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    Archived pages: 1296 . Archive date: 2013-08.

  • Title: Spotlight on Digital Media and Learning
    Descriptive info: .. Spotlight on Digital Media And Learning.. Blog.. Featured Stories.. StudentSpeak.. Videos.. About Us.. Contact.. Q A: Henry Jenkins on Bridging Participatory Culture and Participatory Politics.. July 29, 2013.. The Role of Digital Media in Participatory Politics: A Q A with Joseph Kahne.. July 23, 2013.. Kurt Squire on No Longer Being Alone as a Scholar of Both Participatory Culture and Education.. July 14, 2013.. Q A: James Bower on Good Game Design and Learning.. July 9, 2013.. 1.. 2.. 3.. 4.. 5/14/13.. Filed by.. Barbara Ray.. What We ve Learned About Digital Media Learning.. We kick off a series of conversations with thought leaders on how the field of digital media and learning has changed over time, and where it s headed.. 10/01/12.. Sarah Jackson.. Six Years of Coverage on Digital Media and Learning.. After six years of publishing, Spotlight on Digital Media and Learning will cease blogging regularly as of today.. We take a look back and a look at what s to come in 2013 and beyond.. 9/28/12.. Kelsey Herron.. GameDesk Opens New PlayMaker School in Los Angeles.. Can you imagine being in middle school, waking up each morning knowing that it s not classic arithmetic and social studies lessons that await, but rather a day of flight simulation and filmmaking?.. 9/20/12.. Why Maybe You Don t Have to Worry About Information Overload After All.. Researchers find that the infamous information overload may be less of a reality than previously imagined.. Plus, why teaching digital literacy skills can help.. 9/11/12.. More Districts Go BYOD (Bring Your Own Device).. Innovative teachers and administrators are increasingly encouraging mobile learning in the classroom.. 9/04/12.. Learning How the Web Works.. Wondering how to teach computer literacy? I found some inspiration for the new school year in this video from the New Learning Institute about a week-long summer camp called Design, Art and Code.. 8/31/12.. Christine Cupaiuolo.. For the Oh Family, Back to School Involves Changing Time Zones - and Planets.. Getting on a school schedule can be a tough adjustment for any kid.. But what if you ve spent the past month living on Mars time?.. 8/30/12.. The Catch-22 of Digital Literacy.. In educating tomorrow s workforce, how do we make sure everyone has a chance to leap the digital literacy divide? The Atlantic examines how to demonstrate the value of digital literacy to those who aren t digitally literate.. 8/28/12.. Understanding Connections Between Digital Literacies and  ...   Connect to the Public.. 08/8.. Maker Spaces in Libraries?.. 06/29.. Teaching Students to Be Multimedia Storytellers.. 04/14.. "We Came to Play": Lessons on Connected Learning and Creativity from Caine's Arcade.. 09/4.. 03/28.. Technology in Early Childhood: Advice For Parents and Teachers From A Trusted Source.. Q&A: Cathy Davidson on Institution Building to Prepare Students for the Information Age.. 05/19.. What the New DigitalLiteracy.. gov Portal Has to Offer Educators.. anne collier.. ,.. badges.. books.. cathy davidson.. chicago public library.. common sense media.. craig watkins.. creative commons.. danah boyd.. digital citizenship.. digital literacies.. digital youth network.. early childhood.. ebooks.. facebook.. gamestar mechanic.. gender.. global kids.. google.. hastac.. henry jenkins.. howard rheingold.. institute of museum and library services.. ipad.. james paul gee.. joan ganz cooney center.. joe kahne.. katie salen.. littlebigplanet.. macarthur series.. maker movement.. mimi ito.. mozilla.. national writing project.. new youth city learning network.. nichole pinkard.. online learning.. pbs.. pew internet.. quest to learn.. race.. reading.. robotics.. scratch.. second life.. twitter.. video games.. writing.. youmedia.. youtube.. After School.. Assessment.. Case Studies.. Civic Engagement.. Credibility.. Games.. Digital Media and Learning Competition.. DML Thought Leaders.. Ethics.. Family.. Identity.. Digital Divide.. Libraries.. Media Literacy.. Mobile.. Museums.. Participatory Learning.. Policy.. Research and Studies.. Safety.. Schools.. Social Media.. Spotlight News.. STEM.. Virtual Worlds.. Digital Media & Learning Rollcall.. Bobbi Newman.. RT @LaurenLibBlog: On Strategy and Communication | New Blog Post.. http://t.. co/rLCeiUBK0e.. June 11, 5:31pm.. RT @mchris4duke: If we really believed in libraries as Public Good, I suspect/hope we would more quickly reject the "run libraries like a b….. June 11, 5:29pm.. @suziwalks I think I could get posts no problem coordinating them would be a lot of work for me plus what do readers think of guest posts?.. June 11, 5:20pm.. @jandersoncoats :-).. June 11, 5:05pm.. About Spotlight.. Spotlight covers the intersections of technology and education, going behind the research to show how digital media is used in and out of classrooms to expand learning.. We invite submissions and reader discussion.. Learn more.. Spotlight Newsletter.. Sign up.. for weekly digest of news highlights,.. videos & events.. Follow.. @Spotlightdml.. After 6 years we'll be ending publication in 2013, here's a look back at how far we've come:.. co/XTaZZBrV.. 6:18PM October 01.. Subscribe via Email.. Stories new posts delivered daily.. Links We Like.. More Links.. International Journal of Learning and Media.. The MacArthur Foundation Reports on Digital Media and Learning.. Common Sense Media.. Constance Steinkuehler.. Contact Spotlight.. •.. Privacy Policy.. User Agreement..

