Book picks similar to
What Video Games Have to Teach Us about Learning and Literacy by James Paul Gee
education
non-fiction
video-games
games
180 Days: Two Teachers and the Quest to Engage and Empower Adolescents
Kelly Gallagher - 2018
Two classrooms. One school year.180 Days represents the collaboration of two master teachers-Kelly Gallagher and Penny Kittle-over an entire school year: planning, teaching, and reflecting within their own and each other's classrooms in California and New Hampshire. Inspired by a teacher's question, "How do you fit it all in?" they identified and prioritized the daily, essential, belief-based practices that are worth spending time on. They asked, "Who will these students be as readers and writers after a year under our care?"What we make time for matters: what we plan, how we revise our plans while teaching, and how we reflect and decide what's next. The decision-making in the moment is the most essential work of teaching, and it's the ongoing study of the adolescents in front of us that has the greatest impact on our thinking. With both the demands of time and the complexity of diverse students in mind, Kelly and Penny mapped out a year of engaging literacy practices aligned to their core beliefs about what matters most. They share their insights on managing time and tasks and offer teaching strategies for engaging students in both whole class and independent work. Video clips of Kelly and Penny teaching in each other's classrooms bring this year to life and show you what a steadfast commitment to belief-based instruction looks like in action. 180 Days. Make every moment matter. Teach fearlessly. Empower all students to live literate lives.
From Student to Scholar: A Candid Guide to Becoming a Professor
Steven M. Cahn - 2008
Cahn's advice on the professorial life covers an extensive range of critical issues: how to plan, complete, and defend a dissertation; how to navigate a job interview; how to improve teaching performance; how to prepare and publish research; how to develop a professional network; and how to garner support for tenure. He deals with such hurdles as a difficult dissertation advisor, problematic colleagues, and the pressures of the tenure clock. Whether you are beginning graduate study, hoping to secure an academic position, or striving to build a professorial career, Cahn's insights are invaluable to traversing the thickets of academia.
Being Digital
Nicholas Negroponte - 1995
Negroponte's fans will want to get a copy of Being Digital, which is an edited version of the 18 articles he wrote for Wired about "being digital." Negroponte's text is mostly a history of media technology rather than a set of predictions for future technologies. In the beginning, he describes the evolution of CD-ROMs, multimedia, hypermedia, HDTV (high-definition television), and more. The section on interfaces is informative, offering an up-to-date history on visual interfaces, graphics, virtual reality (VR), holograms, teleconferencing hardware, the mouse and touch-sensitive interfaces, and speech recognition. In the last chapter and the epilogue, Negroponte offers visionary insight on what "being digital" means for our future. Negroponte praises computers for their educational value but recognizes certain dangers of technological advances, such as increased software and data piracy and huge shifts in our job market that will require workers to transfer their skills to the digital medium. Overall, Being Digital provides an informative history of the rise of technology and some interesting predictions for its future.
Everything Is Miscellaneous: The Power of the New Digital Disorder
David Weinberger - 2007
Everything Is Miscellaneous: The Power of the New Digital Disorder
Coders: The Making of a New Tribe and the Remaking of the World
Clive Thompson - 2019
And this may sound weirdly obvious, but every single one of those pieces of software was written by a programmer. Programmers are thus among the most quietly influential people on the planet. As we live in a world made of software, they're the architects. The decisions they make guide our behavior. When they make something newly easy to do, we do a lot more of it. If they make it hard or impossible to do something, we do less of it.If we want to understand how today's world works, we ought to understand something about coders. Who exactly are the people that are building today's world? What makes them tick? What type of personality is drawn to writing software? And perhaps most interestingly -- what does it do to them?One of the first pieces of coding a newbie learns is the program to make the computer say "Hello, world!" Like that piece of code, Clive Thompson's book is a delightful place to begin to understand this vocation, which is both a profession and a way of life, and which essentially didn't exist little more than a generation ago, but now is considered just about the only safe bet we can make about what the future holds. Thompson takes us close to some of the great coders of our time, and unpacks the surprising history of the field, beginning with the first great coders, who were women. Ironically, if we're going to traffic in stereotypes, women are arguably "naturally" better at coding than men, but they were written out of the history, and shoved out of the seats, for reasons that are illuminating. Now programming is indeed, if not a pure brotopia, at least an awfully homogenous community, which attracts people from a very narrow band of backgrounds and personality types. As Thompson learns, the consequences of that are significant - not least being a fetish for disruption at scale that doesn't leave much time for pondering larger moral issues of collateral damage. At the same time, coding is a marvelous new art form that has improved the world in innumerable ways, and Thompson reckons deeply, as no one before him has, with what great coding in fact looks like, who creates it, and where they come from. To get as close to his subject has he can, he picks up the thread of his own long-abandoned coding practice, and tries his mightiest to up his game, with some surprising results.More and more, any serious engagement with the world demands an engagement with code and its consequences, and to understand code, we must understand coders. In that regard, Clive Thompson's Hello, World! is a marvelous and delightful master class.
