Connected Play

Tweens in a Virtual World
Author: Yasmin B. Kafai,Deborah A. Fields
Publisher: MIT Press
ISBN: 0262019930
Category: Computers
Page: 195
View: 9886

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How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.

Connected Play

Tweens in a Virtual World
Author: Yasmin B. Kafai,Deborah A. Fields,Mizuko Ito
Publisher: MIT Press
ISBN: 0262317850
Category: Education
Page: 216
View: 7209

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Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds. Play is fundamentally important for kids' development, but, Kafai and Fields argue, to understand play in virtual worlds, we need to connect concerns of development and culture with those of digital media and learning. Kafai and Fields do this through a detailed study of kids' play in Whyville, a massive, informal virtual world with educational content for tween players. Combining ethnographic accounts with analysis of logfile data, they present rich portraits and overviews of how kids learn to play in a digital domain, developing certain technological competencies; how kids learn to play well -- responsibly, respectfully, and safely; and how kids learn to play creatively, creating content that becomes a part of the virtual world itself.

Connected Code

Why Children Need to Learn Programming
Author: Yasmin B. Kafai,Quinn Burke,Mitchel Resnick
Publisher: MIT Press
ISBN: 026231925X
Category: Education
Page: 200
View: 4345

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Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage "computational thinking" -- which has now become the umbrella term for understanding what computer science has to contribute to reasoning and communicating in an ever-increasingly digital world.In Connected Code, Yasmin Kafai and Quinn Burke argue that although computational thinking represents an excellent starting point, the broader conception of "computational participation" better captures the twenty-first-century reality. Computational participation moves beyond the individual to focus on wider social networks and a DIY culture of digital "making." Kafai and Burke describe contemporary examples of computational participation: students who code not for the sake of coding but to create games, stories, and animations to share; the emergence of youth programming communities; the practices and ethical challenges of remixing (rather than starting from scratch); and the move beyond stationary screens to programmable toys, tools, and textiles.

Connected Gaming

What Making Video Games Can Teach Us about Learning and Literacy
Author: Yasmin B. Kafai,Quinn Burke,Constance Steinkuehler
Publisher: MIT Press
ISBN: 0262035375
Category: Education
Page: 224
View: 5537

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How making and sharing video games offer educational benefits for coding, collaboration, and creativity.

Families at Play

Connecting and Learning Through Video Games
Author: Sinem Siyahhan,Elisabeth Gee
Publisher: MIT Press
ISBN: 0262037467
Category: Computers
Page: 216
View: 6601

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A new perspective on games and families -- Strengthening family relations -- Family learning and video games -- Understanding oneself, each other, and the world -- Developing a learning culture through gaming -- Designing for intergenerational play

Play and Educational Theory and Practice

Author: Donald E. Lytle
Publisher: Greenwood Publishing Group
ISBN: 9781567506846
Category: Education
Page: 331
View: 5000

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Based on ongoing research from Australia, American, Korea and Taiwan, this work discusses the applied value and theory of play.


The Surprising Power of Our Social Networks and How They Shape Our Lives
Author: Nicholas A. Christakis,James H. Fowler
Publisher: Little, Brown
ISBN: 031607134X
Category: Social Science
Page: 368
View: 9045

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Your colleague's husband's sister can make you fat, even if you don't know her. A happy neighbor has more impact on your happiness than a happy spouse. These startling revelations of how much we truly influence one another are revealed in the studies of Drs. Christakis and Fowler, which have repeatedly made front-page news nationwide. In CONNECTED, the authors explain why emotions are contagious, how health behaviors spread, why the rich get richer, even how we find and choose our partners. Intriguing and entertaining, CONNECTED overturns the notion of the individual and provides a revolutionary paradigm-that social networks influence our ideas, emotions, health, relationships, behavior, politics, and much more. It will change the way we think about every aspect of our lives.

Connected Viewing

Selling, Streaming, & Sharing Media in the Digital Age
Author: Jennifer Holt,Kevin Sanson
Publisher: Routledge
ISBN: 1135081298
Category: Social Science
Page: 266
View: 1277

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As patterns of media use become more integrated with mobile technologies and multiple screens, a new mode of viewer engagement has emerged in the form of connected viewing, which allows for an array of new relationships between audiences and media texts in the digital space. This exciting new collection brings together twelve original essays that critically engage with the socially-networked, multi-platform, and cloud-based world of today, examining the connected viewing phenomenon across television, film, video games, and social media. The result is a wide-ranging analysis of shifting business models, policy matters, technological infrastructure, new forms of user engagement, and other key trends affecting screen media in the digital era. Connected Viewing contextualizes the dramatic transformations taking place across both media industries and national contexts, and offers students and scholars alike a diverse set of methods and perspectives for studying this critical moment in media culture.