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  • Title: Blog | Spotlight on Digital Media and Learning
    Descriptive info: Blog Archives.. Browse Stories By.. Author.. Choose.. Nafiza Akter.. Steve Anderson.. Audrey Aronowsky.. Elizabeth Bagley.. Anne Balsamo.. Sasha Barab.. Sonja Baumer.. Gregg Behr.. Lance Bennett.. Lucy Bernholz.. Marina Umaschi Bers.. David Birchfield.. Matteo Bittanti.. Angela Booker.. James Bosco.. Jim Bower.. Anthony Bryk.. David Buckingham.. Linda Burch.. Dara N.. Byrne.. Michael X.. Delli Carpini.. Justine Cassell.. Heather Chaplin.. Milton Chen.. Tony Curzon Price.. Jessie Daniels.. Cathy Davidson.. Kevin Denney.. Seann Dikkers.. Mohan Dutta.. Shani Edmond.. Elyse Eidman-Aadahl.. Anna Everett.. Dale Fahnstrom.. Jonathan Fanton.. Lucky Figtree.. Connie Flanagan.. Andrew Flanagin.. Andrea Flores.. Amira Fouad.. Josh Fouts.. John M.. Francis.. Alex Games.. Mariel García.. Howard Gardner.. James Paul Gee.. Steven Gerber.. Sam Gilbert.. Maureen Glasoe.. Kate Goddard.. David Theo Goldberg.. Shelley Goldman.. Kimberley Gomez.. Ten Gray.. Raiford Guins.. Matt Haber.. Justin Hall.. Rich Halverson.. Eszter Hargittai.. Mosea Harris.. David Hatfield.. Mike Hawkins.. Elisabeth Hayes.. Renee Hobbs.. Heather Horst.. Jen Humke.. Mizuko Ito.. Jalen Jackson.. Henry Jenkins.. Larry Johnson.. Barry Joseph.. Yasmin Kafai.. Joseph Kahne.. Keith Krueger.. Deanna Kuhn.. Patricia Lange.. Guisela Latorre.. Akili Lee.. Cathy Leff.. Amanda Lenhart.. Michael Levine.. Peter Levine.. Brad Lewis.. Antonio Lopez.. Colleen Macklin.. Alecia Marie Magnifico.. Dilan Mahendran.. Katynka Martínez.. G.. Dirk Mateer.. Tara McPherson.. Miriam Metzger.. Ellen Middaugh.. Ann My Thai.. Padraig Nash.. Gina Navoa Svarovsky.. Aran Nulty.. Cory Ondrejka.. Rik Panganiban.. C.. J.. Pascoe.. Nichole Pinkard.. Amit Pitaru.. Jeane Quentin.. Alex Quinn.. Kate Raynes-Goldie.. Erin B.. Reilly.. Howard Rheingold.. Ronald E.. Rice.. Laura Robinson.. Natalie Rodic.. Erica Rosenfeld Halverson.. Katie Salen.. Christian Sandvig.. Rafi Santo.. Stephen Schultze.. Suzanne Seggerman.. Ellen Seiter.. Marsha L.. Semmel.. David Williamson Shaffer.. Kurt Squire.. Julia Stasch.. Susannah Stern.. Benjamin Stokes.. Zephyr Teachout.. Susanna Temkin.. Douglas Thomas.. Terrence Thompson.. Robert J Torres.. Greg Trefry.. Craig Wacker.. Luke Walker.. Craig Watkins.. Sandra Weber.. Patrick Whitney.. Rebekah Willett.. Kate Wittenberg.. Ben Wolff.. Kristina Hooper Woolsey.. Laura Wray-Lake.. Connie Yowell.. Eric Zimmerman.. Date.. May 2013.. October 2012.. September 2012.. August 2012.. July 2012.. June 2012.. May  ...   such as autism and cerebral palsy.. 8/09/12.. Meet Makers in Vermont; Go Inside Quest to Learn School; Help a Robot Come to Life.. Spotlight is going on summer break, returning Aug.. 27.. But first we look at maker culture in Vermont and CNN s report on gaming and Quest to Learn.. We also check in with a group of sixth-grade girls who hoped to launch an object into the stratosphere, and meet a team seeking funding to build one very large robot.. 8/08/12.. Maker spaces workshop areas that encourage tinkering and creating and other interactive community spaces have been popping up in unexpected places.. 8/07/12.. PLAYBACK: Learning Inside and Outside the Classroom.. S.. Craig Watkins implements connected learning principles on a digital media project with high school students; Howard Rheingold talks with Alec Couros about making learning visible; and Caine Monroy turns 10 with a celebration at his DIY cardboard arcade.. 8/06/12.. YOUmedia Toolkit Now Available.. A new toolkit now makes it easier to plan, build and sustain a digital learning lab in your school, library or museum space.. 8/02/12.. Tech-Savvy Teachers Turn to App-Making in the Classroom.. Unsatisfied with the quality of educational apps on the market, some tech-savvy teachers are making their own.. Page 1 of 62 pages.. Last.. for a weekly news digest.. Latest Stories.. Popular Stories.. May 18, 2011.. May 19, 2011.. Sep 17, 2012.. Are Class Differences in Parenting Creating a New Digital Divide?.. May 3, 2011.. Nov 23, 2010.. The Future of Reading and Writing is Collaborative.. Jul 24, 2012.. Remembering Sally Ride's Advocacy for STEM and Gender Equity.. Video Stories Interviews.. The MacArthur Foundation Series on Digital Media and Learning.. Confessions of an Aca-Fan (Henry Jenkins).. Creative Commons.. Digital Is.. Digital Youth Network.. DMLcentral.. Engaged Youth.. Epistemic Games.. Games for Change.. Global Kids.. HASTAC.. Institute of Play.. Mobile Media Learning.. The Network Culture Project.. Our Courts.. Project New Media Literacies.. Puget Soundoff.. YouMedia.. Whyreef..

