped any historical analogy we can unearth. What has fueled much of that growth has been the explosion of new possibilities for connections--among people, among different formerly discrete packages of information, among ideas. Digital media and network connections, it is said, are the most democratic of media, promoting free expression and access to information wherever a computer can be hooked up to a telephone line.

In this celebration of new possibilities, we tend to emphasize the many things that become feasible when people have ready access to information sources and to other people not practicably available before. The scope and the speed of interconnected digital networks make conversations easy that before were unimaginable. But the technological marvel that makes this interconnection possible has other potential as well. Digital technology makes it possible to monitor, record and restrict what people look at, listen to, read and hear. Why, in the United States, would one want to do such a thing? To get paid. If someone, let's call him Fred, keeps track of what we see and hear, that enables Fred to ensure that we pay for our sights and sounds. Once information is valuable, an overwhelming temptation arises to appropriate that value, to turn it in to cash.

Now that technology permits the dissemination of information on a pay-per-view basis, we've seen the emergence of new way of thinking about copyright: Copyright is now seen as a tool for copyright owners to use to extract all the potential commercial value from works of authorship, even if that means that uses that have long been deemed legal are now brought within the copyright owner's control. In 1998, copyright owners persuaded Congress to enhance their rights with a sheaf of new legal and technological controls. Armed with those copyright improvements, copyright lawyers began a concerted campaign to remodel cyberspace into a digital multiplex and shopping mall for copyright-protected material. The outcome of that effort is still uncertain. If current trends continue unabated, however, we are likely to experience a violent collision between our expectations of freedom of expression and the enhanced copyright law.
</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Litto, F. M.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Learning with Technology in Brazil: A study in Contrasts and Conquests</style></title><secondary-title><style face="normal" font="default" size="100%">Advanced Technology for Learning </style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Access</style></keyword><keyword><style  face="normal" font="default" size="100%">Brazil</style></keyword><keyword><style  face="normal" font="default" size="100%">Language</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Self-directed Learning</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><volume><style face="normal" font="default" size="100%">3</style></volume><pages><style face="normal" font="default" size="100%">62-8</style></pages><abstract><style face="normal" font="default" size="100%">One of the largest nations in the world, Brazil shares characteristics of both the first and third worlds and has found some interesting solutions for the difficult questions involved in the modernization of education. The &quot;School of the Future,&quot; an interdisciplinary, self-sustaining, research laboratory of the University of Sao Paulo, has in the last 15 years developed a series of projects of research and development with the intention of exploring the potentiality of new information technologies to advance learning. The projects can be classified into five major segments: virtual learning communities for primary and secondary schools; multimedia digital libraries on the web, principally for humanistic learning; the production of learning objects, and their appropriate repositories, for science education at all levels of study; the creation and development of public-access telecentres in low-income neighborhoods, featuring web-based mini-courses, the furnishing of useful information on interfacing with government agencies to a sector of the population normally inexperienced with citizen's rights, and weekly online surveys to determine the information needs and practices and opinions in general of this heretofore &quot;excluded&quot; segment; and development of a community of chief information officers of Brazilian and Latin American institutions of higher learning so as to foster the exchange of experiences and the formation of regional partnerships, initiated with the publication in 2005 of the first Campus Computing Report. The projects demonstrated that online digital libraries represent a major solution for developing countries with minority languages to make the national culture available to schoolchildren, university students, and the general population without incurring the great expenses of printed editions; and that learning objects in any field of knowledge, made freely available on the web, represent a revolutionary strategy for encouraging self-conducted learning and the gradual elimination of the customary lock-step barriers of age group and grade level maintained by the educational establishment.

(by Heather Horst)</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Livingstone, Sonia</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Young People and New Media: Childhood and the Changing Media Environment</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Childhood</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Qualitative Methods</style></keyword><keyword><style  face="normal" font="default" size="100%">United Kingdom</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2003</style></year></dates><publisher><style face="normal" font="default" size="100%">Sage</style></publisher><pub-location><style face="normal" font="default" size="100%">London, UK</style></pub-location><abstract><style face="normal" font="default" size="100%">In this seminal book on young people and new media, Sonia Livingstone explores how new media has been appropriated and integrated into the lives of young people. Looking at the relationship between ëoldí media and ënewí media as well as the broader influence of media in the context of childrenís leisure and ëworkí lives, she adopts a dual centered approach to understanding everyday uses of media that is focused in the domestic setting. Distinguishing between three different kinds of user contexts, what she describes as orientations to technology, her study focuses upon Media Rich, Traditional and Media Poor households and the ways in which young people and families combine media in different ways to create a personalized media environment which suits their circumstances, interests and values. According to Livingstone, this attention to technological appropriation, and particularly the contexts of use works to counteract popular perceptions of new media as a fully formed technology that enters into and disrupts well-established norms and practices. Alongside being one of the first qualitative studies of media use among kids and the class and educational dimensions of new media use, historically the book is situated at the moment when studies of digital media and learning were shifting from a focus on bi-modal divides and issues of access and broader issues of participation.

(Heather Horst)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Livingstone, Sonia</style></author><author><style face="normal" font="default" size="100%">Leslie Haddon</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Kids Online: Opportunities and Risks for Children</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">EU Kids Online Project</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Social Effects</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">09/2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.policypress.co.uk/display.asp?K=9781847424389</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">The Policy Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Bristol</style></pub-location><abstract><style face="normal" font="default" size="100%">As the internet and new online technologies are becoming embedded in everyday life, there are increasing questions about their social implications and consequences. Children, young people and their families tend to be at the forefront of new media adoption but they also encounter a range of risky or negative experiences for which they may be unprepared, which are subject to continual change. This book captures the diverse, topical and timely expertise generated by the EU Kids Online project, which brings together 70 researchers in 21 countries across Europe. Each chapter has a distinct pan-European focus resulting in a uniquely comparative approach.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Livingstone, Sonia</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Digital Learning and Participation among Youth: Critical Reflections on Future Research Priorities</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Consumerism</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Globalization</style></keyword><keyword><style  face="normal" font="default" size="100%">Individualization</style></keyword><keyword><style  face="normal" font="default" size="100%">Mediatization</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth Digital Engagement</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year><pub-dates><date><style  face="normal" font="default" size="100%">01/2011</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.mitpressjournals.org/doi/abs/10.1162/ijlm_a_00046</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">The MIT Press</style></publisher><volume><style face="normal" font="default" size="100%">2</style></volume><pages><style face="normal" font="default" size="100%">1-13</style></pages><abstract><style face="normal" font="default" size="100%">This article uses insights from media and communications research over recent decades to inform a critical analysis of the burgeoning multidisciplinary study of youthful digital engagement. The analysis first points to the systematic connections between mediatization and the problematic dimensions of consumerism, individualization, and globalization. Critiquing the popular rhetoric of the digital native, it then draws on empirical observation to temper excessive celebration of youthful creative and expressive skills and, thus, support rather than undermine the resourcing of digital opportunities for youth. To identify future directions for research on the social uses and consequences of digital media, the author argues that instead of asking, narrowly, how the digital impacts on learning or participation, we should turn the question around to identify the wide array of factors that shape learning and participation to reveal when and how the digital fits within this. The changing balance in childhood between independence and dependence positions digital media, for at least some young people, as a valued opportunity to explore, learn, and participate. But the consequent intertwining of opportunity and risk in the digital environment means that youth pursue the latter as well as the former in a manner here termed &quot;playing with fire.&quot; Although disapproved of by adults, such activities may nonetheless benefit learning, participation, and resilience. The article concludes by observing some key dilemmas for a future policy-relevant agenda that will demand critical reflexivity from researchers if they are to navigate between independence and engagement.</style></abstract><issue><style face="normal" font="default" size="100%">2-3</style></issue><section><style face="normal" font="default" size="100%">1</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Livingstone, Sonia</style></author><author><style face="normal" font="default" size="100%">Drotner, Kirsten</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">Livingstone, Sonia</style></author><author><style face="normal" font="default" size="100%">Drotner, Kirsten</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Editor's Introduction</style></title><secondary-title><style face="normal" font="default" size="100%">International Handbook of Children, Media and Culture</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Active Audiences</style></keyword><keyword><style  face="normal" font="default" size="100%">Childhood Studies</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Media Studies</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><publisher><style face="normal" font="default" size="100%">Sage</style></publisher><pub-location><style face="normal" font="default" size="100%">London, UK</style></pub-location><pages><style face="normal" font="default" size="100%">1-16</style></pages><abstract><style face="normal" font="default" size="100%">The introduction to this handbook provides an excellent starting point for researchers interested in familiarizing themselves with two of the key intellectual traditions that have helped shape the emerging field of Digital Media and Learning. As the editors note, the handbook tries to bring together recent work in the humanities and social sciences on childhood and youth, with recent work in media studies that emphasizes the active and situationally contingent character of how audiences or consumers engage media. In terms of the former, it reviews three areas of research: the sociology of children and youth, historical studies of children and youth, and some anthropological accounts of childhood and youth. Each of these perspectives understands childhood as a socioculturally constructed category that varies according to historical and cultural contexts. The sociology of childhood literature emerged in the 1990s, largely in response to approaches in developmental psychology and cognitive science that tended to dominate academic discourse on children and young people at the time. Largely influenced by Piaget, developmental psychology and cognitive science tended to individualize and universalize &quot;child development.&quot; Missing from these accounts was a sense of the sociocultural, and historically contingent, ways in which children of various ages experience the world and undergo various processes of personal change. Sociology of childhood criticized the developmental and cognitive traditions for figuring children as “becomings,” passive agents moving towards a fixed and appropriate state of adulthood. Instead, they suggest we study children as whole beings who might be changing to become more/less dependent, but have a full experience of the world, of which only a portion of those experiences relate directly to a future self per se.

The editors then draw parallels between these developments and those that occurred within media studies during the late 1980s and 1990s. In the case of media studies, criticism came against the dominant tradition of media research within the U.S. at the time that tried to cast the relationship between media and consumers in terms of media effects. These studies attempted to discover causal relations between media use, often TV, and various social outcomes, mostly problematic ones such as obesity, crime, and pregnancy. In the late 1980s and 1990s, some media studies researchers started to question these attempts to isolate effects independent of the larger social context in which media was consumed and experienced. Instead of starting with a media object and seeing if a causal connection to social outcomes could be made, researchers suggested starting with a given outcome of interest or concern (e.g. teen pregnancy) and then looking at the host of social phenomena that could lead to that outcome. A subfield known as “audience studies” emerged to highlight the varied and nuanced ways in which people consumed media, as well as the active ways in which they engaged and interpreted media texts. Instead of treating audiences as a homogeneous whole, passively consuming media and being affected by the media's intrinsic qualities, audiences were studied for the various ways in which they understood and experienced the same media object. These studies tended to focus on the context of media engagement, often occurring in the home and involving the family. The studies stressed the creative interpretive work done by audiences, and how audiences varied in their interpretations and experiences of media based on the cultural resources to which they had access. Around the same time, a subfield known as “domestication studies” emerged. These studies focused on the material aspects of media, particularly how new media objects were incorporated into the routines of daily life, and how objects were rendered meaningful in local contexts.

This introduction also identifies some of the central themes that tend to frame debates for researchers studying children. These include the pessimism/optimism polarity that tends to structure discourse about unfamiliar media, as well as global changes in economic structures. As the editors note, &quot;A pressing question arising from these changes in the global economy is how to ensure people are qualified in terms of the resources and competencies required to handle these transformations&quot; (2). Discourses about a knowledge society, information society, network society, all emphasize the way media and information technologies are changing fundamental economic relationships. These discourses have engendered research into new media literacies, which attempt to address which sorts of skills and competencies are required to participate and compete in the changing economic landscape.

(Christo Sims)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Lyndsay Grant,</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Children’s role in home-school  relationships and the role of  digital technologies</style></title></titles><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">August 2009</style></date></pub-dates></dates><publisher><style face="normal" font="default" size="100%">Futurelab</style></publisher><pub-location><style face="normal" font="default" size="100%">Bristol</style></pub-location><abstract><style face="normal" font="default" size="100%">Children’s learning is not restricted to the time they spend in school; they learn in different ways in a wide range of different contexts, with friends and family at home and in other settings. Taking this more holistic view of children’s learning lives’, it is clear that children do not leave the rest of their lives behind when they enter the school gate, and so to support children’s learning in the broadest sense, we need to take account of their lives and learning in and out of school.

Much research, strategy and policy on home-school relationships has focused on the relationship between parents and schools. This is particularly seen in the strong current focus on improving parental engagement in children’s learning, which is a significant factor in children’s educational achievement. Parents’ engagement in their children’s learning is clearly related to the relationship between home and school, and the connections and overlap between parental engagement and home-school relationships will be discussed. This review does not offer a full review of literature around parental engagement, which can be found elsewhere. Children themselves can and do play an active role in influencing and facilitating the nature and extent of this relationship and mediating between school and homecontexts. Their active role in this three-way relationship therefore needs to be acknowledged and explored.

Digital technologies are an integral part of many families’ home environments and communication strategies, and are increasingly used by schools to support learning, communicate with parents and provide access to school resources from the home and so may offer opportunities to facilitate communication and the building of relationships between home and school.

This review provides an overview of the key debates and current practice and research into home-school relationships, with a particular focus on children’s role and the opportunities offered by digital technologies to facilitate home-school relationships.

