Our lives revolve around the acquisition of information. Sometimes the information we acquire—from other people, from books, or from the media—is wrong. Studies show that people rely on such misinformation, sometimes even when they are aware that the information is inaccurate or invalid. And yet investigations of learning and knowledge acquisition largely ignore encounters with this sort of problematic material. This volume fills the gap, offering theoretical and empirical perspectives on the processing of misinformation and its consequences.
Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games.
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.
The popular image of the “digital native”—usually depicted as a technically savvy and digitally empowered teen—is based on the assumption that all young people are equally equipped to become innovators and entrepreneurs. Yet young people in low-income communities often lack access to the learning opportunities, tools, and collaborators (at school and elsewhere) that help digital natives develop the necessary expertise.
Behind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, tablets, music players, and social networking. Although these two forces seem poised to do battle with each other, they are really both taking part in a war on learning itself. In this book, Elizabeth Losh examines current efforts to “reform” higher education by applying technological solutions to problems in teaching and learning.
A college campus offers an ideal setting for exploring and practicing sustainability. Colleges and universities offer our best hope for raising awareness about the climate crisis and the dire threat it poses to the planet. They provide opportunities for both research and implementation; they have the capacity to engage students, staff, and faculty in collaborative enterprises that inspire campus transformation; they take the idea of legacy seriously. But most college and university administrations need guidance on the path to sustainability.
Engineering education in the United States was long regarded as masculine territory. For decades, women who studied or worked in engineering were popularly perceived as oddities, outcasts, unfeminine (or inappropriately feminine in a male world). In Girls Coming to Tech!, Amy Bix tells the story of how women gained entrance to the traditionally male field of engineering in American higher education.
Although they may disavow politics as such, civic-minded young people use every means and media at their disposal to carry out the basic tasks of citizenship. Through a mix of face-to-face and digital methods, they deliberate on important issues and debate with peers and powerbrokers, redefining some key dynamics that govern civic life in the process. In Participatory Politics, Elisabeth Soep examines the specific tactics used by young people as they experiment with civic engagement.
The answers to scientific questions depend on who’s asking, because the questions asked and the answers sought reflect the cultural values and orientations of the questioner. These values and orientations are most often those of Western science. In Who’s Asking?, Douglas Medin and Megan Bang argue that despite the widely held view that science is objective, value-neutral, and acultural, scientists do not shed their cultures at the laboratory or classroom door; their practices reflect their values, belief systems, and worldviews.
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.