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  • Title: Featured Story | Spotlight on Digital Media and Learning
    Descriptive info: Featured Story Archives.. Tina Barseghian.. Josh Karp.. Mac Montandon.. Cindy Richards.. July 2013.. June 2013.. 7/29/13.. By.. Henry Jenkins is the Provost s Professor of Communications, Journalism, Cinematic Art, and Education at the University of Southern California.. Before that, he was the director of the Comparative Media Studies Program at MIT.. He serves as the chief advisor to the Annenberg Innovation Lab.. Featured.. 7/23/13.. Joseph Kahne is chair of the MacArthur Foundation s Research Network on Youth and Participatory Politics.. Kahne is also a professor of education at Mills College.. 7/14/13.. Kurt Squire is the director of the Games + Learning + Society initiative at University of Wisconsin Madison, where he s also a professor of curriculum and instruction in the School of Education.. 7/09/13.. Jim Bower is CEO and chairman of the board of Numedeon, Inc.. , the creator of the educational virtual world, Whyville.. He is also a neuroscientist.. 6/25/13.. Constance Steinkuehler is an associate professor in Digital Media at the University of Wisconsin Madison.. She codirects the Games+Learning+Society (GLS) Center at the Wisconsin Institute of Discovery.. In 2011-2012, she served as Senior Policy Analyst in the White House Office of Science and Technology Policy where she advised on national education initiatives related to games.. 6/18/13.. Drew Davidson is a professor, producer, and player of interactive media.. He is the acting director of the Entertainment Technology Center at Carnegie Mellon University, and the founding editor of ETC Press and its Well Played Series and Journal.. Davidson helped lead a team of designers to create the Chicago Public Library s YOUmedia, a digital space for teens that is now being replicated across the country.. 6/11/13.. Social media scholar danah boyd has been called the  ...   and communications.. Q A: Howard Rheingold on Using Technology to Take Learning into Our Own Hands.. Critic and educator Howard Rheingold is author of Virtual Reality, The Virtual Community, Smart Mobs, and Net Smart.. As he puts it he s been on the Web since the beginning, and long before.. This is the first in a series of conversations with thought leaders on digital media and learning, then and now.. 9/17/12.. Research shows social class has a big effect on parenting style.. Does it influence how kids use digital media too? Heather Chaplin examines what the digital divide means in 2012.. In Pittsburgh, A Modern-Day Mister Rogers Neighborhood.. How gamers, roboticists, technologists, and designers are working alongside educators in Pittsburgh to inspire new kinds of learning in and outside of school.. We visit innovators at the city s regional learning network that focuses on kids and creativity.. 7/11/12.. YOUmedia Expansions Offer Teens Student-Centered Learning Opportunities with Digital Media.. At YOUmedia at the Harold Washington Library in Chicago, kids explore, express and create using digital media, and then hook what they learn there back into the classroom.. The idea is spreading.. As Heather Chaplin reports, YOUmedia spaces are popping up at community centers, museums and libraries around the country.. 5/10/12.. How Teachers Make Cell Phones Work in the Classroom.. In our final post in a series on mobile learning, MindShift s Tina Barseghian visits classrooms in San Francisco to find out what it looks like when mobile devices enter the classroom when it works, whether it s worthwhile, and how some educators are leveraging the technology to teach students what it means to be learners and citizens in a digital world.. Page 1 of 10 pages..

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  • Title: Studentspeak | Spotlight on Digital Media and Learning
    Descriptive info: Studentspeak Archives.. David Ayling.. 7/12/11.. Produced by.. This webisode of StudentSpeak visits Free Spirit Media, a nonprofit organization that focuses on media literacy and digital communication skills with a curriculum in Chicago high schools that continues after school in informal learning spaces.. 5/26/11.. Changing the Nature of Storytelling : Chicago Students Remix Neil Gaiman s Neverwhere.. This week s StudentSpeak focuses on digital storytelling using the book Neverwhere, by British author Neil Gaiman.. 5/05/11.. Mapping the Museum: Teens Use Technology to Make Their Mark on The Art Institute.. This webisode of StudentSpeak follows teens taking part in a unique digital mapping project at the Art Institute of Chicago.. 4/15/11.. Using Goggles to Change Google: Teens Learn the Power of Programming at Mozilla s Hackasaurus.. This week s StudentSpeak webisode goes behind the scenes at a programming workshop in Chicago where teens are using new tools developed by Mozilla to remix and improve the web.. 4/04/11.. "Big Responsibility": Chicago-Area Teens Use Virtual Tools to Solve Real-World Science Problems.. This week s StudentSpeak visits Wheeling High School in the northern suburbs of Chicago, where teens are solving real-world problems for scientists at Abbott Labs.. 3/14/11.. Hands-On Hacking: Young Programmers at FabLab San Diego Use Math and Science to Dissect Technology and Make it Their Own.. This week s StudentSpeak webisode goes behind the scenes at FabLab San Diego, where teens are learning to experiment with technology in a hands-on programming course.. Right Column.. 2/25/11.. Chicago Museum of Contemporary Art Sparks Digital Collaboration Between Area Teens and Artist Mark Bradford.. In this week s webisode, StudentSpeak goes behind the scenes at the Mark Bradford Project, sponsored by Chicago s Museum of Contemporary Art.. 1/27/11.. Talking Back: Chicago Teens Gather to Explore Media Messaging & Social Change.. In this webisode,  ...   Toni Morrison s most recent novel, A Mercy.. This week, StudentSpeak is there as the students showcase their work in front of a crowd of educators, parents and their peers at the Chicago Public Library.. 10/20/10.. Open the Door to What is Possible : Reading Toni Morrison Inspires New Media Projects.. In this webisode, StudentSpeak goes behind the scenes to watch how students at YOUmedia, the Chicago Public Library s digital space for teens, are using Toni Morrison s book A Mercy to create new media projects around themes of slavery and empowerment.. 10/06/10.. Chicago Teens Call For Schools CEO to Bring 21st Century Technology into Their Classrooms.. Imagine if every teacher could use technology fluidly in their lesson plans.. Imagine if students could take classes at other schools via video teleconferencing.. Imagine if a Spanish class in Chicago had daily speaking sessions in English and Spanish with a classroom in Mexico City.. We believe if our recommendations are adopted, those dreams could be a reality.. So begins the final report of the Mikva Challenge on bringing Chicago public high schools into the 21st Century.. 9/16/10.. Chicago Teens Work Alongside School Leaders to Improve Technology Use in Schools.. Previously on StudentSpeak, we watched teens use digital media to respond to neighborhood violence.. In this webisode, we meet student leaders from the Mikva Challenge program who are also working on improving their own communities by developing a platform to present to Chicago Public School leaders on incorporating technology in the classroom.. 9/02/10.. Taking Our Culture Back : Teen s Documentary Tackles Violence in Popular Culture.. In this StudentSpeak webisode, Spotlight talks with Serenity, 14, a participant in the Digital Youth Network and YOUmedia after school programs at the Harold Washington Library in Chicago.. Page 1 of 2 pages..