In order to explore children’s role in home-school relationships, the role of parents in home-school relationships will first be discussed, focusing on parental engagement and parent-school partnerships. The review will then move on from looking at parents relationships with schools to looking more broadly at connections between learning in the different contexts of home and school. It then goes on to explore how children themselves make transitions and connections between home and school, focusing on children’s agency in and perspective on this relationship. The use and potential of technologies to support the home-school relationship is discussed within these main sections.

This review is intended to serve as an introduction to the broader context of this topic, discussing key issues raised by research and practice, to inform professionals and practitioners with an interest in the field. Relationships between home and school have been the subject of many years’ research, and this review does not intend to provide a comprehensive academic analysis of the entire field, to make claims about the effectiveness’ of different approaches, or to provide recommendations for policymakers
or practitioners.</style></abstract><work-type><style face="normal" font="default" size="100%">Literature Review</style></work-type></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">John Maloney</style></author><author><style face="normal" font="default" size="100%">Kylie A. Peppler</style></author><author><style face="normal" font="default" size="100%">Yasmin B. Kafai</style></author><author><style face="normal" font="default" size="100%">Mitchel Resnick</style></author><author><style face="normal" font="default" size="100%">Natalie Rusk</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Programming by Choice: Urban Youth Learning Programming with Scratch</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 39th SIGCSE technical symposium on Computer science education </style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Media Manipulation</style></keyword><keyword><style  face="normal" font="default" size="100%">Programming Langauge</style></keyword><keyword><style  face="normal" font="default" size="100%">Scratch</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year><pub-dates><date><style  face="normal" font="default" size="100%">03/2008</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://portal.acm.org/citation.cfm?id=1352260</style></url></web-urls></urls><pub-location><style face="normal" font="default" size="100%">Portland, Oregon</style></pub-location><abstract><style face="normal" font="default" size="100%">This paper describes Scratch, a visual, block-based programming language designed to facilitate media manipulation for novice programmers. We report on the Scratch programming experiences of urban youth ages 8-18 at a Computer Clubhouse 'an after school center' over an 18-month period. Our analyses of 536 Scratch projects collected during this time documents the learning of key programming concepts even in the absence of instructional interventions or experienced mentors. We discuss the motivations of urban youth who choose to program in Scratch rather than using one of the many other software packages available to them and the implications for introducing programming at after school settings in underserved communities.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Annette N. Markham</style></author><author><style face="normal" font="default" size="100%">Nancy K. Baym</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Internet Inquiry: Conversations About Method</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Online Social Environments</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.sagepub.com/booksProdDesc.nav?prodId=Book226985</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Sage Publications</style></publisher><pages><style face="normal" font="default" size="100%">264</style></pages><abstract><style face="normal" font="default" size="100%">This collection of dialogues is the only textbook of its kind. Internet Inquiry: Conversations About Method takes students into the minds of top internet researchers as they discuss how they have worked through critical challenges as they research online social environments. Editors Annette N. Markham and Nancy K. Baym illustrate that good research choices are not random but are deliberate, studied, and internally consistent. Rather than providing single &quot;how to&quot; answers, this book presents distinctive and divergent viewpoints on how to think about and conduct qualitative internet studies.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Marsh, Jackie</style></author><author><style face="normal" font="default" size="100%">Brooks, Greg</style></author><author><style face="normal" font="default" size="100%">Hughes, Jane</style></author><author><style face="normal" font="default" size="100%">Ritchie, Louise</style></author><author><style face="normal" font="default" size="100%">Roberts, Samuel</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Digital beginnings: Young children’s use of popular culture, media and new technologies.</style></title></titles><dates><year><style  face="normal" font="default" size="100%">2005</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.digitalbeginnings.shef.ac.uk/</style></url></web-urls></urls><abstract><style face="normal" font="default" size="100%">The 'Digital Beginnings' project explored young children's use of popular culture, media and new technologies in the home. It was conducted from September 2004 to July 2005. The project was funded by BBC Worldwide and the Esmée Fairbairn Foundation.

A survey was conducted of 1,852 parents and carers of children (aged from 0-6) who attended 120 individual maintained and non-maintained early years settings in England. A total of 524 early years practitioners who worked in 104 of these settings were also surveyed in order to determine their attitudes towards children's use of popular culture, media and new technologies and to explore how far they planned for their use in the communications, language and literacy curriculum of the foundation stage. The study also included an evaluation of the success of action research projects which took place in nine of the maintained and non-maintained early years settings. These projects were undertaken in order to identify the impact of interventions in which aspects of popular culture, media and new technologies were introduced into the communications, language and literacy curriculum of the foundation stage. </style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Matsuda, Misa</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">Mizuko Ito</style></author><author><style face="normal" font="default" size="100%">Matsuda, Misa</style></author><author><style face="normal" font="default" size="100%">Daisuke Okabe</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Mobile Communication and Selective Sociality</style></title><secondary-title><style face="normal" font="default" size="100%">Personal, Portable, Pedestrian: Mobile Phones in Japanese Life</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Intimacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Japan</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Phone</style></keyword><keyword><style  face="normal" font="default" size="100%">Personal communications</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2005</style></year></dates><publisher><style face="normal" font="default" size="100%">MIT Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge, MA</style></pub-location><abstract><style face="normal" font="default" size="100%">This chapter is one of the first to introduce the concept of a 'full-time intimate community.' As Matsuda points out, despite the hundreds of contacts typically found in young peopleís address books, they tend to be in frequent contact with a select few. As such, mobile communications amongst Japanese youth were primarily being used to reinforce and strengthen social relationships developed in offline contexts, such as school, rather than to expand and diversify their social network. While the article is based on a survey about mobile communications in Japan, many of the studyís findings about communication were also found in our ethnographic study of young people in the U.S., particularly with respect to their use of social network sites and mobile phones. Matsuda also suggests that newer personal communication technologies such as the mobile phone might be contributing to 'selective sociability' and greater homophily within oneís social relations. The argument is based on the observation that friendship relations increasingly rely on 'mutual selection,' processes partially enabled by the ways new communication technologies allow persons ways to control access to personal communication.

(Christo Sims)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jane McGonigal</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Reality is Broken</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Positive Game Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Social Impact</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword><keyword><style  face="normal" font="default" size="100%">Videogames</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year><pub-dates><date><style  face="normal" font="default" size="100%">01/2011</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://us.penguingroup.com/nf/Book/BookDisplay/0,,0_9781594202858,00.html</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Penguin</style></publisher><pages><style face="normal" font="default" size="100%">400</style></pages><abstract><style face="normal" font="default" size="100%">Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness.

More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world.

Drawing on positive psychology, cognitive science, and sociology, Reality Is Broken uncovers how game designers have hit on core truths about what makes us happy and utilized these discoveriesto astonishing effect in virtual environments. Videogames consistently provide the exhilarating rewards, stimulating challenges, and epic victories that are so often lacking in the real world. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? Her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges, and she helped pioneer a fast-growing genre of games that aims to turn gameplay to socially positive ends.

In Reality Is Broken, she reveals how these new alternate reality games are already improving the quality of our daily lives, fighting social problems such as depression and obesity, and addressing vital twenty-first-century challenges-and she forecasts the thrilling possibilities that lie ahead. She introduces us to games like World Without Oil, a simulation designed to brainstorm-and therefore avert- the challenges of a worldwide oil shortage, and Evoke, a game commissioned by the World Bank Institute that sends players on missions to address issues from poverty to climate change.

McGonigal persuasively argues that those who continue to dismiss games will be at a major disadvantage in the coming years. Gamers, on the other hand, will be able to leverage the collaborative and motivational power of games in their own lives, communities, and businesses. Written for gamers and nongamers alike, Reality Is Broken shows us that the future will belong to those who can understand, , and play games.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Meng, Bingchun.</style></author></authors><tertiary-authors><author><style face="normal" font="default" size="100%">Xiaoling Zhang</style></author><author><style face="normal" font="default" size="100%">Yongnian Zheng</style></author></tertiary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Regulating Egao: Futile Efforts of Recentralization</style></title><secondary-title><style face="normal" font="default" size="100%">China's Information and Communications Technology Revolution: Social Changes and State Responses,</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">China</style></keyword><keyword><style  face="normal" font="default" size="100%">e’gao</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media Production</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><publisher><style face="normal" font="default" size="100%">Routledge</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY</style></pub-location><pages><style face="normal" font="default" size="100%">52-57</style></pages><abstract><style face="normal" font="default" size="100%">This chapter examines the social, cultural, and political significance of a phenomenon known in China as e’gao, or digital multimedia expressions that makes fun of an original work. In China, e’gao is closely associated with tech-savvy, digital youth, and over the past few years it has become an umbrella term used to cover an array of practices including photo-shopping images, creating lip synching videos or parodies of famous films, and imitating celebrities in a humorous way. In this piece, Meng traces the origins of, and state responses to, the e’gao phenomenon. She argues that e’gao is a significant form of cultural expression in China because as a decentralized form of communication, it challenges institutionalized modes of media production and distribution as well as the officially authorized norms and standards of media content. She further notes that e’gao’s carnivalesque and iconoclastic attitude towards “mainstream” and “officialdom” are a means for ordinary Chinese to express criticism and dissatisfaction in a media environment that is heavily censored.

(by Cara Wallis)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Joseph Michael</style></author><author><style face="normal" font="default" size="100%">Reagle Jr.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Good Faith Collaboration: The Culture of Wikipedia</style></title><secondary-title><style face="normal" font="default" size="100%">History and Foundation of Information Science</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Collaborative Production</style></keyword><keyword><style  face="normal" font="default" size="100%">Wikipedia</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">09/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=12342</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">The MIT Press</style></publisher><abstract><style face="normal" font="default" size="100%">Wikipedia, the online encyclopedia, is built by a community—a community of Wikipedians who are expected to &quot;assume good faith&quot; when interacting with one another. In Good Faith Collaboration, Joseph Reagle examines this unique collaborative culture.

Wikipedia, says Reagle, is not the first effort to create a freely shared, universal encyclopedia; its early twentieth-century ancestors include Paul Otlet's Universal Repository and H. G. Wells's proposal for a World Brain. Both these projects, like Wikipedia, were fuelled by new technology—which at the time included index cards and microfilm. What distinguishes Wikipedia from these and other more recent ventures is Wikipedia's good-faith collaborative culture, as seen not only in the writing and editing of articles but also in their discussion pages and edit histories. Keeping an open perspective on both knowledge claims and other contributors, Reagle argues, creates an extraordinary collaborative potential.

Wikipedia is famously an encyclopedia &quot;anyone can edit,&quot; and Reagle examines Wikipedia's openness and several challenges to it: technical features that limit vandalism to articles; private actions to mitigate potential legal problems; and Wikipedia's own internal bureaucratization. He explores Wikipedia's process of consensus (reviewing a dispute over naming articles on television shows) and examines the way leadership and authority work in an open-content community.

Wikipedia's style of collaborative production has been imitated, analyzed, and satirized. Despite the social unease over its implications for individual autonomy, institutional authority, and the character (and quality) of cultural products, Wikipedia's good-faith collaborative culture has brought us closer than ever to a realization of the century-old pursuit of a universal encyclopedia.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Beth M. Miller</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Untapped Power of Summer to Advance Student Achievement</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Summer Enrichment Opportunities</style></keyword><keyword><style  face="normal" font="default" size="100%">Summer Learning</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2007</style></date></pub-dates></dates><publisher><style face="normal" font="default" size="100%">Nellie Mae Foundation</style></publisher><abstract><style face="normal" font="default" size="100%">A provocative new report shows that summer enrichment opportunities have a much more profound impact than previously believed on the academic achievement of young people. &quot;...New insights about when and where learning takes place come from a body of groundbreaking research on seasonal learning, which highlights the connection between a child's summer experiences and his or her success in school and beyond. In so doing, the research underscores the tremendous untapped potential of the summer months to level the playing field for all of our children.&quot; </style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Milligan, Melinda J.</style></author><author><style face="normal" font="default" size="100%">April Brayfield</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Museums and Childhood: Negotiating Organizational Lessons</style></title><secondary-title><style face="normal" font="default" size="100%">Childhood</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">Educational Programs</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Museums</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2004</style></year></dates><volume><style face="normal" font="default" size="100%">11</style></volume><abstract><style face="normal" font="default" size="100%">Contemporary museums define educational programs for children as a central and straightforward component of their stated missions. We problematize these programs in our critical discussion of the role of the museum as a source of non-classroom education and the centrality of these lessons in the maintenance of the museum as an organization. Our exploratory study investigates educational programs for children within two traditionally adult-centered museum settings in the US: (1) an architectural museum in a mid-sized city and (2) an art gallery on a university campus. We compare the organizational goals of the two museums with respect to their programs for children and the attempts of museum educators to accomplish these goals through specific programs. Based on interviews with museum officials and field observations, we argue that museum programs attempt to promote both cultural and content lessons to children and teachers through school tours within museum spaces and that their success is tied to the training and beliefs of tour guides, the suitability of museum spaces for children as a participatory audience, and the techniques used to control childrenís social behavior.(Becky Herr-Stephenson)</style></abstract><section><style face="normal" font="default" size="100%">275</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mitra, Ananda.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Towards Finding a Cybernetic Safe place: Illustrations from People of Indian Origin</style></title><secondary-title><style face="normal" font="default" size="100%">New Media &amp; Society </style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Diaspora</style></keyword><keyword><style  face="normal" font="default" size="100%">Identity Politics</style></keyword><keyword><style  face="normal" font="default" size="100%">India</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Online Community</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><volume><style face="normal" font="default" size="100%">8</style></volume><pages><style face="normal" font="default" size="100%">251-268</style></pages><abstract><style face="normal" font="default" size="100%">This article explores the way in which a specific immigrant group – Indians outside India – utilizes the dwelling space offered by the synthesis of real spaces and virtual spaces to create a unique immigrant identity. The argument is offered that the combination of the real and the virtual produces a cybernetic space where the immigrant identity can thrive without being controlled within the increasing anti-immigrant sentiments of the real world. Using illustrations from Internet discourse it is demonstrated that cybernetic space offers a ‘safe’ alternative living space where the marginalized immigrant can find a voice.

