Highest Rated by
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- Title: Plague World: A Modern Prometheus
- Authors: sasha, adamaig
- Status: Published
- Viewed: 2983 times
- Tags: videogames, transformational play, consequentiality, ethics, literature, morality
- Average Rating: 5.0 (Rated 5 times)
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Summary:
This unit was developed through support of the MacArthur Foundation and is a unit in the Quest Atlantis project (see QuestAtlantis.org). Modern Prometheus was based on Shelley's Frankenstein and was developed to better understand the power of videogame methodologies and technologies for learning persuasive writing and engaging in ethics.
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- Title: Digital Learning: Moving Beyond The Screen
- Authors: quasiben, kpeppler, dglosson
- Status: Published
- Viewed: 1874 times
- Average Rating: 5.0 (Rated 5 times)
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Summary:
Recent research on new media has focused on understanding how young people are adopting sophisticated tools and methods for responding to media through creative production, including youth’s playing and making of video games, creating videos and animations, and contributing to and participating in massive virtual communities. While these activities have received considerable attention, current research tends to overlook dimensions of digital media that impact youth’s activities beyond the screen: namely, those aspects of media construction and design that dovetail with hands-on crafts, physical construction and design, and material play.
This relatively new landscape in the physical world suggests a vast extension of the traditional notion of digital learning — an extension that can enrich youth's expressive and intellectual lives by combining the affordances of the virtual world with those of tangible media designs and creations. We argue that as today’s notions of "media texts" are expanding beyond print to encompass dress, speech, drawing, and dance, we need to consider how engagement with digital media can include tangible media texts.
Our research focuses on one particularly promising application of tangible media texts called computational crafts and electronic textiles (e-textiles). These include young people's design of programmable garments, accessories (such as jacket patches), and costumes. Such designs incorporate elements of embedded computing (for controlling the behavior of fabric artifacts), novel materials (e.g., conductive fibers or Velcro, etc.), sensors (e.g., light and sound), and actuators (e.g., LEDs and speakers), in addition to traditional aspects of fabric crafts.What follows is a series of 'worked examples' that have engaged the DIY, youth, and research communities alike. A simple sewn circuit project is presented first as an introduction to the materials, followed by a computationally enhanced wearable computer project that uses a small LED display to create a POV wristband, and lastly applications using wearable computers to teach young children about complex systems through game play is presented.
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- Title: River of Justice
- Authors: sasha, lina, egentry
- Status: Published
- Viewed: 1789 times
- Tags: videogames, consequentiality, transformational play, morality, ethics, virtual worlds, playable fictions, justice, peace
- Average Rating: 5.0 (Rated 2 times)
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Summary:
The purpose of this site is to present the designers' account of the motivations, challenges, and solutions around a videogame about Uganda's troubles with a militant group known as the Lord's Resistance Army (LRA). River of Justice introduces players to real social dilemmas that they probably won't experience in their everyday lives.
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- Title: Playable Fictions
- Authors: sasha, adamaig, aarici, lina, ejameson
- Status: Published
- Viewed: 1940 times
- Tags: virtual worlds, playable fictions, dramatic agency, transformational play
- Average Rating: 5.0 (Rated 2 times)
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Summary:
This examples overviews what we mean by playable fictions, providing four example designs from our own work that illustrate how games can be used to allow individuals to engage in immersive, interactive, fictional stories designed to teach important life lessons.
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- Title: Plague World: A Modern Prometheus
- Authors: sasha, adamaig
- Status: Published
- Viewed: 2983 times
- Tags: videogames, transformational play, consequentiality, ethics, literature, morality
- Average Rating: 5.0 (Rated 5 times)
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Summary:
This unit was developed through support of the MacArthur Foundation and is a unit in the Quest Atlantis project (see QuestAtlantis.org). Modern Prometheus was based on Shelley's Frankenstein and was developed to better understand the power of videogame methodologies and technologies for learning persuasive writing and engaging in ethics.