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  • Title: Video | Spotlight on Digital Media and Learning
    Descriptive info: Video Archives.. 7/06/12.. John Seeley Brown and Constance Steinkuehler Squire at the Aspen Ideas Festival on Why Games Matter for Learning.. Brown and Squire were among leading minds from around the world who hosted discussions on a range of topics as part of the the annual Aspen Ideas Festival.. 6/27/12.. Through Robotics, Girls Find a Future in Engineering.. We loved this new video over at KQED s MindShift about 16-year-old Kam Gan, a 10th-grade student living in San Francisco, who immigrated from Guangzhou, China was she was 12.. 6/06/12.. Share Your Summer Project: Builders, Tinkerers, Scientists and Digital Media Creators.. Have you heard about Project Terra Incognita? A team of sixth-grade girls is going to send an object into the stratosphere and photograph the curvature of the earth.. Tell us about your summer project and we ll tweet the idea.. 5/24/12.. Student Game Designers Win Big in National STEM Video Game Challenge.. The winners of the 2012 National STEM Video Game Challenge were announced this week at The Atlantic s Technologies in Education Forum in Washington, D.. C.. 5/14/12.. Why Teachers Use Digital Games and Why Schools Teach Gaming.. Surprising data from teachers using digital games in the classroom; Learning and having fun playing Quest Atlantis in Wisconsin; teaching game design and programming at iTech Academy in Miami; and more on how games are ace-ing the  ...   3/29/12.. Jim Gee on The Use of Video Games for Learning About Learning.. In a new video at Edutopia, games and learning expert James Paul Gee says education should be more like a well-designed video game.. 3/23/12.. Questioning Culture and Technology: Students Stories at DML Conference.. At this year s Digital Media and Learning Conference, attendees heard from a group of experts that rarely appear at such events: students.. 3/14/12.. Launching Red Bird Into Space: Angry Birds Goes for Ride With NASA.. NASA is playing a key role in the fourth installment of the popular mobile- and browser-based game Angry Birds.. Plus, how physics teachers are using the game with student-scientists in the classroom.. 2/08/12.. From MIT to the Great Beyond: Erin King, 17, Launches Acceptance Letter Tube into Space.. Let s say your college acceptance letter arrived in a cardboard tube, along with a note from the university to hack the tube.. What would do? Paint it? Turn it into a kaleidoscope? Create an aperture science handheld portal device?.. 2/01/12.. Programs of Their Own: MIT and LEGO Bring Robotics and Coding to Grade School.. At The Chestnut Hill School outside of Boston, educators are using MIT Media Labs Scratch programming language and innovative robotics tools developed in partnership with Lego to teach STEM subjects to kids as early as first grade.. Page 1 of 5 pages..

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  • Title: About | Spotlight on Digital Media and Learning
    Descriptive info: About.. Launched in 2009 as an independent publication covering MacArthur Foundation s.. Digital Media and Learning Initiative.. , Spotlight has expanded to include coverage of people and projects in a wide variety of learning environments.. We bring you stories from design camps where kids use smartphones to conduct scientific research, museums where they lead virtual archaeological digs, and library spaces where they remix and produce their own media.. We interview leading thinkers in education, law and government and investigate the ethical promises and perils that online worlds create.. Kids do not stop learning when they leave school, and digital media can be that bridge between school, home and beyond.. Spotlight shows how that happens, with behind-the-scenes feature stories, a daily blog covering news from the field, video podcasts and StudentSpeak webisodes that show how teens are using digital media in their everyday lives.. Spotlight is produced and edited by a team of journalists, videographers and editors under a grant from the Tides Center.. We welcome your comments and feedback.. Submissions.. Spotlight invites guest blog posts by educators and policy makers.. Email.. (JavaScript must be enabled to view this email address).. with your ideas or coverage suggestions, or.. use this form.. to submit your query.. Spotlight Staff.. Barbara Ray, Managing Editor.. Barbara Ray is a writer and editor who helps researchers and nonprofit organizations reach wider audiences.. She has worked extensively with academics and researchers focused broadly on social welfare policy and economics.. She is the author of.. Not Quite Adults Why 20-Somethings Are Choosing a Slower Path to Adulthood, and Why It s Good for Everyone.. (Random House, 2010).. Christine Cupaiuolo, Editor.. A former newspaper reporter, Christine Cupaiuolo launched an online magazine in 2000 on the intersections of pop culture and politics and has been editing and troubleshooting websites for national publications and nonprofit organizations ever since.. She often writes about culture and gender and is the managing editor of the 2011 edition of Our Bodies, Ourselves.. She lives in Chicago and at.. Christine2.. com.. and.. @cmc2.. Sarah Jackson, Editor / Webmaster.. Sarah Jackson has worked with MacArthur s Digital Media and Learning Initiative since its launch in 2006.. She has worked as a journalist, community outreach worker, and a researcher  ...   He joined DYN after eight years at the University of Chicago Carter G.. Woodson Charter School on Chicago s South Side.. As a DYN mentor, Brother Mike works across media, from spoken word to radio to graphic design.. Most notably, he helped develop a multimedia arts class called iRemix Records, in which 6th-grade students analyze and critique the music industry while learning how to create their own music.. Contributors.. Heather Chaplin, Reporter.. Heather Chaplin is the author of Smartbomb: The Quest for Art, Entertainment and Big Bucks in the Videogame Revolution, a narratively told exploration of the modern videogame industry.. She is a regular contributor to All Things Considered and writes for such publications as The New York Times, L.. A.. Times, GQ, and Details.. She has been quoted on the topic of games in The New Yorker, Atlantic Monthly, New York Times Magazine, Talk of the Nation, CBS Sunday Morning, Newsweek and Business Week.. Matt Haber, Reporter.. Matt Haber has written for The New York Observer, The New York Times, Esquire, Wired, and other publications.. He lives in Brooklyn, N.. Josh Karp, Reporter.. Josh Karp teaches journalism at Northwestern and is the author of two books: A Futile and Stupid Gesture: How Doug Kenney and National Lampoon Changed Comedy Forever and Straight Down the Middle: Shivas Irons, Bagger Vance and How I Learned to Stop Worrying and Love My Golf Swing.. His work has appeared in Salon, TV Guide, Premiere, The Atlantic Monthly Online, L.. Times Sunday Magazine, Chicago Magazine and other publications.. He lives near Chicago with his wife and four sons.. You can find him online at.. JoshKarpBooks.. Mac Montandon, Reporter.. Mac Montandon is a writer living in Brooklyn, N.. , with his wife and two daughters.. He has worked on staff at a handful of national magazines and has written for The New York Times, New York magazine, Spin, Details and Salon, among others.. He is the author of the narrative non-fiction book.. Jetpack Dreams: One Man s Up and Down (But Mostly Down) Search for the Greatest Invention that Never Was.. He also edited the book Innocent When you Dream: The Tom Waits Reader and founded the websites.. The Silence of the City.. Best Recession Ever!..