(by Anke Schwittay)</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Morris, Vanessa J.</style></author><author><style face="normal" font="default" size="100%">Hughes-Hassell, Sandra</style></author><author><style face="normal" font="default" size="100%">Denise E. Agosto</style></author><author><style face="normal" font="default" size="100%">Darren T. Cottman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Street Lit: Flying Off Teen Bookshelves in Philadelphia Public Libraries</style></title><secondary-title><style face="normal" font="default" size="100%">Young Adult Library Services</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><volume><style face="normal" font="default" size="100%">5</style></volume><abstract><style face="normal" font="default" size="100%">In this article, the authors discuss the phenomenon of ìStreet Lit,î a genre of writing related to hip-hop that emerged in its present form in the mid-1990s. The books are written by authors in their 20s and 30s, many of whom live in the urban areas that provide the settings for their stories. Characters in street lit are generally young adults between the ages of 16 and 23. Mainly told through first-person narratives, the stories focus on the charactersí growth into adulthood and often incorporate themes such as violence, death, teen pregnancy, drugs, and incarceration. In addition to the discussion of the generic conventions of street lit, the article discusses library book clubs for young adults that incorporate street lit as a way to engage teens in reading and participation in the library. (Becky Herr-Stephenson)</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue><section><style face="normal" font="default" size="100%">16</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mulligan, Christy</style></author><author><style face="normal" font="default" size="100%">Rick Kelsey</style></author><author><style face="normal" font="default" size="100%">Craig Davis</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">From Playing to Creating</style></title><secondary-title><style face="normal" font="default" size="100%">School Library Journal </style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year></dates><volume><style face="normal" font="default" size="100%">53</style></volume><pages><style face="normal" font="default" size="100%">36-37</style></pages><abstract><style face="normal" font="default" size="100%">This article discusses four examples of schools and libraries that are integrating videogames into curricula and resources offered to students. Recognizing the importance of videogames in young peoples’ lives and the successes public libraries have experienced introducing gaming to the library context, these schools and libraries have decided to take gaming to the next level by teaching students to design and create videogames. Drawing upon students’ extensive knowledge of gaming, teachers and librarians are able to help students at each of these sites gain the knowledge and skills they need to create engaging, challenging videogames to share with their peers. Authors Abstract.

(by Becky Herr-Stephenson)</style></abstract><issue><style face="normal" font="default" size="100%">10</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nayar, Pramod.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">New Media, Digitextuality and Public Space: Reading Cyber-mohalla</style></title><secondary-title><style face="normal" font="default" size="100%">Postcolonial Text </style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Activism</style></keyword><keyword><style  face="normal" font="default" size="100%">India</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media Production</style></keyword><keyword><style  face="normal" font="default" size="100%">Postcolonialism</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><volume><style face="normal" font="default" size="100%">4</style></volume><abstract><style face="normal" font="default" size="100%">The Delhi-based Cybermohalla project’s work is a move towards postcolonial appropriation of cyberspace, a move facilitated by and through the digitextual nature of the new media of information and communications technology.

(by Anke Schwittay)</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Palfrey, John</style></author><author><style face="normal" font="default" size="100%">Urs Gasser</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Born Digital: Understanding the First Generation of Digital Natives</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Generation</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Identity</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><publisher><style face="normal" font="default" size="100%">Basic Books</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY</style></pub-location><abstract><style face="normal" font="default" size="100%">In this book, the authors take on a number of big questions related to young people and technology. Identity, privacy, safety, learning, and innovation, as well as several other topics, are addressed in this effort to invite and inform dialogue between young people and their parents, teachers, and other significant adults in their lives. Being a Digital Native can open up a world of possibilities for certain young people who enjoy unprecedented autonomy and access to information. However, this autonomy and access is often threatening to adults to whom the practices of Digital Natives are unfamiliar. As the subtitle indicates, this book is a guide to understanding Digital Natives; it is a kind of travel guide for the grown-up and uncool to navigate unknown territory and an intervention intended to allay some of the fears fueling current moral panics. The book consists of twelve topical chapters and a final synthesis chapter. This organization allows readers to focus on topics of interest or exigency, making the book ideal for parents, teachers, and other practitioners who work with youth. Three general themes emerge across chapters: individual changes, social changes, and potential changes. All three themes support the claim that at this particular moment, the way young people are interacting with media, technology, and information, as well as with other people and institutions is changing quickly. 

(Becky Herr-Stephenson)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Seymour A. Papert</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Mindstorms: Children, Computers, And Powerful Ideas</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Computer</style></keyword><keyword><style  face="normal" font="default" size="100%">Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Socialization</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1993</style></year><pub-dates><date><style  face="normal" font="default" size="100%">08/1993</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.amazon.com/Mindstorms-Children-Computers-Powerful-Ideas/dp/0465046746</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Basic Books</style></publisher><pub-location><style face="normal" font="default" size="100%">New York</style></pub-location><abstract><style face="normal" font="default" size="100%">Mindstorms has two central themes: that children can learn to use computers in a masterful way and that learning to use computers can change the way they learn everything else. Even outside the classroom, Papert had a vision that the computer could be used just as casually and as personally for a diversity of purposes throughout a person’s entire life. Seymour Papert makes the point that in classrooms saturated with technology there is actually more socialization and that the technology often contributes to greater interaction among students and among students and instructors.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Park, H. W.</style></author><author><style face="normal" font="default" size="100%">J. P. Biddix</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Digital Media education for Korean Youth</style></title><secondary-title><style face="normal" font="default" size="100%">International Information and Library Review</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Media Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Education Policy</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Korea</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><abstract><style face="normal" font="default" size="100%">As youth in contemporary societies grow increasingly dependent on digital media, media education has become a policy consideration, particularly in wired parts of the non-Western world. Due to rapid adoption rates, media penetration, and positive attitudes toward new and innovative technologies, Korea presents an ideal test case for understanding the everyday impact of digital media. This article examines the national policies and public discourse concerning digital media education in a rapidly growing market. Specifically, this study considers the development of a standardized educational program for youth in Korea. To frame this analysis, this article presents an overview of the types of digital media education and trends at the national policy level among English-speaking countries. This is supported by a review of literature focusing on the use of digital media among youth, supplemented by current digital media usage statistics among Korean youth and an overview of Korean government policy programs. A case study of Web site analysis is presented to illustrate implications and stimulate discussion regarding educational policy. (HyeRyoung Ok)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Pasnik, Shelley</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Focus:Teen Voices on Digital Media and Society - A Global Kids Online Dialogue</style></title></titles><dates><year><style  face="normal" font="default" size="100%">2007</style></year><pub-dates><date><style  face="normal" font="default" size="100%">June 2007</style></date></pub-dates></dates><publisher><style face="normal" font="default" size="100%">Global Kids</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY</style></pub-location><abstract><style face="normal" font="default" size="100%">In April 2007, Global Kids, a New York-based not-for-profit organization, hosted its first online focus group devoted to the topic of teens, digital media and society. As part of the MacArthur Foundation’s initiative on Digital Media and Learning (http://www.digitallearning.macfound.org), the short-term dialogue was designed to support the inclusion of youth voices into the work of practitioners, researchers and policy makers that are thinking deeply about the role digital media is playing in the lives of today’s youth.

The FOCUS dialogue drew 48 official participants to its April discussion. At the end of the three-week dialogue, participants had discussed over 60 individual threads and contributed 1001 messages.
</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Pelletier, Caroline</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Games and Learning: What's the Connection? </style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Education Policy</style></keyword><keyword><style  face="normal" font="default" size="100%">Game Desing. Media Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Games for Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Gaming Environment</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><volume><style face="normal" font="default" size="100%">1</style></volume><pages><style face="normal" font="default" size="100%">83-101</style></pages><abstract><style face="normal" font="default" size="100%">This article reviews how the relationship between computer games and learning has been conceptualized in policy and academic literature, and proposes a methodology for exploring learning with games that focuses on how games are enacted in social interactions. Drawing on Sutton-Smith's description of the rhetorics of play, it argues that the educational value of games has often been defined in terms of remedying the failures of the education system. This, however, ascribes to games a specific ontology in a popular culture that is defined in terms of its opposition to school culture. By analyzing games produced in school by 12- to 13-year-olds in the context of a media education project, the article shows how notions of what a game is emerge from conventionalized and historical relations within a setting, and that the educational value of games can therefore be re-thought in terms of the situated signification of game rather than games causing learning. The students' production work is analyzed using a discursive, semiotic methodology and focuses on changing principles of design across time. Changing notions of game and play are therefore highlighted and analyzed in terms of how students position themselves in relation to the teacher, researchers, and their peers. The significance of the study for conceptualizing the relationship between games and learning is reviewed in the conclusion.</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kylie A. Peppler</style></author><author><style face="normal" font="default" size="100%">Yasmin Kafai</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Beyond Small Groups: New Opportunities for Research in Computer-Supported Collective Learning</style></title><secondary-title><style face="normal" font="default" size="100%">Computer-Supported Collaborative Learning Conference</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Collaborative Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Computer-Supported Collective Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Online Community Participation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://kpeppler.com/publications/</style></url></web-urls></urls><pub-location><style face="normal" font="default" size="100%">The University of Hong Kong</style></pub-location><abstract><style face="normal" font="default" size="100%">CSCL research has focused on understanding and designing collaborative learning in 
diverse settings and configurations with support of computers. Within this research, however, 
most efforts have concentrated on studying small group configurations and thus examined what 
we would like to call ‘collaborative’ learning (i.e., the abilities needed to participate and support 
collaborations of typically two to five people). Much less emphasis has been placed on studying 
massive communities and participation in large groups prominent in today’s social networking 
sites and online gaming cultures that would shift the focus to ‘collective’ learning (i.e., the 
abilities needed to participate and support collaborations in massive groups). In this paper, we 
identify key dimensions of collective learning, present observations of online and local 
participation in one open-source Web 2.0 community with over 630,000 members, called Scratch 
(scratch.mit.edu), and outline a research agenda for computer-supported collective learning. </style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kylie A. Peppler</style></author><author><style face="normal" font="default" size="100%">Yasmin B. Kafai</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Gaming Fluencies: Pathways into a Participatory Culture in a Community Design Studio</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Gaming Fluencies</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning and Participation in Games</style></keyword><keyword><style  face="normal" font="default" size="100%">Literacy</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.mitpressjournals.org/doi/abs/10.1162/ijlm_a_00032</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">The MIT Press</style></publisher><volume><style face="normal" font="default" size="100%">1</style></volume><pages><style face="normal" font="default" size="100%">45-58</style></pages><abstract><style face="normal" font="default" size="100%">Many recent efforts to promote new literacies involve the promotion of creative media production as a way to foster youth's literate engagement with digital media. Those interested in gaming literacies view game design as a way to engage youth in reflective and critical reading of the gaming culture. In this paper, we propose the concept of “gaming fluencies” to promote game design as a context in which youth not only learn to read but also to produce digital media in creative ways. Gaming fluencies also present the added benefit of addressing equity issues of participation in the new media literacy landscape. We report on an ethnographic study that documented urban youth producing digital games in a community technology center. Our analyses focus on an archive of 643 game designs collected over a 24-month period, selecting a random sample to identify evidence of creative and technical dimensions in game designs. In addition, we highlight three case studies of game designs to identify different pathways into the participatory culture. Our goal is to illustrate how gaming fluencies allow for a wide range of designs, provide low thresholds and high ceilings for complex projects, and make room for creative expression. In our discussion, we address how gaming fluencies represent a complementary pathway for learning and participation in today's media culture.</style></abstract><issue><style face="normal" font="default" size="100%">4</style></issue><section><style face="normal" font="default" size="100%">45</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kylie A. Peppler</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The New Fundamentals: Introducing Computation into Arts Education</style></title><secondary-title><style face="normal" font="default" size="100%">20Under40: Reinventing the Arts and Arts Education  for the 21st Century. </style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Computer Programming</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Media Arts in Education</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year></dates><abstract><style face="normal" font="default" size="100%">Given the advent of digital experimentation in the arts, this chapter conceptualizes the role that media arts can play in educational settings by looking to the ways that professional artists manipulate digital media. This chapter argues that learning to creatively code constitutes the new fundamentals of arts education in a digital world. The chapter presents a survey of contemporary projects that use computation as a way to manipulate the medium of the computer, outlines core-programmig concepts for the novice reader, and showcases what inner-city youth are already creating through the use of computer programming.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kylie A. Peppler</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Media Arts: Arts Education for a Digital Age</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Arts Education Curriculum</style></keyword><keyword><style  face="normal" font="default" size="100%">Media Arts</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology and Communication</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.tcrecord.org/Content.asp?ContentID=15945</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">2118-2153</style></pages><abstract><style face="normal" font="default" size="100%">Background/Context: New technologies have been largely absent in arts education curriculum even though they offer opportunities to address arts integration, equity, and the technological prerequisites of an increasingly digital age. This paper draws upon the emerging professional field of “media arts” and the ways in which youth use new technologies for communication to design a 21st-century K-12 arts education curriculum.

