publication

New Digital Media and Learning as an Emerging Area and “Worked Examples” as One Way Forward

July 31, 2009

In this report, noted scholar James Paul Gee discusses the evolution of digital media and learning (DMAL) from its infancy as an “academic area” into a more organized field or coherent discipline. Distinguishing among academic areas, fields, disciplinary specializations, and thematic disciplines, Gee describes other academic areas that have fallen

publication

Young People, Ethics, and the New Digital Media

June 30, 2009

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

publication

Living and Learning with New Media

May 31, 2009

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

publication

Confronting the Challenges of Participatory Culture

April 30, 2009

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

publication

The Civic Potential of Video Games

March 31, 2009

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 “disengaged,” meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic

publication

The Future of Learning Institutions in a Digital Age

February 28, 2009

In this report, Cathy N. Davidson and David Theo Goldberg focus on the potential for shared and interactive learning made possible by the Internet. They argue that the single most important characteristic of the Internet is its capacity for world-wide community and the limitless exchange of ideas. The Internet brings

publication

Welcome to Our Virtual Worlds

February 28, 2009

Source: Educational Leadership March 2009 | Volume 66 | Number 6 Literacy 2.0 Pages 48-52 Abstract: The United States is witnessing a growing student engagement crisis. With dropout rates approaching 50 percent in many urban school districts (Swanson, 2008) and recent education surveys showing that students are overwhelmingly bored in

publication

Deep Learning Properties of Good Digital Games: How Far Can They Go?

December 31, 2008

Source: Originally published in Theories and Mechanisms: Serious Games for Learning

publication

Democracy for Some: The Civic Opportunity Gap in High School

January 31, 2008

In our study of high school civic opportunities, we found that a student’s race and academic track, and a school’s average socioeconomic status (SES) determines the availability of the school-based civic learning opportunities that promote voting and broader forms of civic engagement. High school students attending higher SES schools, those