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  • Title: Contact Us | Spotlight on Digital Media and Learning
    Descriptive info: Contact Us.. If you have questions about the MacArthur Foundation s Digital Media and Learning initiative or grants, please visit the.. initiative s website.. To contact Spotlight editors, please email.. or submit your query in the form below.. Your Name:.. Your Email:.. Message:..

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  • Title: Q&A: Henry Jenkins on Bridging Participatory Culture and Participatory Politics | Spotlight on Digital Media and Learning
    Descriptive info: Photo/.. Joi Ito.. 7.. 29.. 13.. |.. He is the author or editor of seventeen books, including, most recently,.. Spreadable Media: Creating Meaning and Value in a Networked Culture.. Reading in a Participatory Culture: Remixing Moby-Dick in the Literature Classroom.. He serves as the chief advisor to the.. Annenberg Innovation Lab.. This is part of a series of.. conversations with thought leaders.. on digital media and learning, then and now.. In conversation with journalist Heather Chaplin, leaders reflect on how the field of digital media and learning has changed over time, and where it s headed.. Spotlight: I think of you as a media scholar how did you first get interested in issues of learning and education?.. Henry Jenkins:.. I actually have a teacher s certificate.. I had an unsuccessful phase where I thought I wanted to be a high school social science teacher.. But it was.. who connected me with.. that really got me into DML.. By this point, I had also been working with.. , Eric Klopfer, and Alex Chisholm on the.. Education Arcade.. projects to explore games-based learning.. Also, there were people in education likes.. who were reaching out to people in media studies.. I ve always thought it was important to reach back out to people in education, so I saw myself as playing that role.. And some of your earlier books are really about education aren t they?.. From Barbie to Mortal Kombat.. is.. And.. Convergence Culture.. almost immediately got picked up by the DML crowd.. It ends with a call for new media literacy.. And right after it, I started working on DML, which makes sense because that s where my work was logically heading anyway.. But it was meeting with all the incredible people in the network that made informal learning central to everything I do.. The next book I m working on is about youth and political participation, and it comes out of my involvement with the.. Youth and Participatory Politics Network.. (YPP), which is an offshoot of DML.. So much has changed since Convergence Culture came out.. Tell me a little about your thinking at that time.. What was foremost in your mind?.. I was thinking about two seemingly contradictory things.. One was that we live in a world where there are no longer gatekeepers anyone can post anything online.. The other was that we lived in a world of increased media concentration five companies own most of the communication capacity in the country.. I wrote the book to explore how both of these things could be true at the same time and the ways in which digital media was altering the way mass media operated.. And that led you to the white paper,.. Confronting the Challenges of Participatory Culture: Media Education for the 21st Century?.. This was the first DML white paper released, and MacArthur immediately challenged us to think about how we could put its framework into action: What needs to happen in the classrooms to foster these media literacies?.. By the time MacArthur pulled me on board, the goal was to do a white paper that looked at the intersection between educational researchers and media ethnographers and map out what new media literacies would be needed as more and more people gained access to the means of cultural production and circulation and by what mechanisms we could foster them.. We wanted to build some vocabulary for talking about these ideas.. This was the first DML white paper released, and MacArthur immediately challenged us to think about how we could put its framework into action: What needs to happen in the classrooms to foster these media literacies? So we started developing some curricular materials, which evolved into the project on.. Reading in a Participatory Culture.. , a project that has recently culminated in a book my team published with Teacher s College Press.. I feel like that white paper was extraordinarily influential.. Did other things come  ...   you mean you ve had more success then you deserve?.. Part of MacArthur s vision has been to focus money and resources to make a difference here and then broaden outward.. So if you look at where the grants go, it s almost exclusively in the United States.. But the world has been so eager for a new approach to new media literacy.. I hear from people all the time about the work they re doing like I just talked to some researchers in Poland who had designed a whole curriculum influenced by DML.. That s what I mean.. We haven t been reaching out to other people, but other people have been reaching out to us.. Articulate why this is important.. A transnational flow of content is part of the new media environment.. For us to put an American box around this may mean selective processing of data.. It may mean we re not dealing with the global dimensions of what young people are involved with.. It certainly means we re not being respectful of alternative experiences and other approaches.. In the case of media literacy this is particularly troubling because America has historically lagged way behind much of the developed world in terms of embracing this as something to value in education.. Some countries have mandates for media literacy education in their schools and have for 20 or 30 years now.. We have a lot to learn from these people.. Tell me one way your thinking has changed since that initial white paper.. We have not achieved a participatory culture we re moving towards more people having access to opportunities and resources for participation.. I used to say participatory culture.. Now, I talk about a.. more.. participatory culture.. We have to continually ask, What are the barriers? What are the obstacles? And we have to recognize they re not just technological.. There are a variety of social and cultural reasons people don t have access to the same skills, knowledge, and experiences.. There s been a lot of healthy skepticism to some of the claims I put out, and that s pulled me deeper and deeper into thinking about these gaps.. Is there a specific way this has affected your work?.. It all feeds into the work we ve been doing on youth and participatory politics, especially in our work with undocumented youth.. We re looking at youth who don t necessarily have lots of advantages in terms of access to digital technologies.. Nonetheless, we see people producing highly effective videos and circulating them done on cameras they ve borrowed from libraries or community centers.. We re looking at bloggers who don t have their own internet access.. We re trying to understand the point of entry.. What are some strategies for getting over participation gaps and the digital divide? I m digging deeper into this question through YPP.. I remember asking you about this several years ago whether cultural participation would translate into political participation? Do you feel like there s evidence it has?.. The title of our new book is By Any Media Necessary.. People are using any and every available media channel in order to get their message out.. We ve seen some really spectacular examples of networked publics being successful in mobilizing around their causes and particularly successful getting young people more involved in the political process.. Also, going back to that initial white paper, we re seeing lots of appropriation of popular culture as a way of creating images that travel across networks more effectively: Guy Fawkes masks; what happened to binders of women; The Harry Potter Alliance; Nerd Fighters.. These groups and their practices model ways we might bridge cultural participation and political participation conducting politics in language borrowed from popular culture.. partcipatory culture.. partcipatory politics.. Leave a comment.. Comments are moderated to ensure topic relevance and generally will be posted quickly.. Commenting is not available in this section entry..