Description of prior research on the subject and/or its intellectual context and/or policy context: Building on sociocultural theories of constructionism as well as Dewey’s theories of the arts and aesthetics as a democratic pedagogy, this study draws upon over three years of extensive field study at a digital design studio where underprivileged youth accessed programming environments emphasizing graphics, music, and video.

Purpose/Objective/Research Question/Focus of the Study: This study documents what youth learn through media art making in informal settings the strengths and limitations of capitalizing on youth culture in media art production, and the distinct contributions that media arts education can make to the classroom environment.

Research Design: A mixed-methods design was utilized that analyzed data from participants and professional interviews, an archive of youths’ media art, and videotape documentation of youth at work on their projects.

Conclusions/Recommendations: Findings point to the ways in which youth engage with technology that encourages active learning and how new types of software can be used to illustrate and encourage this process.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kylie A. Peppler</style></author><author><style face="normal" font="default" size="100%">Joshua A. Danish</style></author><author><style face="normal" font="default" size="100%">Benjamin Zaitlen</style></author><author><style face="normal" font="default" size="100%">Diane Glosson</style></author><author><style face="normal" font="default" size="100%">Alexander Jacobs</style></author><author><style face="normal" font="default" size="100%">David Phelps</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">BeeSim: Leveraging Wearable Computers in Participatory Simulations with Young Children</style></title><secondary-title><style face="normal" font="default" size="100%">9th International Conference on Interaction Design and Children</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">BeeSim</style></keyword><keyword><style  face="normal" font="default" size="100%">Participatory Simulations</style></keyword><keyword><style  face="normal" font="default" size="100%">Younger Age Groups</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.joshuadanish.com/2010/06/15/beesim/</style></url></web-urls></urls><pub-location><style face="normal" font="default" size="100%">Barcelona, Spain</style></pub-location><abstract><style face="normal" font="default" size="100%">New technologies have enabled students to become active participants in computational simulations of dynamic and complex systems (called Participatory Simulations), providing a &quot;first-person&quot; perspective on complex systems. However, most existing Participatory Simulations have targeted older children, teens, and adults assuming that such concepts are too challenging for younger age groups. This paper, by contrast, presents a design for a Participatory Simulation, called BeeSim, which makes use of wearable computers and targets young children (7-8 years old) to model the behaviors of honeybee nectar collection. In our preliminary user studies, we found that BeeSim contributed to systems understanding and more easily managed group dynamics.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kylie A. Peppler</style></author><author><style face="normal" font="default" size="100%">Yasmin B. Kafai</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">From SuperGoo to Scratch: Exploring Creative Digital Media Production in Informal Learning</style></title><secondary-title><style face="normal" font="default" size="100%">Learning, Media, and Technology</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Media Arts Practices</style></keyword><keyword><style  face="normal" font="default" size="100%">Media Education</style></keyword><keyword><style  face="normal" font="default" size="100%">Participatory Media</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2007</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.tandfonline.com/doi/abs/10.1080/17439880701343337</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Routledge</style></publisher><volume><style face="normal" font="default" size="100%">32</style></volume><pages><style face="normal" font="default" size="100%">149-166</style></pages><abstract><style face="normal" font="default" size="100%">Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths' informal media arts practices, we articulate a new vision for media education in the digital age that encompasses new genres, convergence, media mixes and participation. We first outline the history of how students' creative production has been used to meet the goals of media educators and highlight new trends in media education that are instructive for creative production. Our goal is to introduce and situate the new ways in which youth are participating in creative production and the subsequent impact that this might have on teaching and learning media education today. Findings from an ethnographic study are used to demonstrate the potential of youth producing new media, such as video games and interactive art, on media education research and practice.</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue><section><style face="normal" font="default" size="100%">149</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kylie A. Peppler</style></author><author><style face="normal" font="default" size="100%">Maria Solomou</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Building Creativity: Collaborative Learning and Creativity in Social Media Environments</style></title><secondary-title><style face="normal" font="default" size="100%">On the Horizon</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning processes</style></keyword><keyword><style  face="normal" font="default" size="100%">Multimedia</style></keyword><keyword><style  face="normal" font="default" size="100%">Social networking sites</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.emeraldinsight.com/journals.htm?articleid=1906436</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Emerald Group Publishing Limited</style></publisher><volume><style face="normal" font="default" size="100%">19</style></volume><pages><style face="normal" font="default" size="100%">13-23</style></pages><abstract><style face="normal" font="default" size="100%">Purpose – Using a systems-based approach to creativity and a sociocultural constructionist approach to learning, this study aims to highlight how creative ideas emerge within a community and spread amongst its members.

Design/methodology/approach – Using a design-based approach to research, this study took place within the social media environment, Quest Atlantis. Chat data were collected from 85 participants and screenshots were taken of the virtual architecture designed and built by players in the Quest Atlantis environment, in an effort to explore the nature of creativity and collaborative learning within the context of virtual 3D architectural construction.

Findings – The findings illustrate the rise and spread of creativity in online communities and also point to the social and cultural nature of creativity.

Research limitations/implications – This study, the first of its kind, focuses on how creativity operates within a single community in order to draw implications about digital creativity more broadly.

Practical implications – Implications for designing virtual and physical communities to promote creativity are discussed.

Originality/value – Documenting and analyzing an entire creative system in the everyday world can be a challenging endeavor. Social media, by contrast, offer an opportunity to document, describe, and analyze creativity, extend Csikszentmihalyi's work into the realm of social media and push back on current conceptions of digital creativity.</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue><section><style face="normal" font="default" size="100%">13</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Lindsay Pettingill</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Engagement 2.0? How the New Digital Media Can Invigorate Civic Engagement </style></title><secondary-title><style face="normal" font="default" size="100%">Gnovis: Journal of Communication,Culture &amp; Technology</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Civic Engagement</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Politics</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year><pub-dates><date><style  face="normal" font="default" size="100%">Summer 2008</style></date></pub-dates></dates><volume><style face="normal" font="default" size="100%">8</style></volume><pages><style face="normal" font="default" size="100%">155-161</style></pages><abstract><style face="normal" font="default" size="100%">I explore the relationship between civic engagement and democratic practice. I suggest that the traditional model of civic engagement does not capture the distinctive engagement of many young people today and is limited in three crucial ways: an inflexible model of organizational commitment, an antiquated understanding of contemporary group membership, and the assumption that nearly all forms of engagement are equal in the sense of efficacy that they convey to participants. A new model inspired by participatory culture is necessary. A contemporary model of civic engagement, Engagement 2.0, suggests that the NDM represents a new space for political change—a space that has been overlooked by many political scientists.</style></abstract><issue><style face="normal" font="default" size="100%">3</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>10</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Recuero, Raquel.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Information Flows and Social Capital in Weblogs: A Case Study in the Brazilian Blogosphere</style></title><secondary-title><style face="normal" font="default" size="100%">ACM Conference on Hypertext and Hypermedia Proceedings</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Blogs</style></keyword><keyword><style  face="normal" font="default" size="100%">Brazil</style></keyword><keyword><style  face="normal" font="default" size="100%">Information</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Social capital</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><pages><style face="normal" font="default" size="100%">97-106</style></pages><abstract><style face="normal" font="default" size="100%">Blogs are tools for publishing information that have become very popular due to the way they facilitate the process of publishing on the Internet. Due to their popularity, blogs influence how information flows in cyberspace. This paper deals with the relations between bloggers' perceived social capital and motivations with the information they choose to publish. Based on a case study of a network of 48 weblogs, 32 interviews and 988 analyzed memes, the authors show how, for the studied case, information flow is influenced by bloggers' motivations and perceptions.

(by Heather Horst)

</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>19</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Erin Reilly</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">What is Learning in a Participatory Culture?</style></title><secondary-title><style face="normal" font="default" size="100%">Threshold: Exploring the Future of Education</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Participatory Culture</style></keyword><keyword><style  face="normal" font="default" size="100%">Teachning</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">Spring 2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.ciconline.org/threshold-spring09</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">7-11</style></pages><abstract><style face="normal" font="default" size="100%">Cable’s Leaders in Learning Award winner Erin Reilly looks at how educators are learning how to engage today’s digital kids to share and distribute knowledge within learning communities.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Reuben, Abraham.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Mobile Phones and Economic Development: Evidence From the Fishing Industry in India</style></title><secondary-title><style face="normal" font="default" size="100%">Information Technologies and International Development </style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Ethnography</style></keyword><keyword><style  face="normal" font="default" size="100%">India</style></keyword><keyword><style  face="normal" font="default" size="100%">Media use</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Phones</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year></dates><volume><style face="normal" font="default" size="100%">4</style></volume><pages><style face="normal" font="default" size="100%">5-17</style></pages><abstract><style face="normal" font="default" size="100%">There is considerable speculation about the correlation between investments in telecommunications and economic development. Yet, there has been very little research on whether there is a connection between information and communication technologies (ICTs) and economic growth, and if indeed a connection can be established, how it works. Vast populations in developing countries live in rural areas and are subject to the vagaries of their highly inefficient markets. Mobile phones, by virtue of their role as carriers and conduits of information, ought to lessen the information asymmetries in markets, thereby making rural and undeveloped markets more efficient. This article tests this assumption using a case-study from India, where the fishing community in the southwestern state of Kerala has adopted mobile phones in large numbers. Using mobile phones at sea, fishermen are able to respond quickly to market demand and prevent unnecessary wastage of catch—fish being a highly perishable commodity—a common occurrence before the adoption of phones. At the marketing end, mobile phones help coordinate supply and demand, and merchants and transporters are able to take advantage of the free flow of price information by catering to demand in undersupplied markets. There is also far less wastage of time and resources in all segments of the fishing community. Fishermen spend less time idling on shore and at sea, whereas owners and agents go to the landing centers only when they receive information (via mobile phones) that their boats are about to dock. We find that with the widespread use of mobile phones, markets become more efficient as risk and uncertainty are reduced. There is greater market integration; there are gains in productivity and in the Marshallian surplus (sum of consumer and producer surplus); and price dispersion and price fluctuations are reduced. The potential efficiencies are, however, subject to easy access to capital, especially at the production end of the supply chain, without which the market remains less efficient than it could be. Finally, the quality of life of the fishermen improves as they feel less isolated and less at risk in emergencies.

(by Anke Schwittay)

</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jean E. Rhodes</style></author><author><style face="normal" font="default" size="100%">David L. DuBois</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Understanding and Facilitating the Youth Mentoring Movement</style></title><secondary-title><style face="normal" font="default" size="100%">Social Policy Report</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Social Positivity</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth Mentoring</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.srcd.org/</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">The Society for Research in Child Development</style></publisher><volume><style face="normal" font="default" size="100%">20</style></volume><abstract><style face="normal" font="default" size="100%">  In this report, we review current scientiﬁc knowledge on the topic of youth mentoring, including what 
is known about relationships and programs, and their interface with organizations and institutions. Two 
primary conclusions can be drawn from this review. First, mentoring relationships are most likely to 
promote positive outcomes and avoid harm when they are close, consistent, and enduring. Second, to date, 
programs have achieved only limited success in their efforts to establish and sustain such relationships. This 
is evident in a modest and inconsistent pattern of effects on youth outcomes, well-documented implemen- 
tation problems, and a lack of compelling evidence of cost-effectiveness. We also review public policy 
issues in the ﬁeld, focusing on factors underlying the popularity of youth mentoring in the US and recent 
efforts to extend its reach. We argue that these factors have had undesirable consequences that include 
decreasing intensity and infrastructure support for youth mentoring programs as well as a failure to take 
advantage of the full range of opportunities to cultivate and sustain mentoring relationships across different 
contexts of youth development. We call for a better alignment of research and practice in the area of youth 
mentoring, recommending policies that (a) promote evidence-based innovation, rigorous evaluation, and 
careful replication in dissemination for youth mentoring programs, and (b) encourage intentional and 
scientiﬁcally informed approaches to mentoring across the full-spectrum of youth-serving settings. </style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Roberts, Donald F.</style></author><author><style face="normal" font="default" size="100%">Victoria Rideout</style></author><author><style face="normal" font="default" size="100%">Ulla G. Foehr</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Generation M: Media in the Lives of 8-18 Year-Olds</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Identity</style></keyword><keyword><style  face="normal" font="default" size="100%">Media use</style></keyword><keyword><style  face="normal" font="default" size="100%">Quantitative studies</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2005</style></year></dates><publisher><style face="normal" font="default" size="100%">Kaiser Family Foundation</style></publisher><pub-location><style face="normal" font="default" size="100%">Menlo Park, CA</style></pub-location><abstract><style face="normal" font="default" size="100%">This book reports the findings of a study on media use among a nationally representative sample of approximately 2,000 young people. Data was collected using questionnaires and media diaries from approximately 700 self-selected participants. The report highlights fifteen key findings, including analysis of the amount of time young people spend with different types of media, the penetration of different media and technology in homes, including kidsí bedrooms, parental rules regarding media use, and the relationships between digital media use and other activities, including school work and reading. The finding that American youth spend an average of nearly 6.5 hours per day has been widely cited since the reportís publication in 2005. The report concludes with the recommendation that parents, teachers, and other concerned adults must take young peopleís media use seriously because it is such a significant part of their everyday lives.

