John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
This series aims to close gaps in media literacies and participation skills and provide innovative ways of thinking about and using new forms of knowledge production, communication, and creative expression. The series is founded upon the working hypothesis that those immersed in new digital tools and networks are engaged in an unprecedented exploration of language, games, social interaction, problem solving, and self-directed activity that leads to diverse forms of learning. These diverse forms of learning are reflected in expressions of identity, how individuals express independence and creativity, and in their ability to learn, exercise judgment, and think systematically.
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Families at Play
Connecting and Learning through Video Games
ISBN: 9780262552639
Publisher: The MIT Press
Pub Date: July 2, 2024
How family video game play promotes intergenerational communication, connection, and learning.
Connected Gaming
What Making Video Games Can Teach Us about Learning and Literacy
ISBN: 9780262551557
Publisher: The MIT Press
Pub Date: March 19, 2024
How making and sharing video games offer educational benefits for coding, collaboration, and creativity.
Good Reception
Teens, Teachers, and Mobile Media in a Los Angeles High School
ISBN: 9780262545785
Publisher: The MIT Press
Pub Date: June 7, 2022
A year in the life of a ninth-grade English class shows how participatory culture and mobile devices can transform learning in schools.
Worried About the Wrong Things
Worried About the Wrong Things
Youth, Risk, and Opportunity in the Digital World
ISBN: 9780262536219
Publisher: The MIT Press
Pub Date: September 11, 2018
Why media panics about online dangers overlook another urgent concern: creating equitable online opportunities for marginalized youth.
Hanging Out, Messing Around, and Geeking Out, Tenth Anniversary Edition
Hanging Out, Messing Around, and Geeking Out
Kids Living and Learning with New Media
ISBN: 9780262537513
Publisher: The MIT Press
Pub Date: September 24, 2019
The tenth-anniversary edition of a foundational text in digital media and learning, examining new media practices that range from podcasting to online romantic breakups.
Connected Code
Why Children Need to Learn Programming
ISBN: 9780262529679
Publisher: The MIT Press
Pub Date: September 2, 2016
Why every child needs to learn to code: the shift from “computational thinking” to computational participation.
Giving Voice
Mobile Communication, Disability, and Inequality
ISBN: 9780262533973
Publisher: The MIT Press
Pub Date: January 20, 2017
How communication technologies meant to empower people with speech disorders—to give voice to the voiceless—are still subject to disempowering structural inequalities.
Disconnected
Youth, New Media, and the Ethics Gap
ISBN: 9780262529419
Publisher: The MIT Press
Pub Date: September 2, 2016
How young people think about the moral and ethical dilemmas they encounter when they share and use online content and participate in online communities.
Engineering Play
A Cultural History of Children's Software
ISBN: 9780262517386
Publisher: The MIT Press
Pub Date: February 10, 2012
How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning.
Resonant Games
Design Principles for Learning Games that Connect Hearts, Minds, and the Everyday
ISBN: 9780262037808
Publisher: The MIT Press
Pub Date: July 17, 2018
Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives.
Families at Play
Connecting and Learning through Video Games
ISBN: 9780262552639
Publisher: The MIT Press
Pub Date: July 2, 2024
Connected Gaming
What Making Video Games Can Teach Us about Learning and Literacy
ISBN: 9780262551557
Publisher: The MIT Press
Pub Date: March 19, 2024
Good Reception
Teens, Teachers, and Mobile Media in a Los Angeles High School
ISBN: 9780262545785
Publisher: The MIT Press
Pub Date: June 7, 2022
Worried About the Wrong Things
Worried About the Wrong Things
Youth, Risk, and Opportunity in the Digital World
ISBN: 9780262536219
Publisher: The MIT Press
Pub Date: September 11, 2018
Hanging Out, Messing Around, and Geeking Out, Tenth Anniversary Edition
Hanging Out, Messing Around, and Geeking Out
Kids Living and Learning with New Media
ISBN: 9780262537513
Publisher: The MIT Press
Pub Date: September 24, 2019
Connected Code
Why Children Need to Learn Programming
ISBN: 9780262529679
Publisher: The MIT Press
Pub Date: September 2, 2016
Giving Voice
Mobile Communication, Disability, and Inequality
ISBN: 9780262533973
Publisher: The MIT Press
Pub Date: January 20, 2017
Disconnected
Youth, New Media, and the Ethics Gap
ISBN: 9780262529419
Publisher: The MIT Press
Pub Date: September 2, 2016
Engineering Play
A Cultural History of Children's Software
ISBN: 9780262517386
Publisher: The MIT Press
Pub Date: February 10, 2012
Resonant Games
Design Principles for Learning Games that Connect Hearts, Minds, and the Everyday
ISBN: 9780262037808
Publisher: The MIT Press
Pub Date: July 17, 2018