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  • Title: The Role of Digital Media in Participatory Politics: A Q&A with Joseph Kahne | Spotlight on Digital Media and Learning
    Descriptive info: Screenshot/.. New Learning Institute.. 23.. Joseph Kahne is chair of the MacArthur Foundation s.. Research Network on Youth and Participatory Politics.. Spotlight: Your background isn t in technology.. How did you get into digital media and learning?.. Joseph Kahne:.. My background is really in trying to understand the civic and political development of young people, looking at how schools and youth organizations can promote that development.. Then, initially through conversations with.. , I became conscious of how digital media and the internet could become really powerful mechanisms for youth civic and political engagement.. Was it something you d already been thinking about?.. Not in much depth.. Those conversations created an initial interest, and that led to adding a focus on digital media to some research on youth civic engagement we were already doing.. I ve stayed interested in these issues because obviously it just keeps getting clearer and clearer how significant they are.. Was there an ah-ha moment for you?.. Frankly, no.. There was no ah-ha moment.. Like a lot of people, I had some uncertainty.. Honestly, I don t think I was initially capable of understanding the paradigm.. Over time, I ve become more able to think along the lines of people who had digital media backgrounds to start with.. So what was your initial project in this area?.. We found that many games provided civic learning opportunities.. to take on the role of a leader the president, for example or opportunities to help others.. We partnered with the Pew Internet and American Life Project, which MacArthur supported, and it led to a report called.. The Civic Potential of Video Games.. Back then and this is still largely true video games were understood to be potentially fun, certainly a big business, but generally a waste of time, if not problematic, especially around issues of violence.. What were you researching?.. The study was trying to figure out two things.. One, if there was much educational potential in video games.. And, two, if there were ways in which the experience of playing some of these games could foster political and civic engagement.. We were looking at what we call civic learning opportunities embedded in a lot of video games.. So if you say, for example, that there s a participatory culture embedded in these games, are people working together to solve problems where norms of teamwork get reinforced? Or are problematic norms being reinforced? We were trying to understand when and under what circumstances did games provide civic learning opportunities.. What did you find?.. What we found was that many games provided civic learning opportunities, such as opportunities to take on the role of a leader the president, for example or opportunities to help others.. There also were simulations where players had opportunities to work on a societal issue and to learn about institutional processes how a legislature works, for example.. And we found that when games provided those kinds of civic learning opportunities, playing them was associated with much higher commitments to civic engagement.. We think some of the relationship was due to youth with civic interests choosing to play those games, and that some of the relationship was due to these games orienting youth towards the potential of civic activity.. Did you partner with people to do this study?.. Yes, we partnered with folks who had done a  ...   nonpolitical forms of interest-driven activity they re part of online groups connected to their hobbies or sports or entertainment, for example.. And we found that youth who engage in those nonpolitical, interest-driven activities become more engaged civically and politically even after controlling for their prior levels of civic and political engagement.. That s fascinating.. You don t have to be 18, you don t need money, you don t even need to be a citizen but you can draw on practices and networks you use every day in your social world to express your point of view, mobilize others, and discuss societal issues.. And these are many of the core acts of political engagement.. When you think about the future, how hopeful are you in terms of participatory politics?.. People tend to talk about digital media as either a desirable societal transformation or as a clear problem we need to confront.. You see it with video games.. There are enthusiasts who think video games are going to completely transform learning.. And then there are people who think video games are a big threat.. I think, by and large, the research of our network has argued against this either-or approach.. There are aspects of what participatory politics enable that make me incredibly hopeful.. There are also clearly risks.. And then there s a third category that I would call potential.. And that s heavily dependent on whether or not we think carefully about how to enable the benefits of engaging with digital media as opposed to just assuming they re going to occur organically.. What will that look like?.. The real question is: How can we act intentionally to really make sure we tap into as much of the positive potential as we can, while being conscious of the risks? Supporting young people s ability to judge the credibility of what they find online, for example, will be important.. Similarly, youth will need mentors both peers and adults who can help them develop their abilities to tap the full potential of these media.. That will help them learn to create and circulate compelling media.. But overall you think there s something to this idea that participatory culture can lead to deeper civic engagement?.. I do think digital media create opportunities for voice and agency and I think real opportunities for impact are dramatically expanded, perhaps especially for young people of color.. When you look at some of the recent social movements, certainly within the US take the Dream activists, for example youth have played an enormous role.. We ll see how immigration reform shakes out, but the Dreamers have certainly played a real role in shifting the dynamic of the conversation about who should get to be a citizen.. And digital media had a role in this?.. The integration of digital media and participatory politics was a huge part of this effort.. Arely Zimmerman was part of the YPP research team at USC their group is called Media Activism and Participatory Politics Project and she did a fabulous.. case study of Dreamers.. and how they used blogs and social media and video to build communities and identities and to develop a kind of social capital that was politically valuable.. It helped activists to get their message out, protect youth and adults who were arrested, and mobilize others to support their cause..