(Christo Sims)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Rowland, Nicholas J.</style></author><author><style face="normal" font="default" size="100%">Fabio Rojas</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Bringing technology back in: A critique of the Institutionalist perspective on Museums</style></title><secondary-title><style face="normal" font="default" size="100%">Museum and Society</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Museums</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><volume><style face="normal" font="default" size="100%">4</style></volume><abstract><style face="normal" font="default" size="100%">Sociologists that study organizations often analyze the museum from a cultural perspective that emphasizes the norms of the museum industry and the larger society. We review this literature and suggest that sociologists should take into account the technical demands of museums. Drawing on insights from social studies of technology, we argue that museums are better understood as organizations that must accomplish legitimate goals with specific technologies. These technologies impact museums and the broader museum field in at least three ways: they make specific types of art possible and permit individuals and organizations to participate in the art world; they allow actors to insert new practices in museums; and they can stabilize or destabilize museum practices. We illustrate our arguments with examples drawn from the world of contemporary art.(Becky Herr-Stephenson)</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue><section><style face="normal" font="default" size="100%">84</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Karen Schrier</style></author><author><style face="normal" font="default" size="100%">David Gibson</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Ethics and Game Design: Teaching Values Through Play</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Ethical Thinking &amp; Discourse</style></keyword><keyword><style  face="normal" font="default" size="100%">Game Design</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">02/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.igi-global.com/bookstore/titledetails.aspx?TitleId=37269</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Information Science Reference</style></publisher><pages><style face="normal" font="default" size="100%">396</style></pages><abstract><style face="normal" font="default" size="100%">Ethics and games are emerging as a very popular field of study. As such, there has become a need to define the field in terms of its primary challenges and the current state of the discipline.

Ethics and Game Design: Teaching Values through Play is the first book in its field to challenge scholars and researchers to answer questions such as: How can game design be improved to foster ethical thinking and discourse? What are the theories and methodologies that will help us understand, model, and assess ethical thinking in games? How do we use games in classrooms and informal educational settings to support moral development? This distinguished publication approaches such questions from a multidisciplinary perspective with the ultimate goal of inspiring further interdisciplinary dialogue and research in order to continue building the ethics and games community. </style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Daniel L. Schwartz</style></author><author><style face="normal" font="default" size="100%">Dylan Arena</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Choice-Based Assessment for the Digital Age</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Assessment Strategies</style></keyword><keyword><style  face="normal" font="default" size="100%">Choice</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Technologies</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">08/2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.instituteofplay.org/context/additional-resources/</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Institute of Play</style></publisher><abstract><style face="normal" font="default" size="100%">This paper argues that assessment strategies focusing primarily on how much knowledge students retain fail to capture the extent to which students are prepared to act autonomously in the world, or to make good choices, a fundamental goal of education. It goes on to argue that choice, rather than knowledge, should inform assessment strategies, and that digital technologies make this possible.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Schwartz, Deborah F</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Dude, Where ís My Museum? Inviting Teens to Transform </style></title><secondary-title><style face="normal" font="default" size="100%">Museum News</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Educational Programs</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning Environments</style></keyword><keyword><style  face="normal" font="default" size="100%">Museums</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2005</style></year></dates><abstract><style face="normal" font="default" size="100%">In this article, Schwartz discusses four innovative programs at museums around the country. These programs engage teens with the content and community of the museum through particular structures of participation (such as mentorships) as well as through technology. Through these opportunities for participation, teens are not only invited to visit the museum, but to transform the content and practices associated with the museum, bringing into the space the ways of learning and social practices important to them. (Becky Herr-Stephenson)</style></abstract><issue><style face="normal" font="default" size="100%">October/November</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>19</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nick Seaver</style></author><author><style face="normal" font="default" size="100%">Lana Swartz</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Let the Ideas Flow</style></title><secondary-title><style face="normal" font="default" size="100%">Threshold: Exploring the Future of Education</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Education Software</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media Literacies</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">Spring 2009</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.ciconline.org/threshold-spring09</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">30-32</style></pages><abstract><style face="normal" font="default" size="100%">Editor's note:New Technologies and New Media application are changing all aspects of K-12 curricula, affecting how teachers approach their subject matter and the ways they teach it. These new possibilities require additional training so teachers can use them effectively. This article follows a group of educators and other professionals as they come together to explore the use of digital technology and new media literacies in teaching geography and mapping. In the process, they also discover a new style of professional development that allows them to collaborate, create, connect, and circulate their new knowledge.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Seiter, Ellen</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">T. McPherson</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Practicing at Home: Computers, Pianos, and Cultural Capital</style></title><secondary-title><style face="normal" font="default" size="100%">Digital Youth, Innovation, and the Unexpected</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Cultural Capital</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Inequality</style></keyword><keyword><style  face="normal" font="default" size="100%">Pedagogy</style></keyword><keyword><style  face="normal" font="default" size="100%">Status</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year></dates><publisher><style face="normal" font="default" size="100%">The MIT Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge, MA</style></pub-location><pages><style face="normal" font="default" size="100%">27-52</style></pages><abstract><style face="normal" font="default" size="100%">Bourdieu focused attention on the role of education and the influence of status distinctions on the selection and valorization of particular forms of cultural capital. Although Bourdieu did not write about digital media, he was a keen observer of status distinctions in education and how these translate into job markets. Through an extended analogy between learning the piano and learning the computer, the author demonstrates Bourdieu's relevance for an expanded vision of digital literacyóone that would forefront the material and social inequalities in U.S. domestic Internet access and in public education. High Tech High School, supported by the Gates Foundation, provides a case of why it is important to examine current digital pedagogy in terms of unarticulated and implicit models of entrepreneurial labor, both because these set up unrealistic expectations and because they can express corporate norms rather than critical pedagogy. 

(Author's Abstract)
</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Seiter, Ellen</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Internet Playground : Children's access, Entertainment, and Mis-education</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Inequality</style></keyword><keyword><style  face="normal" font="default" size="100%">Pedagogy</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2005</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.peterlang.com/index.cfm?event=cmp.ccc.seitenstruktur.detailseiten&seitentyp=produkt&pk=46567&concordeid=69124</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Peter Lang</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY</style></pub-location><abstract><style face="normal" font="default" size="100%">In &quot;The Internet Playground,&quot; Seiter's main argument is that the technology gap between rich and poor American kids is growing larger. A key reason for the gap is the difference between what kids with resources can do at home and what is taught and available at school. She notes that the ways in which kids use and understand the Internet as a source of entertainment are very different from the ways in which Internet use is taught at school. Students with limited access to the Internet outside of school often approach computers differently than their peers who are able to develop a more playful orientation to them outside of school. Another part of the gap is the influence of mass marketers, who produce and sell ìeducationalî and creative technology accessible only to affluent families. Poor children make do with ad-laden, poorly functioning, free products (websites, games, etc.). Throughout the book, Seiter draws upon four years of fieldwork teaching computer classes in 2 elementary schools: Clearview (affluent/high-end tech) and Washington (low-income/low-end tech). Each chapter examines a different aspect of studentsí computer use in and outside of school and questions the impact of unequal access to technology on the activities. Chapter two discusses producing a school newspaper at Washington, a process that was challenging because of the students' lack of exposure to newsóparticularly ìhuman interestî news stories. Seiter questions common discourse about kidsí political apathy, highlighting the impact experience (or lack thereof) with news can make. Chapter three examines gender and gaming, looking at the influence of gender on perceptions of studentsí technological skills. Chapters four and five turn to kids' online popular culture, raising questions about race and ethnicity and commercial influences in the mediated spaces kids frequent online. 

(Megan Finn, Sarah Ellinger, and Alison Billings)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>32</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Araba Sey</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Mobile Communication and Development: A study of Mobile Phone Appropriation in Ghana</style></title><secondary-title><style face="normal" font="default" size="100%">Annenberg School for Communication</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Economic Development</style></keyword><keyword><style  face="normal" font="default" size="100%">Ghana</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Phones</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology Appropriation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><publisher><style face="normal" font="default" size="100%">University of Southern California</style></publisher><pub-location><style face="normal" font="default" size="100%">Los Angeles, CA</style></pub-location><volume><style face="normal" font="default" size="100%">Ph.D.</style></volume><abstract><style face="normal" font="default" size="100%">This dissertation examines the processes involved in the introduction, adoption and use of mobile phones in Ghana. Using the lenses of technology appropriation, sustainable livelihoods, and ICTs for development, the author characterizes mobile phone use as a cycle of interaction between service providers and mobile phone users. These interactions are, for the moment, driven by cost and affordability considerations linked not only to usersí efforts to conserve income, but also to service providersí efforts to generate revenue. It is suggested that from the perspective of poverty reduction, the major long-term benefits of mobile telephony are more likely to be derived from its use as a livelihood resource (that is, as a communication tool for all activities) than from its use as a source of livelihood (that is, as a direct means of generating revenue). (Araba Sey)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Shaffer, David Williamson</style></author><author><style face="normal" font="default" size="100%">David Hatfield</style></author><author><style face="normal" font="default" size="100%">Gina Navoa Svarovsky</style></author><author><style face="normal" font="default" size="100%">Padraig Nash,</style></author><author><style face="normal" font="default" size="100%">Aran Nulty</style></author><author><style face="normal" font="default" size="100%">Elizabeth Bagley</style></author><author><style face="normal" font="default" size="100%">Ken Frank</style></author><author><style face="normal" font="default" size="100%">André A. Rupp</style></author><author><style face="normal" font="default" size="100%">Robert Mislevy</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Epistemic Network Analysis: A Prototype for 21st-Century Assessment of Learning.</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Educational Assessment</style></keyword><keyword><style  face="normal" font="default" size="100%">Epistemic Games. Games for Learning</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><volume><style face="normal" font="default" size="100%">1</style></volume><pages><style face="normal" font="default" size="100%">33-53</style></pages><abstract><style face="normal" font="default" size="100%">In this article we examine educational assessment in the 21st century. Digital learning environments emphasize learning in action. In such environments, assessments need to focus on performance in context rather than on tests of abstracted and isolated skills and knowledge. Digital learning environments also provide the potential to assess performance in context, because digital tools make it possible to record rich streams of data about learning in progress. But what assessment methods will use this data to measure mastery of complex problem solvingthe kind of thinking in action that takes place in digital learning environments? Here we argue that one way to address this challenge is through evidence-centered design-framework for developing assessments by systematically linking models of understanding, observable actions, and evaluation rubrics to provide evidence of learning. We examine how evidence-centered design can address the challenge of assessment in new media learning environments by presenting one specific theory-based approach to digital learning, known as epistemic games (http://epistemicgames.org/eg/), and describing a method, epistemic network analysis (ENA), to assess learner performance based on this theory. We use the theory and its related assessment method to illustrate the concept of a digital learning systema system composed of a theory of learning and its accompanying method of assessment, linked into an evidence-based, digital intervention. We argue that whatever tools of learning and assessment digital environments use, they need to be integrated into a coherent digital learning system linking learning and assessment through evidence-centered design.</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Shaffer, David Williamson</style></author><author><style face="normal" font="default" size="100%">David Hatfield</style></author><author><style face="normal" font="default" size="100%">Gina Navoa Svarovsky</style></author><author><style face="normal" font="default" size="100%">Padraig Nash,</style></author><author><style face="normal" font="default" size="100%">Aran Nulty</style></author><author><style face="normal" font="default" size="100%">Elizabeth Bagley</style></author><author><style face="normal" font="default" size="100%">Ken Frank</style></author><author><style face="normal" font="default" size="100%">André A. Rupp</style></author><author><style face="normal" font="default" size="100%">Robert Mislevy</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Epistemic Network Analysis: A Prototype for 21st-Century Assessment of Learning</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Educational Assessment in 21st Century</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.mitpressjournals.org/doi/abs/10.1162/ijlm.2009.0013</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">1</style></volume><pages><style face="normal" font="default" size="100%">33-53</style></pages><abstract><style face="normal" font="default" size="100%">In this article we examine educational assessment in the 21st century. Digital learning environments emphasize learning in action. In such environments, assessments need to focus on performance in context rather than on tests of abstracted and isolated skills and knowledge. Digital learning environments also provide the potential to assess performance in context, because digital tools make it possible to record rich streams of data about learning in progress. But what assessment methods will use this data to measure mastery of complex problem solving—the kind of thinking in action that takes place in digital learning environments?

