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Confronting the Challenges of Participatory Culture
This report was made possible by grants rom the John D. and CatherineT. MacArthur Foundation in connection with its grant making initiativeon Digital Media and Learning. For more inormation on the initiativevisitwww.macound.org.
 
The John D. and Catherine T. MacArthur Foundation Reports onDigital Media and Learning
The Future of Learning Institutions in a Digital Age
by Cathy N. Davidsonand David Theo Goldberg with the assistance o Zoë Marie Jones
 Living and Learning with New Media: Summary of Findings from the DigitalYouth Project 
by Mizuko Ito, Heather Horst, Matteo Bittanti, danahboyd, Becky Herr-Stephenson, Patricia G. Lange, C. J. Pascoe, and LauraRobinson with Sonja Baumer, Rachel Cody, Dilan Mahendran, KatynkaZ. Martínez, Dan Perkel, Christo Sims, and Lisa Tripp
Young People, Ethics, and the New Digital Media: A Synthesis from the Good- Play Project 
by Carrie James with Katie Davis, Andrea Flores, John M.Francis, Lindsay Pettingill, Margaret Rundle, and Howard Gardner
Confronting the Challenges of Participatory Culture: Media Education for the21st Century 
by Henry Jenkins (P.I.) with Ravi Purushotma, MargaretWeigel, Katie Clinton, and Alice J. Robison
The Civic Potential of Video Games
by Joseph Kahne, Ellen Middaugh, andChris Evans
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Role play and performance are engaging mastery experiences.

"How close you are to the Senate" - or the senators! - determines class. (This is in city states like Athens and Rome). How would this transfer to suburbs and regions?

Yes, and many games do have that grind element!

Baseball cards - or any interest-directed material - can teach a lot, as a play object or play itself.

Everybody can give and get feedback on writing, not student journalists exclusively.

New media literacies should be considered a social skill.

Yes, Neopets does have a lot of game-integrated product placement.

Manipulating core assumptions?

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