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  • Title: Kurt Squire on No Longer Being Alone as a Scholar of Both Participatory Culture and Education | Spotlight on Digital Media and Learning
    Descriptive info: GLS Conference.. 14.. Kurt Squire is the director of the.. Games + Learning + Society.. group at University of Wisconsin Madison, where he s also a professor of curriculum and instruction in the School of Education.. Spotlight: So tell me how you got started in digital media and learning.. Kurt Squire:.. I think everyone probably remembers when they first had a profound moment on the internet or a computer.. For me, it was as a college student playing.. SimCity.. I just kept thinking that this thing was so fascinating and potentially such a strong tool that could support learning.. Then, in graduate school, I was studying how new technology could be leveraged to create deeply transformative learning experiences.. Was there even such a thing as digital media and learning then?.. No.. When I started, I thought I would be the one person who read both Henry Jenkins and Seymour Papert.. I thought it could be my career to be the one guy who knew them both.. I had to convince my PhD committee that someone might want to pay attention to video games.. It just wasn t something you did in education.. I had professors on my committee who were like Oh, the internet is a fad!.. I hear people say transformative a lot.. What does that mean exactly in terms of learning?.. For me it means changing some of the core assumptions of what we mean when we say learning.. It s the idea that as technology changes, what we value will change too.. Think about how much less important memorization is than it used to be, while being able to communicate through a variety of multilevel texts is becoming more important.. What would you say is the core that underlies your work?.. The relationships between research and design.. I m really interested in what makes something like SimCity so interesting.. Why is it compelling? What really drives me is trying to understand how we can make experiences for people that are good learning experiences and that also lead to more generative activities and pathways where they keep learning and growing.. How does your work fit into the rest of what s going in digital media and learning?.. The core thing that got me here is games.. And I think the research we do is somewhere between communications and cultural studies, learning science, and design.. It touches them all a little bit.. Our lab is now about 60 people, with 20 or 25 graduate students studying everything from.. Skyrim.. communities to data analytics from game data.. Wait, your lab has 60 people?.. When I came here it was just.. Jim Gee.. My first thought was we should have a really integrated R D space where we re doing research on things that matter not just something a researcher would cobble together to test a theory, but really creating things that are of value to teachers and kids and could potentially exist in the marketplace.. That was the original idea.. And over the years, we ve built it.. Now we have developers and researchers working together we have about 15 developers.. We want to get to critical mass where we can be self-sustaining.. I ve heard from some people that games have become overhyped.. Do you think so?.. There s always a hype curve.. I think to some extent we ve crested over it.. The next batch of people coming in will be academics who will want to run a million control studies and nail down exact variables.. We re just now starting to run meta studies on the success of games and there are  ...   we could study, say, how the maker community works, and then try to design learning strategies for kids based on that, and not need five different departments to do it that s just a really big win.. We ve gotten the right people in the room.. And MacArthur has been so huge in this that I can t stress it enough.. When I went to do my post-doc with Henry Jenkins, people were like, What are you doing? The big issue at the time was scalability people thought, Okay, we know how education works, we have good sciences and theories of learning.. We just need to make these things work for millions and millions of people.. There s no need for innovation.. That s what was coming out of the big conferences.. I remember thinking, none of these things capture the spirit of learning, none of it is participatory, and none of it reflects how the world is changing.. But now, the fact that we could study, say, how the maker community works, and then try to design learning strategies for kids based on that, and not need five different departments to do it that s just a really big win.. What makes you look around and say, uh-oh ?.. I don t think we ve done a good enough job of building and sustaining projects around our core ideas.. I mean, usually when you see an educational game it s either been made by a game designer or a researcher.. I ve seen game people look at games made by educators and they ll say, I don t even know why you re doing this.. And likewise, I ve seen game designers build things where I m like, You ve never read any of the research on how people learn, have you? We need to put together groups who can hold up both standards.. This is one place where we haven t done a good enough job.. These kinds of projects should be transdisciplinary from the ground up.. Is there anyone you re watching right now?.. From the top of my head, at University of Wisconsin we just hired Matthew Berland.. He uses a mix of computational thinking and learning analytics.. And Ryan Baker does that kind of work at Columbia as well.. The thing that s so exciting is we re finally going to break free of psychometrics.. Pretty soon we ll get to the point where we no longer have to give tests, where we can get streams of data from people doing things and model them and be able to predict something about that person.. Iain Couzin at Princeton is another person.. Jessica Flack and David Krakauer here at Wisconsin do computational social systems.. They re trying to do models with the idea that the same computational rules that govern the self should govern societies.. I think that s going to open up a whole new social science.. Is there anything else you want to add?.. I keep meeting people who are under 25 who say, I ve heard about your lab; can I talk to you about my company? We ve got maybe four people in our lab now who went to Stanford, maybe made a game or two, and then came here.. They re like, We ve been hearing about your lab for six or seven years now.. I m like, wow, I m old.. Yeah, you were the first wave.. They re the second.. Yeah, and those people have far more interesting ideas.. They re going to lead, and I can t wait to follow them.. games+learning+society.. video..