Here we argue that one way to address this challenge is through evidence-centered design1—a framework for developing assessments by systematically linking models of understanding, observable actions, and evaluation rubrics to provide evidence of learning. We examine how evidence-centered design can address the challenge of assessment in new media learning environments by presenting one specific theory-based approach to digital learning, known as epistemic games (http://epistemicgames.org/eg/), and describing a method, epistemic network analysis (ENA), to assess learner performance based on this theory. We use the theory and its related assessment method to illustrate the concept of a digital learning system—a system composed of a theory of learning and its accompanying method of assessment, linked into an evidence-based, digital intervention. We argue that whatever tools of learning and assessment digital environments use, they need to be integrated into a coherent digital learning system linking learning and assessment through evidence-centered design.</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue><section><style face="normal" font="default" size="100%">33</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Shaheen Shariff</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Cyberbullying: Issues and Solutions for the School, the Classroom and the Home</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Community Network</style></keyword><keyword><style  face="normal" font="default" size="100%">Cyber-bullying</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital World</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year><pub-dates><date><style  face="normal" font="default" size="100%">03/2008</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.routledge.com/books/details/9780415424912/</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Routledge</style></publisher><pages><style face="normal" font="default" size="100%">310</style></pages><abstract><style face="normal" font="default" size="100%">This book looks in depth at the emerging issue of cyber-bullying. In this increasingly digital world cyber-bullying has emerged as an electronic form of bullying that is difficult to monitor or supervise because it often occurs outside the physical school setting and outside school hours on home computers and personal phones. These web-based and mobile technologies are providing young people with what has been described as: ‘an arsenal of weapons for social cruelty’.

These emerging issues have created an urgent need for a practical book grounded in comprehensive scholarship that addresses the policy-vacuum and provides practical educational responses to cyber-bullying. Written by one of the few experts on the topic Cyber-Bullying develops guidelines for teachers, head teachers and administrators regarding the extent of their obligations to prevent and reduce cyber-bullying. The book also highlights ways in which schools can network with parents, police, technology providers and community organizations to provide support systems for victims (and perpetrators) of cyber-bullying.
</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mary P. Sheridan</style></author><author><style face="normal" font="default" size="100%">Jennifer Roswell</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Design Literacies: Learning and Innovation in the Digital Age</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Design Literacies</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital and Media Age</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Media Producers</style></keyword><keyword><style  face="normal" font="default" size="100%">Literacy</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">05/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.routledge.com/books/details/9780415559645/</style></url></web-urls></urls><edition><style face="normal" font="default" size="100%">1</style></edition><publisher><style face="normal" font="default" size="100%">Routledge</style></publisher><pages><style face="normal" font="default" size="100%">144</style></pages><abstract><style face="normal" font="default" size="100%">Design Literacies: Learning and Innovation in the Digital Age explores new ways of meaning making by examining the practices, stories, and products of new and digital media producers with the goal of understanding the logic of marketplace production.

Based on interviews with thirty new media and digital technology producers, including designers of video games, community activists and marketers of digital technologies, Design Literacies looks at the shared patterns and common themes and offers a window into contemporary out-of-school practices, a language to describe these practices and a pedagogy that better meets students’ needs in this new media and digital age.

With a foreword by Gunther Kress and an afterword by James Gee, Design Literacies: Learning and Innovation in the Digital Age will be of interest to postgraduate and graduate students of applied linguistics and education.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Shute, Val</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Simply Assessment.</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Assessment</style></keyword><keyword><style  face="normal" font="default" size="100%">Education Programs</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><volume><style face="normal" font="default" size="100%">1</style></volume><pages><style face="normal" font="default" size="100%">1-11</style></pages><abstract><style face="normal" font="default" size="100%">Assessment results can and should have important implications for instruction, positively influencing both the teaching and learning sides of the equation. In today's classrooms, however, assessments are too often used for purposes of grading, promotion, and placement, but not for learning. The stance I take on assessment is that it should: (a) support, not undermine, the learning process for learners and teachers/mentors; (b) provide more formative, compared to summative, information (i.e., give useful feedback during the learning process rather than a single judgment at the end); and (c) be responsive to what is known about how people learn, generally and developmentally. Probably the most important and powerful feature of assessment involves using results to make improvements and decisions. This is true whether the assessment is used to support personal learning or for accountability purposes.</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Skog, Berit</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">James Katz</style></author><author><style face="normal" font="default" size="100%">R. Aakhus</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Mobiles and the Norwegian Teen: Identity, Gender, and Class</style></title><secondary-title><style face="normal" font="default" size="100%">Perpetual Contact: Mobile Communication, Private Talk, Public Performance</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Class</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Gender</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Phones</style></keyword><keyword><style  face="normal" font="default" size="100%">Norway</style></keyword><keyword><style  face="normal" font="default" size="100%">Text Messaging (SMS)</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2002</style></year></dates><publisher><style face="normal" font="default" size="100%">Cambridge University Press</style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge, UK</style></pub-location><pages><style face="normal" font="default" size="100%">255-272</style></pages><abstract><style face="normal" font="default" size="100%">In Norway two-thirds of teens own or have access to mobile phones, so how they are used and viewed by teens is an important issue.  Through two surveys of mobile phone use among Norwegian teenagers, the authors gain insight into this technology's role in young people's lives. Clearly, though, a large role is occupied by short messaging service (SMS), which allows transmission of text messages via mobile phone. Though messages are limited to 160 characters, they are quite economical. SMS has spurred teens to create an anglicized clique-based abbreviated language. The mobile phones also have various technical facilities including the ability to download ring tones (&quot;hit&quot; pop music), logos, pictures and games; mobiles are available in various brands, designs, and colors.  The newest ones, WAP (Wireless Application Protocol) phones, access the Internet and e-mail.  Hence teen users are not only consumers but producers as well since they are free to create an individual phone by combining the above elements.  The flexibility and social contact allowed by the technology mean that is has become harnessed as part of many a teen's identity project. The two studies used for this paper consist of a questionnaire that was distributed to 2,979 teens, and was returned by 84% of them; and a sample survey of 100 teens (67 girls/53 boys) who answered questions concerning their use of mobile phones. Teens with working-class backgrounds were more likely to own a mobile phone that their higher class counterparts. Teenagers planning to pursue higher education or University studies were less likely to have mobile phones than those with lower educational aims. With regard to these findings, the studies showed that 48% of phone owners use the Internet compared to 43% of non-owners, and 31% program as compared to 19% of non-owners. This study shows that there is a direct correlation between teens who use mobile phones and other technologies.  This pattern illustrates a development in the job market where people are being hired for their technical competence, not their level of education. This phenomenon is creating a emerging techno-class, with working-class training methods, and a higher-class culture.

(Megan Finn, Sarah Ellinger, and Alison Billings)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Slater, Don</style></author><author><style face="normal" font="default" size="100%">Janet Kwami</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Embeddedness and Escape: Internet and Mobile Use as Poverty Reduction Strategies in Ghana</style></title><secondary-title><style face="normal" font="default" size="100%">ISRG </style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Ethnography</style></keyword><keyword><style  face="normal" font="default" size="100%">Ghana</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Phones</style></keyword><keyword><style  face="normal" font="default" size="100%">Social Development</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2005</style></year></dates><number><style face="normal" font="default" size="100%">Working Paper 4</style></number><abstract><style face="normal" font="default" size="100%">This research paper discusses the distinction between Internet and mobile phone user practices in a low-income urban community in Ghana. Based on the findings of their ethnographic study, the authors argue that access to these two technologies does not represent a ìsingle movement into an ëinformation societyíî (p.3) but rather two divergent poverty reduction strategies. The Internet is employed as an avenue to escape from current circumstances by connecting to Internet users in western countries mainly through online chat forums. Conversely, mobile phones are used to manage existing and primarily local social networks that are necessary for surviving everyday life. The implication of these findings is that it may be more complicated than expected, to achieve national goals of attaining economic development through the promotion of Internet use. (Araba Sey)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Squire, Kurt</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">From Content to Context: Videogames as Designed Experience</style></title><secondary-title><style face="normal" font="default" size="100%">Educational Researcher</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Games for Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Gaming Community</style></keyword><keyword><style  face="normal" font="default" size="100%">Participatory Culture</style></keyword><keyword><style  face="normal" font="default" size="100%">Videogames</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><volume><style face="normal" font="default" size="100%">35</style></volume><pages><style face="normal" font="default" size="100%">19-29</style></pages><abstract><style face="normal" font="default" size="100%">Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might bene?t by developing more grounded theories about them. This article argues for framing game play as a designed experience. Players’ understandings are developed through cycles of performance within the game worlds, which instantiate particular theories of the world (ideological worlds). Players develop new identities both through game play and through the gaming communities in which these identities are enacted. Thus research that examines game-based learning needs to account for both kinds of interactions within the game world and in broader social contexts. Examples from curriculum developed for Civilization III and Supercharged! show how games can communicate powerful ideas and open new identity trajectories for learners. 

(Author’s Abstract)

</style></abstract><issue><style face="normal" font="default" size="100%">8</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Squire, Kurt</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">From Content to Context: Video Games as Designed Experience</style></title><secondary-title><style face="normal" font="default" size="100%">Educational Researcher</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Games and Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Identity</style></keyword><keyword><style  face="normal" font="default" size="100%">Social Learning</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year><pub-dates><date><style  face="normal" font="default" size="100%">11/2006</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://edr.sagepub.com/content/35/8/19.abstract</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Sage Publications</style></publisher><pub-location><style face="normal" font="default" size="100%">Thousand Oaks</style></pub-location><volume><style face="normal" font="default" size="100%">35</style></volume><abstract><style face="normal" font="default" size="100%">Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a designed experience. Players’ understandings are developed through cycles of performance within the gameworlds, which instantiate particular theories of the world (ideological worlds). Players develop new identities both through game play and through the gaming communities in which these identities are enacted. Thus research that examines game-based learning needs to account for both kinds of interactions within the game-world and in broader social contexts. Examples from curriculum developed for Civilization III and Supercharged! show how games can communicate powerful ideas and open new identity trajectories for learners. </style></abstract><issue><style face="normal" font="default" size="100%">8</style></issue><section><style face="normal" font="default" size="100%">19</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Steinkuehler, Constance</style></author><author><style face="normal" font="default" size="100%">Elizabeth King</style></author><author><style face="normal" font="default" size="100%">Sarah Chu,</style></author><author><style face="normal" font="default" size="100%">Esra Alagoz</style></author><author><style face="normal" font="default" size="100%">Aysegul Bakar Corez</style></author><author><style face="normal" font="default" size="100%">David Simkins</style></author><author><style face="normal" font="default" size="100%">Yoonsin Oh</style></author><author><style face="normal" font="default" size="100%">Bei Zhang</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Identifying Protoform Practices: Leadership.</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">After School Programs</style></keyword><keyword><style  face="normal" font="default" size="100%">Games for Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Gaming Community</style></keyword><keyword><style  face="normal" font="default" size="100%">Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Online Games</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><volume><style face="normal" font="default" size="100%">1</style></volume><abstract><style face="normal" font="default" size="100%">A growing amount of evidence points to a literacy crisis among teenage boys in the United States. Nationally only 65% of all boys graduate (Greene &amp; Winters, 2006), and of those who persist, by age 17, only one in seventeen can read well enough to understand information from a specialized text such as the science section of a newspaper (Thinking K-16, 2001). Overall the “typical boy lags a year and one-half behind the typical girl” (Kleinfeld, 2006). On the bright side, a growing body of research points to the potential of games as routes toward literacy learning (Steinkuehler, 2007), and as we know, teenage boys comprise a large share of their market. If boys love games and games, under the right conditions, foster literacy, then can we use games as a way to re-engage young men in reading and writing digital and print text?

We’ve spent the past two years exploring this question in the context of an after school online games based lab using World of Warcraft. We work with boys from working-class and low-income populations who are either at-risk of failing literacy related courses at school or report feeling disaffiliated with school in general. Our goal has been to tap into the boys’ passion for gaming and develop a bridge toward those literacy practices that should serve them well in school and in life (Steinkuehler, 2008; Steinkuehler &amp; King, 2009; Steinkuehler, King, Fahser-Herro, Simkins, &amp; Alagoz, 2008). Our approach is to homegrow a learning community where boy culture (Newkirk, 2002) and gamer dispositions are nurtured and valued; these interests and dispositions then become the basis for cultivating literacy practices as a means toward their own ends.</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Stevenson, Molly</style></author><author><style face="normal" font="default" size="100%">Jonathan Donner</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">Ling, Rich</style></author><author><style face="normal" font="default" size="100%">Scott W. Campbell</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Beyond the Personal and Private: Modes of Mobile phone Sharing in Urban India.</style></title><secondary-title><style face="normal" font="default" size="100%">The Reconstruction of Space and Time: Mobile Communication Practices.</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Ethnography</style></keyword><keyword><style  face="normal" font="default" size="100%">India</style></keyword><keyword><style  face="normal" font="default" size="100%">Mobile Phones</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><publisher><style face="normal" font="default" size="100%">Transaction Publishers</style></publisher><pub-location><style face="normal" font="default" size="100%">Edison, NJ</style></pub-location><volume><style face="normal" font="default" size="100%">1</style></volume><pages><style face="normal" font="default" size="100%">231-250</style></pages><abstract><style face="normal" font="default" size="100%">This chapter contributes to the overall dialogue on the significance of mobile communication for human, social space by expanding the inquiry into one of the world’s largest communities of mobile users, India. In this context, the authors draw on ethnographic research to identify various modes of mobile phone sharing which cannot be entirely explained by economic necessity, and instead reflect deeper processes of human organization. In the process, the chapter further illustrates how mobile communication helps people create and alter the social spaces around them.