Recently Updated
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- Title: Digital Learning: Moving Beyond The Screen
- Authors: quasiben, kpeppler, dglosson
- Status: Published
- Viewed: 1874 times
- Average Rating: 5.0 (Rated 5 times)
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Summary:
Recent research on new media has focused on understanding how young people are adopting sophisticated tools and methods for responding to media through creative production, including youth’s playing and making of video games, creating videos and animations, and contributing to and participating in massive virtual communities. While these activities have received considerable attention, current research tends to overlook dimensions of digital media that impact youth’s activities beyond the screen: namely, those aspects of media construction and design that dovetail with hands-on crafts, physical construction and design, and material play.
This relatively new landscape in the physical world suggests a vast extension of the traditional notion of digital learning — an extension that can enrich youth's expressive and intellectual lives by combining the affordances of the virtual world with those of tangible media designs and creations. We argue that as today’s notions of "media texts" are expanding beyond print to encompass dress, speech, drawing, and dance, we need to consider how engagement with digital media can include tangible media texts.
Our research focuses on one particularly promising application of tangible media texts called computational crafts and electronic textiles (e-textiles). These include young people's design of programmable garments, accessories (such as jacket patches), and costumes. Such designs incorporate elements of embedded computing (for controlling the behavior of fabric artifacts), novel materials (e.g., conductive fibers or Velcro, etc.), sensors (e.g., light and sound), and actuators (e.g., LEDs and speakers), in addition to traditional aspects of fabric crafts.What follows is a series of 'worked examples' that have engaged the DIY, youth, and research communities alike. A simple sewn circuit project is presented first as an introduction to the materials, followed by a computationally enhanced wearable computer project that uses a small LED display to create a POV wristband, and lastly applications using wearable computers to teach young children about complex systems through game play is presented.
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- Title: Taiga Virtual Park
- Authors: sasha, adamaig, msgresalfi, aarici, ejameson, Daniel
- Status: Published
- Viewed: 4848 times
- Tags: videogames, transformational play, consequentiality, science, water quality, virtual worlds
- Average Rating: 5.0 (Rated 1 times)
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Summary:
One of first large units designed in the Quest Atlantis project (see QuestAtlantis.org), Taiga was developed to better understand the power of videogame methodologies and technologies for learning water quality concepts.
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- Title: Stage 1 HASTAC winner looking for a stage 2 partner.
- Authors: aubrecht
- Status: Published
- Viewed: 99 times
- Average Rating: 0.0 (Rated 0 times)
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Summary:
This project is about the mound and earthworks builder cultures as they relate to current American Indian issues and the interdisciplinary academic aspects of those issues connecting resources and people through the internet, allowing for informal learning that is supported and encouraged through badging. See the link to our project: http://www.dmlcompetition.net/Competition/4/badges-projects.php?id=2824 Our Blog: http://meet-the-earthworks-builders.posterous.com/
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- Title: How Using Social Media Forced a Library to Work on the Edge in Their Efforts to Move Youth From “Hanging Out” to “Messing Around”
- Authors: jrubio, bjoseph, joliz, JoyceBettencourt
- Status: Published
- Viewed: 793 times
- Average Rating: 0.0 (Rated 0 times)
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Summary:
This worked example, entitled “How Using Social Media Forced a Library to Work on the Edge in Their Efforts to Move Youth From ‘Hanging Out’ to ‘Messing Around,’” developed in collaboration with the New York Public Library, is the second produced by Global Kids’ Edge Project. The Edge Project is a new Global Kids initiative, funded by the MacArthur Foundation, with the goal of expanding the capacity of civic and cultural institutions to use new media as innovative educational platforms that engage youth in learning and promote youth civic participation. It is equally interested in where this type of programming - due to technology, its pedagogical implications or both - is a disruptive force challenging the educators and/or the institutional cultural to work on the edge of their comfort level. There is a balancing act they must undertake, being receptive to how new media challenges their current educational culture and practice