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  • Title: Q&A: James Bower on Good Game Design and Learning | Spotlight on Digital Media and Learning
    Descriptive info: The educational virtual world of.. Whyville.. Screenshot/.. 9.. , the creator of the educational virtual world,.. Spotlight: You ve been in digital media and learning for a long time.. Tell me how you started.. Jim Bower:.. Twenty-eight years ago, I started working on games and learning.. Our belief was that games that got kids interacting with simulated versions of real things, especially if they re in a social context, would be a powerful way to involve kids in learning.. The first learning environment we built was in 1986 and involved getting kids to learn about the lives of raccoons and other animal behavior.. The project was built around a simulated corn farm.. We wanted kids to be their own agents to be able to contribute and participate in the world.. The social context we built in got kids involved in a significant way.. Over the next 10 years we played with game-based simulations as a way both to engage kids in learning and also as a means of assessing process learning.. Whyville was launched in 1999 as a manifestation of these ideas.. Spotlight: So how has your thinking on digital media and learning evolved since then?.. JB:.. My thinking about digital media and learning hasn t actually changed very much, although through the years we have spent a lot of time figuring out how those ideas could be implemented practically.. What has changed the most is the environment in which the work is being done.. There s been a slow evolution towards the use of online activities in a social context to motivate kids including informal learning and education.. Accordingly, we have found ourselves recently developing and adapting the original informal Whyville learning environment to support use by teachers, kids, and schools.. As interest in games and learning has continued to grow, we re getting to work with some interesting new partners who are well placed in that world.. Spotlight: Can you tell me about one of these new partnerships?.. JB:.. We have recently been working with ACT, the educational testing organization, to extend our users interest in virtual careers to an understanding of careers in the real world.. We realized, from the kids themselves, that they regarded what they were doing in Whyville as a kind of virtual career.. In fact, we now believe that the best online activities are ones in which kids actually have occupations.. In Whyville we now have thousands of registered virtual companies being run by 12-, 13-, and 14-year-olds.. Spotlight: So what are kids learning while they re doing this? I mean, other than how to sell stock?.. Ah, the assessment question.. As a company, we have intentionally relied on outside experts to formally assess the effect of Whyville.. In fact, there s now a rather extensive body of independently published research on this.. It s my view that assessment of the value of an activity comes in three distinct steps.. First, it is our obligation to design games and activities that are as rich as possible in substance and content.. Second, we need to use our knowledge of game design to assure that the largest number of our users stay engaged with that activity for the longest time possible.. Our core assumption is that the longer a human is engaged and connected to something legitimate, the more sophisticated their understanding of that something becomes.. We have left it to other independent investigators to measure the consequences and, in effect, test that assumption.. Spotlight: It s interesting.. I hear a lot about how important engagement is, and I wonder if the question ever gets raised of what they re being engaged by.. It is not only engagement, but also the quality of what they are engaged in that is important.. Yes, exactly it is not only engagement, but also the quality of what they are engaged in that is important.. The longer you pay attention to something the more you will likely learn the question is what you learn, and that is fundamentally related to the design of the  ...   as opposed to the way traditional education works?.. Ah, this is a very big question, as you no doubt know.. But put as simply as possible, in Whyville, the reason to learn physics is that you can do better playing Ion Soccer.. It s not delayed gratification in the sense of Here, kid, learn physics and trust us that one day it will be useful.. That s not the way we do things, but that s the way the education system tends to do things.. With this technology, it doesn t have to be that way anymore.. Spotlight: When you look around, what gives you hope, and what worries you?.. I find it an amazing thing that the biggest manifestation of the digital revolution in the classroom is a computerized whiteboard, still controlled by the teacher.. Then the kids go home and explore on their own.. Actually, while I am concerned about many of the attempts to build learning games while maintaining control, I am actually not worried in the least.. The reason is that the cat is out of the bag.. Learning is now taking place outside of schools as well as inside schools.. I was recently at an educational conference in which there was a session titled something like Teaching Kids How to Use Digital Media.. I thought it was a joke, frankly.. But no, in fact, the panel was actually discussing the importance of introducing digital media to middle school children.. For a minute, I felt like I was living in another world.. I actually couldn t help myself, and I went up to the microphone and said, Are you kidding me? What children are you talking about? When asked if I had a question, I said Given the encumbrances of teachers and the schools, what are the changes the educational system is going to make to catch up with what 12-year-olds are already doing? I find it an amazing thing that the biggest manifestation of the digital revolution in the classroom is a computerized whiteboard, still controlled by the teacher.. But as I said, I am actually extremely optimistic, because I watch hundreds of thousands of kids doing amazing things in Whyville and on the Internet in general.. My nine-year-old knows more about the Big Bang than anybody he will encounter in the educational system until he gets to cosmology in college, and that is amazing.. How quickly will schools adopt, or if they ever will, I don t know.. If they don t, well, history has shown no human structure to be permanent.. Spotlight: When you look around, is there anybody whose work you find inspiring?.. I find our kids inspiring.. I see glimmers here and there of other efforts to capture and engage but still mostly they are just glimmers.. I see large amounts of money and effort being spent on things that not many kids use, or would probably want to use.. But I think that some people are starting to pay attention to kids and question some of the core assumptions underlying the way we have been doing things in education though not, most would admit, very successfully.. Spotlight: That s interesting.. You say you feel so optimistic, but apparently not from much of the work being done in the DML community.. It s because of what the kids are doing I feel optimistic.. But no, there are interesting projects out there.. Quest to Learn.. is an interesting innovation, although I worry about its fundamental scalability.. It s great that MacArthur is paying attention.. Connie Yowell should really be commended.. However, I remain concerned that a lot of the DML work out there is essentially putting a digital cover on something that digital technology should actually, and will eventually, fundamentally change.. It is time to really look at our assumptions about the structure of our educational system.. Some of them are hundreds of years old.. We need to follow our kids to the future.. whyville.. Games in the Classroom Should be About Exploration, Not Answers, Constance Steinkuehler..

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