(by Anke Schwittay)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Marita Sturken</style></author><author><style face="normal" font="default" size="100%">Thomas, Douglas</style></author><author><style face="normal" font="default" size="100%">Sandra J. Ball-Rokeach</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Technological Visions: The Hopes and Fears that Shape New Technologies</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Innovation of Past and Present</style></keyword><keyword><style  face="normal" font="default" size="100%">Purpose and Use</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2004</style></year><pub-dates><date><style  face="normal" font="default" size="100%">05/2004</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.temple.edu/tempress/titles/1686_reg.html</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Temple University Press</style></publisher><abstract><style face="normal" font="default" size="100%">For as long as people have developed new technologies, there has been debate over the purposes, shape, and potential for their use. In this exciting collection, a range of contributors, including Sherry Turkle, Lynn Spigel, John Perry Barlow, Langdon Winner, David Nye, and Lord Asa Briggs, discuss the visions that have shaped &quot;new&quot; technologies and the cultural implications of technological adaptation. Focusing on issues such as the nature of prediction, community, citizenship, consumption, and the nation, as well as the metaphors that have shaped public debates about technology, the authors examine innovations past and present, from the telegraph and the portable television to the Internet, to better understand how our visions and imagination have shaped the meaning and use of technology. </style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tate, Richard,</style></author><author><style face="normal" font="default" size="100%">Jana Haritatos</style></author><author><style face="normal" font="default" size="100%">Steve Cole</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">HopeLab's Approach to Re-Mission</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media 1</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Game Design</style></keyword><keyword><style  face="normal" font="default" size="100%">Games for Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Video Games</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><volume><style face="normal" font="default" size="100%">1</style></volume><pages><style face="normal" font="default" size="100%">29-35</style></pages><abstract><style face="normal" font="default" size="100%">Re-Mission, a videogame for young cancer patients, was created by HopeLab with the goal of enhancing the physical health and psychological well-being of young cancer patients. In the game players pilot Roxxi the nanobot through the bodies of teen-aged cancer patients to investigate symptoms, destroy cancer cells, eradicate bacteria, stop metastases, and manage treatment side-effects. The design of Re-Mission, and the evaluation of its effects, offers a model for those working in the games and health arena. The following Missive summarizes results from a randomized controlled trial measuring Re-Mission’s impact on patient behavior and provide a short overview of the development process used to create the game.</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tettey, Wisdom</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Globalization, the Economy of Desire, and Cybersexual Activity among Ghanaian youth</style></title><secondary-title><style face="normal" font="default" size="100%">Studies in Political Economy</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Cybersex</style></keyword><keyword><style  face="normal" font="default" size="100%">Ghana</style></keyword><keyword><style  face="normal" font="default" size="100%">Globalization</style></keyword><keyword><style  face="normal" font="default" size="100%">International Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Youth</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><volume><style face="normal" font="default" size="100%">77</style></volume><pages><style face="normal" font="default" size="100%">33-55</style></pages><abstract><style face="normal" font="default" size="100%">Tettey examines the use of the Internet by Ghanaian youth for sexual interactions and connections. The author examines the content of sex-oriented websites focused on Ghana, as well as interviewing some individuals actually participating in the trade. Tettey argues that while the global economy imposes power imbalances, the young (mainly women) people involved in the online sex trade are not entirely without agency. Faced with severe economic poverty, some of the participants in this trade are, in essence, galvanizing the resources provided by the global economy and the availability of Internet technologies to access economic resources as a means of survival. (Araba Sey)</style></abstract><section><style face="normal" font="default" size="100%">33</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>27</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">The Berkman Center for Internet &amp; Society,</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Enhancing Child Safety &amp; Online Technologies: Final Report of the Internet Safety Technical Task Force</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Children</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet</style></keyword><keyword><style  face="normal" font="default" size="100%">Parenting</style></keyword><keyword><style  face="normal" font="default" size="100%">Regulations</style></keyword><keyword><style  face="normal" font="default" size="100%">Social Networking</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><publisher><style face="normal" font="default" size="100%">The Berkman Center for Internet &amp; Society </style></publisher><pub-location><style face="normal" font="default" size="100%">Cambridge</style></pub-location><pages><style face="normal" font="default" size="100%">1-278</style></pages><abstract><style face="normal" font="default" size="100%">The Internet Safety Technical Task Force was created in February 2008 in accordance with the Joint Statement on Key Principles of Social Networking Safety announced in January 2008 by the Attorneys General Multi-State Working Group on Social Networking and MySpace. The scope of the Task Force's inquiry was to consider those technologies that industry and end users - including parents - can use to help keep minors safer on the Internet. Additional Materials available at: http://cyber.law.harvard.edu/pubrelease/isttf/</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Thomas, Douglas</style></author><author><style face="normal" font="default" size="100%">John Seely Brown</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Why Virtual Worlds Can Matter.</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media </style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Online Communities</style></keyword><keyword><style  face="normal" font="default" size="100%">Online Game</style></keyword><keyword><style  face="normal" font="default" size="100%">Virtual Worlds</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><volume><style face="normal" font="default" size="100%">1</style></volume><pages><style face="normal" font="default" size="100%">37-49</style></pages><abstract><style face="normal" font="default" size="100%">Virtual worlds are persistent, avatar-based social spaces that provide players or participants with the ability to engage in long-term, coordinated conjoined action. In these spaces, cultures and meanings emerge from a complex set of interactions among the participants, rather than as part of a predefined story or narrative arc. At least in part, it is the players themselves who shape and to a large extent create the world they inhabit. While many virtual worlds provide the opportunity for that kind of world to emerge, game-based environments such as World of Warcraft or Eve Online illustrate it best because of the intense degree of coordinated action and co-presence among players. This sense of “being with others” and being able to share space, see physical representations of each other, and communicate and act in that shared space provides a very specific set of affordances for players. This article is an effort to trace out and understand those affordances. Or, put differently, it is an effort to understand why virtual worlds, and the avatars that exist inside them, can matter. In that sense, virtual worlds are very similar to other distributed systems, where the whole ends up being greater than the sum of its parts. The World Wide Web, for example, is more than a collection of websites. It is also what emerges out of the collection of and interconnections among the sites that constitute it, producing software or websites that re-imagine what is possible technologically as well as socially. Sites such as MySpace or YouTube are more than just collections of pages or videos, they are communities of interest and in some cases are networks of practice. Shared interests provide a reason for people to come together, while networks of practice provide the technological means to share and create practices.</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Thomas, Douglas</style></author><author><style face="normal" font="default" size="100%">John Seely Brown</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">A New Culture of Learning: Cultivating the Imagination for a World of Constant Change</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Culture</style></keyword><keyword><style  face="normal" font="default" size="100%">Innovation</style></keyword><keyword><style  face="normal" font="default" size="100%">Learning</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year><pub-dates><date><style  face="normal" font="default" size="100%">01/2011</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.amazon.com/New-Culture-Learning-Cultivating-Imagination/dp/1456458884</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">CreateSpace</style></publisher><pages><style face="normal" font="default" size="100%">140</style></pages><abstract><style face="normal" font="default" size="100%">The twenty-first century is a world in constant change.  In A New Culture of Learning, Doug Thomas and John Seely Brown pursue an understanding of how the forces of change, and emerging waves of interest associated with these forces, inspire and invite us to imagine a future of learning that is as powerful as it is optimistic.

Typically, when we think of culture, we think of an existing, stable entity that changes and evolves over long periods of time. In A New Culture, Thomas and Brown explore a second sense of culture, one that responds to its surroundings organically. It not only adapts, it integrates change into its process as one of its environmental variables. By exploring play, innovation, and the cultivation of the imagination as cornerstones of learning, the authors create a vision of learning for the future that is achievable, scalable and one that grows along with the technology that fosters it and the people who engage with it. The result is a new form of culture in which knowledge is seen as fluid and evolving, the personal is both enhanced and refined in relation to the collective, and the ability to manage, negotiate and participate in the world is governed by the play of the imagination.

Replete with stories, this is a book that looks at the challenges that our education and learning environments face in a fresh way.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Thorne, Barrie</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">Cole, Jennifer</style></author><author><style face="normal" font="default" size="100%">Durham, Deborah</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">‘The Chinese Girls’ and ‘The Pokémon Kids’: Children Negotiating Differences in Urban California</style></title><secondary-title><style face="normal" font="default" size="100%">Figuring the Future: Globalization and Temporalities of Children and Youth</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Childhood</style></keyword><keyword><style  face="normal" font="default" size="100%">Consumer Culture</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Youth</style></keyword><keyword><style  face="normal" font="default" size="100%">Geography</style></keyword><keyword><style  face="normal" font="default" size="100%">Globalization</style></keyword><keyword><style  face="normal" font="default" size="100%">Inequality</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year></dates><publisher><style face="normal" font="default" size="100%">School for American Research</style></publisher><pub-location><style face="normal" font="default" size="100%">Santa Fe, NM</style></pub-location><pages><style face="normal" font="default" size="100%">73–97</style></pages><abstract><style face="normal" font="default" size="100%">In this chapter, Barrie Thorne explores the role of Pokémon and other consumer culture in the lives of children. Drawing from her ethnographic research in a school located in a &quot;contact zone&quot; in Oakland, California characterized by ethnic, racial and class diversity, she examines the ways in which children in these schools come to understand their place in the world. In particular, Thorne looks at the ways in which children negotiate the &quot;geographies of difference and inequality&quot; through consumer culture. Through mapping the ways in which children interpret and attempt to negotiate their everyday lives with their peers in schools and the ways in which consumer culture such as Nike, Pokémon and Hello Kitty maps onto racial and economic distinctions, she illustrates the increasing divides between the rich and the poor and the ways in which class divides correspond with ethnicity and access to the tiered public, private and parent-supplemented public schools in California. This chapter is part of a wider edited volume on globalization and childhood resulting from the prestigious School for American Research seminar series. 

(Heather Horst)</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Thorne, Barrie</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">“Childhood”: Changing and Dissonant Meanings.</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media </style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Childhood Studies</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><volume><style face="normal" font="default" size="100%">1</style></volume><pages><style face="normal" font="default" size="100%">19-27</style></pages><abstract><style face="normal" font="default" size="100%">According to the Oxford English Dictionary, the word
“childhood,” meaning “the state or period of being
a child,” dates to the 10th century. The term is thoroughly
entangled with the stem “child,” but the
suffix “hood”—also found in words like “sainthood”
or “bachelorhood”—shifts the meaning from a type
of person to a somewhat bounded state or condition
(the hood of a garment is a suggestive image).
In the English-speaking world, childhood has come
to be framed as a thing or a possession that may be
given, lost, stolen, or even disappear. As this essay will
elaborate, the reification of childhood as a relatively
stable “thing” fuels dichotomous thinking and glosses
ambiguity, ideological struggle, cultural variation, and
historical transformation.

In 1900, Ellen Key, a Swedish pedagogue, feminist,
and writer, published a best-selling book translated as The
Century of the Child ([1900] 1909), in which she argued
for the need to change the status of children in Western
societies in the upcoming century. As I will briefly detail,
during the 20th century dramatic changes indeed came
to pass through struggles around children’s participation
in labor and schooling. As we move into the 21st
century, the media, consumption, and issues related to
learning have become key sites of controversy about the
meanings and future of childhood. In the course of these
changes, the desirability of moving beyond stark dichotomies
(“child”/“adult”; “passive”/“agentic”; “learner”/
“teacher”) and unitary images of childhood has become
ever more apparent.</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Torres, Robert.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Using Gamestar Mechanic Within a Nodal Learning Ecology to Learn Systems Thinking: A Worked Example</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media </style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Game Study</style></keyword><keyword><style  face="normal" font="default" size="100%">Video Games. 21st-century skill</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><volume><style face="normal" font="default" size="100%">1</style></volume><abstract><style face="normal" font="default" size="100%">We are currently witnessing a foregrounding of complexity as one of the defining characteristics of our new century. Stephen Hawking (2000) has said that we are living in the era of complexity and that complexity itself will form the science of the 21st century. Similarly, Heinz Pagel (1988) has written that those who master this science will form the economic, political, and cultural superpowers of this new century (Rambihar and Rambihar 2009). That we are living in a global era of vastly complex economic, political, and technological change may be in part why “complex” or “systems thinking” has been identified in many a current list as a critical 21st-century skill. Though research has shown that systems thinking is a seemingly difficult skill to attain (Sweeney and Sterman 2007), in recent years game scholars (Gee 2007; Salen 2007; Zimmerman 2007) and science and engineering organizations (Federation of American Scientists 2006) have claimed that video game play and game design may be useful means through which to develop this essential skill.</style></abstract><issue><style face="normal" font="default" size="100%">2</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Lisa M Tripp</style></author><author><style face="normal" font="default" size="100%">Rebecca Herr-Stephenson</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Making Access Meaningful: Latino Young People Using Digital Media at Home and at School</style></title><secondary-title><style face="normal" font="default" size="100%">Journal of Computer-Mediated Communication</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Access</style></keyword><keyword><style  face="normal" font="default" size="100%">Digital Divide</style></keyword><keyword><style  face="normal" font="default" size="100%">Media Production</style></keyword><keyword><style  face="normal" font="default" size="100%">Participation Gap</style></keyword><keyword><style  face="normal" font="default" size="100%">Young People</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year><pub-dates><date><style  face="normal" font="default" size="100%">07/2009</style></date></pub-dates></dates><volume><style face="normal" font="default" size="100%">14</style></volume><pages><style face="normal" font="default" size="100%">1190-1207</style></pages><abstract><style face="normal" font="default" size="100%">Through case studies of 2 working-class Latino middle school students (ages 12 and 14), we examine how the young people negotiated economic and cultural barriers to digital media and mobilized opportunities to use media in pursuit of their own interests. For the young people in our study, school assignments offered opportunities to use digital media tools and become ‘content creators.’ However, the nature of the assignments and the restrictions placed on technology use in the classroom stood in contrast to the interests that motivated the teens’ participation in popular media culture outside of school. We argue that this disconnect limited the potential of media production assignments to connect to student interests and provide youth with meaningful access to new technology.</style></abstract><issue><style face="normal" font="default" size="100%">4</style></issue><work-type><style face="normal" font="default" size="100%">Research Article</style></work-type><section><style face="normal" font="default" size="100%">1190</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tyner, Kathleen</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Audiences, Intertextuality, and New Media Literacy. </style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Media Archeology</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media Literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Pedagogy</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><volume><style face="normal" font="default" size="100%">1</style></volume><pages><style face="normal" font="default" size="100%">25-3</style></pages><abstract><style face="normal" font="default" size="100%">Deconstruction is a pedagogical mantra in media education. But unless content is analyzed within its relevant contexts, textual deconstruction borders on the myopic. Rooted in archival traditions, this article models a discovery process that can be used to position and remix media artifacts within relevant historical, economic, social, cultural and technological contexts. Media archeology of this type offers insights into cross-generational understanding of legacy media as each new generation investigates and repurposes found media for its own creative purposes</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark Warschauer</style></author><author><style face="normal" font="default" size="100%">Tina Matuchniak</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">New Technology and Digital Worlds: Analyzing Evidence of Equity in Access, Use, and Outcomes</style></title><secondary-title><style face="normal" font="default" size="100%">Review of Research in Education</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Media</style></keyword><keyword><style  face="normal" font="default" size="100%">Educational Equity</style></keyword><keyword><style  face="normal" font="default" size="100%">Society</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">03/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://rre.sagepub.com/content/34/1/179.short?rss=1&ssource=mfc</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Sage Publications</style></publisher><pub-location><style face="normal" font="default" size="100%">Thousand Oaks</style></pub-location><volume><style face="normal" font="default" size="100%">34</style></volume><abstract><style face="normal" font="default" size="100%">There is broad consensus among educators, communication scholars, sociologists, and economists that the development and diffusion of information and communication technologies (ICT) are having a profound effect on modern life. This is due to the affordances of new digital media, which bridge the interactive features of speech and the archival characteristics of writing; allow many-to-many communication among people without regard to time and space, including mass collaborative editing of texts; facilitate the creation of a global hyper-indexed multimodal information structure; and enable content production and distribution in both writing and multimedia on a scale previously unimaginable (Jewitt, 2008; Warschauer, 1999). For all these reasons, computer-mediated communication can be considered a new mode of information (Poster, 1990), or a “fourth revolution in the means of production of knowledge” (Harnad, 1991, p. 39), following the three prior revolutions of language, writing, and print.

