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Education

Developing the School for Digital Kids

Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next.

Moments of Decision
Edited by David Kaiser

How did MIT become MIT? The Massachusetts Institute of Technology marks the 150th anniversary of its founding in 2011. Over the years, MIT has lived by its motto, "Mens et Manus" ("Mind and Hand"), dedicating itself to the pursuit of knowledge and its application to real-world problems. MIT has produced leading scholars in fields ranging from aeronautics to economics, invented entire academic disciplines, and transformed ideas into market-ready devices. This book examines a series of turning points, crucial decisions that helped define MIT.

Designs for Everyday Learning

The perpetual connectivity made possible by twenty-first-century technology has profoundly affected instruction and learning. Emerging technologies that upend traditional notions of communication and community also influence the ways we design and evaluate instruction and how we understand learning and learning environments. In Instruction and Technology, Brad Mehlenbacher offers a detailed, multidisciplinary analysis of the dynamic relationship between technology and learning.

Education, Race, and Computing

The number of African Americans and Latino/as receiving undergraduate and advanced degrees in computer science is disproportionately low, according to recent surveys. And relatively few African American and Latino/a high school students receive the kind of institutional encouragement, educational opportunities, and preparation needed for them to choose computer science as a field of study and profession.

Case Studies from MIT

To many science and engineering students, the task of writing may seem irrelevant to their future professional careers. At MIT, however, students discover that writing about their technical work is important not only in solving real-world problems but also in developing their professional identities.

Learning Institutions in a Digital Age

Over the past two decades, the way we learn has changed dramatically. We have new sources of information and new ways to exchange and to interact with information. But our schools and the way we teach have remained largely the same for years, even centuries. What happens to traditional educational institutions when learning also takes place on a vast range of Internet sites, from Pokemon Web pages to Wikipedia? This report investigates how traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites.

A History
Edited by Ian Berry

In August 1981, artist and activist Tim Rollins was recruited by the principal of Intermediate School 52 in the South Bronx to develop a curriculum that combined art-making with lessons in reading and writing for students classified as "at risk." On the first day of school, Rollins told his students, "Today we are going to make art, but we are also going to make history." This book unfolds that history, offering the first comprehensive catalog of work created collaboratively by Rollins and several generations of students, now known as the "Kids of Survival."

A Synthesis from the GoodPlay Project

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.

A Cultural History of Children's Software

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.

(Propositions for the 21st Century)

The last explosive change in art education came nearly a century ago, when the German Bauhaus was formed. Today, dramatic changes in the art world—its increasing professionalization, the pervasive power of the art market, and fundamental shifts in art-making itself in our post-Duchampian era—combined with a revolution in information technology, raise fundamental questions about the education of today's artists.