Alone Together: Why We Expect More from Technology and Less from Each Other
Sherry Turkle - 2011
Developing technology promises closeness. Sometimes it delivers, but much of our modern life leaves us less connected with people and more connected to simulations of them.In Alone Together, MIT technology and society professor Sherry Turkle explores the power of our new tools and toys to dramatically alter our social lives. It’s a nuanced exploration of what we are looking for—and sacrificing—in a world of electronic companions and social networking tools, and an argument that, despite the hand-waving of today’s self-described prophets of the future, it will be the next generation who will chart the path between isolation and connectivity.
Presentation Zen: Simple Ideas on Presentation Design and Delivery
Garr Reynolds - 2007
Presentation Zen challenges the conventional wisdom of making "slide presentations" in today’s world and encourages you to think differently and more creatively about the preparation, design, and delivery of your presentations. Garr shares lessons and perspectives that draw upon practical advice from the fields of communication and business. Combining solid principles of design with the tenets of Zen simplicity, this book will help you along the path to simpler, more effective presentations.--back cover
The Information: A History, a Theory, a Flood
James Gleick - 2011
The story of information begins in a time profoundly unlike our own, when every thought and utterance vanishes as soon as it is born. From the invention of scripts and alphabets to the long-misunderstood talking drums of Africa, Gleick tells the story of information technologies that changed the very nature of human consciousness. He provides portraits of the key figures contributing to the inexorable development of our modern understanding of information: Charles Babbage, the idiosyncratic inventor of the first great mechanical computer; Ada Byron, the brilliant and doomed daughter of the poet, who became the first true programmer; pivotal figures like Samuel Morse and Alan Turing; and Claude Shannon, the creator of information theory itself. And then the information age arrives. Citizens of this world become experts willy-nilly: aficionados of bits and bytes. And we sometimes feel we are drowning, swept by a deluge of signs and signals, news and images, blogs and tweets. The Information is the story of how we got here and where we are heading.
Blindspot: Hidden Biases of Good People
Mahzarin R. Banaji - 2013
Banaji and Anthony G. Greenwald as they explore the hidden biases we all carry from a lifetime of exposure to cultural attitudes about age, gender, race, ethnicity, religion, social class, sexuality, disability status, and nationality.“Blindspot” is the authors’ metaphor for the portion of the mind that houses hidden biases. Writing with simplicity and verve, Banaji and Greenwald question the extent to which our perceptions of social groups—without our awareness or conscious control—shape our likes and dislikes and our judgments about people’s character, abilities, and potential.In Blindspot, the authors reveal hidden biases based on their experience with the Implicit Association Test, a method that has revolutionized the way scientists learn about the human mind and that gives us a glimpse into what lies within the metaphoric blindspot.The title’s “good people” are those of us who strive to align our behavior with our intentions. The aim of Blindspot is to explain the science in plain enough language to help well-intentioned people achieve that alignment. By gaining awareness, we can adapt beliefs and behavior and “outsmart the machine” in our heads so we can be fairer to those around us. Venturing into this book is an invitation to understand our own minds.Brilliant, authoritative, and utterly accessible, Blindspot is a book that will challenge and change readers for years to come.Praise for Blindspot “Conversational . . . easy to read, and best of all, it has the potential, at least, to change the way you think about yourself.”—Leonard Mlodinow, The New York Review of Books “Accessible and authoritative . . . While we may not have much power to eradicate our own prejudices, we can counteract them. The first step is to turn a hidden bias into a visible one. . . . What if we’re not the magnanimous people we think we are?”—The Washington Post “Banaji and Greenwald deserve a major award for writing such a lively and engaging book that conveys an important message: Mental processes that we are not aware of can affect what we think and what we do. Blindspot is one of the most illuminating books ever written on this topic.”—Elizabeth F. Loftus, Ph.D., distinguished professor, University of California, Irvine; past president, Association for Psychological Science; author of Eyewitness Testimony “A wonderfully cogent, socially relevant, and engaging book that helps us think smarter and more humanely. This is psychological science at its best, by two of its shining stars.”—David G. Myers, professor, Hope College, and author of Intuition: Its Powers and Perils “[The authors’] work has revolutionized social psychology, proving that—unconsciously—people are affected by dangerous stereotypes.”—Psychology Today“An accessible and persuasive account of the causes of stereotyping and discrimination . . . Banaji and Greenwald will keep even nonpsychology students engaged with plenty of self-examinations and compelling elucidations of case studies and experiments.”—Publishers Weekly “A stimulating treatment that should help readers deal with irrational biases that they would otherwise consciously reject.”—Kirkus Reviews
My Tiny Life: Crime and Passion in a Virtual World
Julian Dibbell - 1999
Bungle and of the author's journey, in consequence thereof, to the heart of a half-real world called LambdaMoo.From In Cold Blood to Midnight in the Garden of Good and Evil, readers have been gripped by the novelistic rering of eccentric communities torn apart by violent crime.Julian Dibbell's reporting of the "Mr. Bungle" rape case first appeared as the cover story in The Village Voice. Since that time it has become a cause célèbre, cited as a landmark case in numerous books and articles and a source of less discussion on the Internet. That's because the scene of the crime was a "Multi-User Domain," an electronic "salon" where Internet junkies have created their own interactive fantasy realm. In a "place" where race, ger, and identity are infinitely malleable, the addictive denizens had thought they'd escaped all traditional cultural and moral limits. Yet Mr. Bungle's primal transgression challenged all their illusions, confronting even this electronic utopia with the same issues of order and social norms that humanity has faced since the Stone Age. When this fantasy imbroglio threatens Dibbell's actual marriage, we see how the virtual world at once mirrors and mocks real life.