The previous revolution, brought about through the development and diffusion of printing, took centuries to unfold, as its full impact depended on the industrial revolution that Gutenberg’s printing press preceded by several centuries (Eisenstein, 1979). Today, though, the development and diffusion of computers and the Internet occur simultaneously with a new economic revolution, based on transition from an industrial to an informational economy (Castells, 1996). This helps explain both why new media have spread so fast and also why they are so crucial to enabling full social and economic participation. As Castells (1998) concludes, based on his exhaustive socioeconomic analysis of this postindustrial stage of capitalism, “information technology, and the ability to use it and adapt it, is the critical factor in generating and accessing wealth, power, and knowledge in our time” (p. 92).

To emphasize this point, the U.S. Department of Labor’s most recent Occupational Outlook Handbook lists “Network systems and data communication,” “computer software engineers, applications,” “computer systems analysts,” “database administrators,” and “computer software engineers, systems software” among the fastest growing occupations in the United States (U.S. Bureau of Labor Statistics, 2007). Looking more broadly, in the informationalist economy, high-paid blue-collar jobs based on manual labor are, for the most part, a thing of the past, with the previous split between blue- and white-collar workers now replaced by a three-way division among routine-production workers (e.g., data processors, payroll clerks, factory workers), in-person service workers (e.g., janitors, hospital attendants, taxi drivers), and symbolic analysts (e.g., scientists, engineers, executives, lawyers, management consultants, professors; Reich, 1991). The income, status, and opportunities for workers in the first two categories are continually diminishing, whereas symbolic analysts command a disproportionate and rising share of the wealth in the United States and other countries. And although some types of symbolic analysts might be considered as technology specialists, virtually all of them make extensive use of new digital media on a daily basis to identify, solve, and broker problems and to communicate complex concepts. Thus, access to new technologies, whether at home or at school, is critical to the development of symbolic analysts, but how such technologies are put to use is even more important, with a high premium placed on abstraction, system thinking, experimentation, and collaboration (Reich, 1991; Warschauer, 1999).

Levy and Murnane’s (2004, 2005) detailed study of occupational patterns in the United States provides empirical support for the above analysis. Their examination of census data shows that from 1969 to 1999 the demand for jobs requiring complex communication rose nearly 14%, and the demand for jobs requiring expert thinking rose about 8%. In the same period, the demand for jobs requiring manual or routine cognitive tasks fell by 2% to 8% (see Figure 1). These numbers actually downplay the real changes, because they only reflect shifts among different occupations, not changes in skills required within the same occupation. Overall, the demand for jobs in which a computer can substitute for human thought has steadily declined, whereas the demand for jobs in which computers can complement and amplify the creativity and expert thinking of humans has steadily expanded.

The large and growing role of new media in the economy and society serves to highlight their important role in education, and especially in promoting educational equity. On the one hand, differential access to new media, broadly defined, can help further amplify the already too-large educational inequities in American society. On the other hand, it is widely believed that effective deployment and use of technology in schools can help compensate for unequal access to technologies in the home environment and thus help bridge educational and social gaps.

For these reasons, accurately assessing diverse demographic groups’ experiences with technology, both in and out of school, has been an important priority for advocates of social and economic equality in the United States and elsewhere. Early efforts to do so focused on a narrowly defined digital divide of differential access to computers (see, e.g., National Telecommunications and Information Administration [NTIA], 1998). However, a danger to this approach is that it overly fetishizes technical matters. As Kling explains, &quot;[The] big problem with “the digital divide” framing is that it tends to connote “digital solutions,” i.e., computers and telecommunications, without engaging the important set of complementary resources and complex interventions to support social inclusion, of which informational technology applications may be enabling elements, but are certainly insufficient when simply added to the status quo mix of resources and relationships. (Warschauer, 2003, pp. 7–8)&quot;In this review, we take a much broader perspective on how to analyze issues of technology and equity for youth in the United States.1 We begin with access as a starting point, but consider not only whether diverse groups of youth have digital media available to them but also how that access is supported or constrained by technological and social factors. From there we go on to the question of use, analyzing the ways in which diverse youth deploy new media for education, social interaction, and entertainment. We then move to the question of outcomes, considering the gains achieved by diverse groups through use of new media as measured by academic achievement, acquisition of 21st century learning skills, and participation in technology-related careers. Finally, we include one example—the disparities of involvement in computer science study—to illustrate how issues of access, use, and outcome are intertwined.

Conducting such a broad review is theoretically and methodologically challenging. The very concept of ICT or digital media is difficult to define, and could potentially include anything from a cell phone to a global positioning system. In this review, we not only focus on computers and the Internet but also consider other related media, such as video game consoles, if evidence suggests their use may be related to differential educational or social outcomes. In addition, the diverse ways that people use new media and the outcomes they might achieve are neither well understood nor easily gauged. For example, the value of 21st century learning skills is broadly recognized (see, e.g., North Central Regional Educational Laboratory &amp; the Metiri Group, 2003; Partnership for 21st Century Skills, 2009), but few studies have tried to operationalize those skills or measure their achievement. In spite of these limitations, we offer this review in the spirit of American statistician John Tukey (1962), who declared that “far better an approximate answer to the right question, which is often vague, than an exact answer to the wrong question, which can always be made more precise” (p. 62). </style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark Warschauer</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Technology and Social Inclusion: Rethinking the Digital Divide</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital Divide</style></keyword><keyword><style  face="normal" font="default" size="100%">Social Inclusion</style></keyword><keyword><style  face="normal" font="default" size="100%">Technology</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2003</style></year><pub-dates><date><style  face="normal" font="default" size="100%">02/2003</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=9239</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">The MIT Press</style></publisher><abstract><style face="normal" font="default" size="100%">Much of the discussion about new technologies and social equality has focused on the oversimplified notion of a &quot;digital divide.&quot; Technology and Social Inclusion moves beyond the limited view of haves and have-nots to analyze the different forms of access to information and communication technologies. Drawing on theory from political science, economics, sociology, psychology, communications, education, and linguistics, the book examines the ways in which differing access to technology contributes to social and economic stratification or inclusion. The book takes a global perspective, presenting case studies from developed and developing countries, including Brazil, China, Egypt, India, and the United States.

A central premise is that, in today's society, the ability to access, adapt, and create knowledge using information and communication technologies is critical to social inclusion. This focus on social inclusion shifts the discussion of the &quot;digital divide&quot; from gaps to be overcome by providing equipment to social development challenges to be addressed through the effective integration of technology into communities, institutions, and societies. What is most important is not so much the physical availability of computers and the Internet but rather people's ability to make use of those technologies to engage in meaningful social practices.</style></abstract></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Margaret Weigel</style></author><author><style face="normal" font="default" size="100%">Carrie James</style></author><author><style face="normal" font="default" size="100%">Howard Gardner</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Learning: Peering Backward and Looking Forward in the Digital Era</style></title><secondary-title><style face="normal" font="default" size="100%">International Journal of Learning and Media </style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Learning Environments</style></keyword><keyword><style  face="normal" font="default" size="100%">New Media Literacy</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2009</style></year></dates><volume><style face="normal" font="default" size="100%">1</style></volume><pages><style face="normal" font="default" size="100%">1-18</style></pages><abstract><style face="normal" font="default" size="100%">At this point in their proliferation, much remains unknown concerning the educational and learning impacts of NDM: Will they be large or small, will the outcomes be positive, negative, mixed, or neutral? It is still too early to tell. That having been said, we believe that a “perfect storm” of NDM affordances, sociocultural changes associated with globalization, and the growing pace and interconnectedness of human life may potentially add up to a formidable tipping point. We operate on the assumption that NDM contain affordances that, if leveraged properly, could create future learning environments and cultures in which the promises of constructivist, social, situated, and informal learning are realized.</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Wooden, Ruth A</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Future of Public Libraries in an Internet Age</style></title><secondary-title><style face="normal" font="default" size="100%">National Civic Review</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Digital literacy</style></keyword><keyword><style  face="normal" font="default" size="100%">Funding</style></keyword><keyword><style  face="normal" font="default" size="100%">Institutions Literature Review</style></keyword><keyword><style  face="normal" font="default" size="100%">Internet Access</style></keyword><keyword><style  face="normal" font="default" size="100%">Libraries</style></keyword><keyword><style  face="normal" font="default" size="100%">Teens</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2006</style></year></dates><abstract><style face="normal" font="default" size="100%">This brief article reports findings from a study conducted by Public Agenda in 2006 investigating attitudes toward libraries in the 21st century. We include it in this list because of the attention the article and accompanying report give to the needs of teenagers. Among the top identified priorities for libraries in the 21st century is accommodating teens through specialized spaces and programs. This goal is one of several articulated priorities related to increasing equity in access to resources and information and community engagement; other priority areas identified include adult illiteracy and digital divide issues.(Becky Herr-Stephenson)</style></abstract><section><style face="normal" font="default" size="100%">3</style></section></record><record><source-app name="Biblio" version="6.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Wu, Weihua</style></author><author><style face="normal" font="default" size="100%">Steve Fore</style></author><author><style face="normal" font="default" size="100%">Xiying Wang</style></author><author><style face="normal" font="default" size="100%">Petula Sik Ying Ho</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Beyond Virtual Carnival and Masquerade: In-Game Marriage on the Chinese Internet</style></title><secondary-title><style face="normal" font="default" size="100%">Games and Culture</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">China</style></keyword><keyword><style  face="normal" font="default" size="100%">Gaming</style></keyword><keyword><style  face="normal" font="default" size="100%">Gender</style></keyword><keyword><style  face="normal" font="default" size="100%">Online Game</style></keyword><keyword><style  face="normal" font="default" size="100%">Virtual-Marriage</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2007</style></year></dates><volume><style face="normal" font="default" size="100%">2</style></volume><pages><style face="normal" font="default" size="100%">59-89</style></pages><abstract><style face="normal" font="default" size="100%">Online gaming in China has become a huge phenomenon in recent years, both in terms of China’s own domestic gaming industry and the number of Chinese gamers. This article provides background on the growth of China’s online gaming industry and then focuses on in-game marriage, one type of MMORPG (massively multiplayer online role-playing game) in which players simulate and narrate virtual marriage with other players. While online gaming in China is often associated in government and popular discourse with Internet addiction, school failure, and offline asocial behavior, in this article the authors focus on how virtual marriage participants (predominantly adolescents and young adults) navigate gender and sexuality in the playful and carnivalesque game space. The authors conclude that although overall the games are constructed to reinforce traditional gender roles and heteronormativity, nonetheless, such role-playing allows players to deconstruct gender binaries, question the significance of marriage in the real world, and develop intimate friendships. The authors thus emphasize the potentially socially transformative role of online gaming.

(by Cara Wallis)</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record></records></xml>
