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John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning
The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning, published by the MIT Press, present findings from current research on how young people learn, play, socialize, and participate in civic life. The Reports result from research projects funded by the MacArthur Foundation as part of its $50 million initiative in digital media and learning. They are published openly online (as well as in print) in order to support broad dissemination and to stimulate further research in the field.
The Future of Learning Institutions in a Digital Age
In this report, Cathy Davidson and David Theo Goldberg focus on the potential for shared and interactive learning made possible by the Internet. They argue that the single most important ...
From: The MIT Press
Living and Learning with New Media: Summary of Findings from the Digital Yout...
This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learnin...
From: The MIT Press
The Civic Potential of Video Games (Read in Full Screen)
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that the...
From: The MIT Press
Confronting the Challenges of Participatory Culture
Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new for...
From: The MIT Press
Young People, Ethics, and the New Digital Media
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...
From: The MIT Press
New Digital Media and Learning as an Emerging Area and "Worked Examples" as O...
In this report, noted scholar James Paul Gee discusses the evolution of digital media and learning (DMAL) from its infancy as an "academic area" into a more organized field or coherent di...
From: The MIT Press
The Future of Thinking: Learning Institutions in a Digital Age
How traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites.
From: The MIT Press
Hanging Out, Messing Around, and Geeking Out
Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, s...
From: The MIT Press
Peer Participation and Software
Firefox, a free Web browser developed by the Mozilla Foundation, is used by an estimated 270 million people worldwide. To maintain and improve the Firefox browser, Mozilla depends not onl...
From: The MIT Press
Kids and Credibility: An Empirical Examination of Youth, Digital Media Use, a...
Kids and Credibility How well do children navigate the ocean of information that is available online? The enormous variety of Web-based resources represents both opportunities and chall...
From: The MIT Press
Quest to Learn: 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 ...
From: The MIT Press