while, in turn, challenging the educational potential of new media through interacting with that very culture and practice. At the end of the day, we want to better understand the following questions: how do institutions find their balance working on this edge and do different types of institutions respond in different ways? This worked example focuses on the New York Public Library’s (NYPL) implementation of Global Kids’ Digital Expressions program (DEx). DEx supports youth educators to work with young people to foster their acquisition of digital media production and analytic skills through youth engagement in participatory media or "Web 2.0" tools. Participants use web tools to engage in activities that map, remix, and blog original and online content to make their voice heard on important social issues while gaining critical social skills and cultural competencies that will be critical to their participation in civic life in the 21st century. The program was inspired by work produced through Henry Jenkin's New Media Literacies and is designed to not only develop youth’s skills but also support their ability to understand and articulate what they have learned. This worked example details how design decisions forced the NYPL to negotiate an edge point that emerged when expectations for youth were increased, both around time spent in the program and regarding the seriousness of the issues addressed. It also details a second edge point that emerged when youth activity ran into anticipated security infrastructure constraints. Both edge points are framed within a broader discussion of Mimi Ito, et al.’s framework presented within their book “Hanging Out, Messing Around and Geeking Out: Living and Learning with New Media.” More specifically, the worked example explores how designing a program to move the NYPL’s education uses of digital media to a different mode of engagement forced them to work on the edge.
Most Viewed
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- Title: Taiga Virtual Park
- Authors: sasha, adamaig, msgresalfi, aarici, ejameson, Daniel
- Status: Published
- Viewed: 4848 times
- Tags: videogames, transformational play, consequentiality, science, water quality, virtual worlds
- Average Rating: 5.0 (Rated 1 times)
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Summary:
One of first large units designed in the Quest Atlantis project (see QuestAtlantis.org), Taiga was developed to better understand the power of videogame methodologies and technologies for learning water quality concepts.
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- Title: About Worked Examples
- Authors: sasha, tyler, jpgee
- Status: Published
- Viewed: 3569 times
- Tags: theory, scholarship, community, new media literacies
- Average Rating: 5.0 (Rated 1 times)
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Summary:
This is an overview about the what, the why, the when, and the how of a worked example. Please share your thoughts and help evolve the usefullness of this offering.
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- Title: Plague World: A Modern Prometheus
- Authors: sasha, adamaig
- Status: Published
- Viewed: 2983 times
- Tags: videogames, transformational play, consequentiality, ethics, literature, morality
- Average Rating: 5.0 (Rated 5 times)
-
Summary:
This unit was developed through support of the MacArthur Foundation and is a unit in the Quest Atlantis project (see QuestAtlantis.org). Modern Prometheus was based on Shelley's Frankenstein and was developed to better understand the power of videogame methodologies and technologies for learning persuasive writing and engaging in ethics.
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Recent Comments
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We have the same views on grouping students, I think heterogeneous group is great model to use for your classroom. This ...
- By: olevans
- On Project: Brandon's Classroom Design
- At: 05/04/11 04:15 EST
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Comment:
We have the same views on grouping students, I think heterogeneous group is great model to use for your classroom. This is very interesting topic as well, nice pictures too.
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I really like that you decided to use interactionist motivation, also how you use group motivations as well I believe th ...
- By: olevans
- On Project: Amanda's Classroom Design (P251)
- At: 05/04/11 04:12 EST
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Comment:
I really like that you decided to use interactionist motivation, also how you use group motivations as well I believe this will work great in your future classroom.
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You should also try to add some pictures to your worked example. It is too plain. Make it look nice! ...
- By: vanvoodt
- On Project: Kelsy's classroom design (P251)
- At: 05/02/11 18:37 EST
- Comment: You should also try to add some pictures to your worked example. It is too plain. Make it look nice!
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