Playing to the Crowd

Musicians, Audiences, and the Intimate Work of Connection
Author: Nancy K. Baym
Publisher: NYU Press
ISBN: 1479803030
Category: Business & Economics
Page: 280
View: 8369

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Explains what happened to music—for both artists and fans—when music went online. Playing to the Crowd explores and explains how the rise of digital communication platforms has transformed artist-fan relationships into something closer to friendship or family. Through in-depth interviews with musicians such as Billy Bragg and Richie Hawtin, as well as members of the Cure, UB40, and Throwing Muses, Baym reveals how new media has facilitated these connections through the active, and often required, participation of the artists and their devoted, digital fan base. Before the rise of social sharing and user-generated content, fans were mostly seen as an undifferentiated and unidentifiable mass, often mediated through record labels and the press. However, in today’s networked era, musicians and fans have built more active relationships through social media, fan sites, and artist sites, giving fans a new sense of intimacy and offering artists unparalleled information about their audiences. However, this comes at a price. For audiences, meeting their heroes can kill the mystique. And for artists, maintaining active relationships with so many people can be both personally and financially draining, as well as extremely labor intensive. Drawing on her own rich history as an active and deeply connected music fan, Baym offers an entirely new approach to media culture, arguing that the work musicians put in to create and maintain these intimate relationships reflect the demands of the gig economy, one which requires resources and strategies that we must all come to recognize and appreciate.

Mommy, Draw Stars on My Tummy

Rhymes, Songs, and Touch-play Activities to Stay Connected
Author: Martine Groeneveld
Publisher: PT Book Publishing
ISBN: 0982295901
Category: Family & Relationships
Page: 41
View: 2289

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Promotes parents using nurturing touch combined with songs and nursery rhymes to connect with their young children, and includes songs and activities for playtime, bedtime, and the different seasons.

Play and Power

Author: Karen Vibeke Mortensen,Liselotte Grünbaum
Publisher: Karnac Books
ISBN: 1855758032
Category: Psychology
Page: 178
View: 4700

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Presents the theme of 'Play and Power' both inside and outside the therapeutic space. This title illustrates in clinical cases from individual psychotherapies with children and adults and from group analysis.

The Connected Company

Author: Dave Gray,Thomas Vander Wal
Publisher: "O'Reilly Media, Inc."
ISBN: 1491919434
Category: Business & Economics
Page: 312
View: 6780

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With a foreword by Alex Osterwalder. The future of work is already here. Customers are adopting disruptive technologies faster than your company can adapt. When your customers are delighted, they can amplify your message in ways that were never before possible. But when your company’s performance runs short of what you’ve promised, customers can seize control of your brand message, spreading their disappointment and frustration faster than you can keep up. To keep pace with today’s connected customers, your company must become a connected company. That means deeply engaging with workers, partners, and customers, changing how work is done, how you measure success, and how performance is rewarded. It requires a new way of thinking about your company: less like a machine to be controlled, and more like a complex, dynamic system that can learn and adapt over time. Connected companies have the advantage, because they learn and move faster than their competitors. While others work in isolation, they link into rich networks of possibility and expand their influence. Connected companies around the world are aggressively acquiring customers and disrupting the competition. In The Connected Company, we examine what they’re doing, how they’re doing it, and why it works. And we show you how your company can use the same principles to adapt—and thrive—in today’s ever-changing global marketplace.

Portable Play in Everyday Life: The Nintendo DS

Author: Samuel Tobin
Publisher: Springer
ISBN: 1137396598
Category: Social Science
Page: 130
View: 9989

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People play mobile games everywhere and at any time. Tobin examines this media practice through the players directly using the lens of the players and practice of the Nintendo DS system. He argues for the primacy of context for understanding how digital play functions in today's society, emphasizing location, "killing-time," and mobile communities.

The King in Yellow

Author: Robert William Chambers
Publisher: Createspace Independent Publishing Platform
Category: Horror tales
Page: 316
View: 9320

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A milestone of American supernatural fiction, The King in Yellow created a sensation upon its 1895 publication. Since then, it has markedly influenced writers in the genre, most famously, H. P. Lovecraft. Author Robert W. Chambers has been hailed as a writer of remarkable imaginative powers and the historic link between Edgar Allan Poe and Stephen King.

The Ecology of Games

Connecting Youth, Games, and Learning
Author: Katie Salen
Publisher: MIT Press
ISBN: 026269364X
Category: Games
Page: 278
View: 2194

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An exploration of games as systems in which young people participate as gamers,producers, and learners

Annual Report

Author: United States. Office of Education
Publisher: N.A
Category: Education
Page: N.A
View: 3003

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