The Kobold Guide to Board Game Design
Mike Selinker - 2011
Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.
The Joy of Search: A Google Insider's Guide to Going Beyond the Basics
Daniel M. Russell - 2019
We do this so often that we have made the most famous search engine a verb: we Google it—“Japan population” or “Nobel Peace Prize” or “poison ivy” or whatever we want to know. But knowing how to Google something doesn't make us search experts; there's much more we can do to access the massive collective knowledge available online. In The Joy of Search, Daniel Russell shows us how to be great online researchers. We don't have to be computer geeks or a scholar searching out obscure facts; we just need to know some basic methods. Russell demonstrates these methods with step-by-step searches for answers to a series of intriguing questions—from “what is the wrong side of a towel?” to “what is the most likely way you will die?” Along the way, readers will discover essential tools for effective online searches—and learn some fascinating facts and interesting stories.Russell explains how to frame search queries so they will yield information and describes the best ways to use such resources as Google Earth, Google Scholar, Wikipedia, and Wikimedia. He shows when to put search terms in double quotes, how to use the operator (*), why metadata is important, and how to triangulate information from multiple sources. By the end of this engaging journey of discovering, readers will have the definitive answer to why the best online searches involve more than typing a few words into Google.
Invent To Learn: Making, Tinkering, and Engineering in the Classroom
Sylvia Libow Martinez - 2013
Amazing new tools, materials and skills turn us all into makers. Using technology to make, repair or customize the things we need brings engineering, design and computer science to the masses. Fortunately for educators, this maker movement overlaps with the natural inclinations of children and the power of learning by doing. The active learner is at the center of the learning process, amplifying the best traditions of progressive education. This book helps educators bring the exciting opportunities of the maker movement to every classroom. Children are natural tinkerersTheir seminal learning experiences come through direct experience with materials. Digital fabrication, such as 3D printing and physical computing, including Arduino, MaKey MaKey and Raspberry Pi, expands a child’s toy and toolboxes with new ways to make things and new things to make. For the first time ever, childhood inventions may be printed, programmed or imbued with interactivity. Recycled materials can be brought back to life. While school traditionally separates art and science, theory and practice, such divisions are artificial. The real world just doesn’t work that way! Architects are artists. Craftsmen deal in aesthetics, tradition and mathematical precision. Video game developers rely on computer science. Engineering and industrial design are inseparable. The finest scientists are often accomplished musicians. The maker community brings children, hobbyists and professionals together in a glorious celebration of personal expression with a modern flare. When 3-D printing, precision cutting, microcomputer control, robotics and computer programming become integral to the art studio, auto shop or physics lab, every student needs access to tools, knowledge and problem solving skills. The maker movement not only blurs the artificial boundaries between subject areas, it erases distinctions between art and science while most importantly obliterating the crippling practice of tracking students in academic pursuits or vocational training. There are now multiple pathways to learning what we have always taught and things to do that were unimaginable just a few years ago. Making for every classroom budgetEven if you don’t have access to expensive (but increasingly affordable) hardware, every classroom can become a makerspace where kids and teachers learn together through direct experience with an assortment of high and low-tech materials. The potential range, breadth, power, complexity and beauty of projects has never been greater thanks to the amazing new tools, materials, ingenuity and playfulness you will encounter in this book. In this practical guide, Sylvia Martinez and Gary Stager provide K-12 educators with the how, why, and cool stuff that supports classroom making.
Tech Like a PIRATE: Using Classroom Technology to Create an Experience and Make Learning Memorable
Matt Miller - 2020
Program or Be Programmed: Ten Commands for a Digital Age
Douglas Rushkoff - 2010
But for all the heat of claim and counter-claim, the argument is essentially beside the point: it’s here; it’s everywhere. The real question is, do we direct technology, or do we let ourselves be directed by it and those who have mastered it? “Choose the former,” writes Rushkoff, “and you gain access to the control panel of civilization. Choose the latter, and it could be the last real choice you get to make.” In ten chapters, composed of ten “commands” accompanied by original illustrations from comic artist Leland Purvis, Rushkoff provides cyberenthusiasts and technophobes alike with the guidelines to navigate this new universe.In this spirited, accessible poetics of new media, Rushkoff picks up where Marshall McLuhan left off, helping readers come to recognize programming as the new literacy of the digital age––and as a template through which to see beyond social conventions and power structures that have vexed us for centuries. This is a friendly little book with a big and actionable message. World-renowned media theorist and counterculture figure Douglas Rushkoff is the originator of ideas such as “viral media,” “social currency” and “screenagers.” He has been at the forefront of digital society from its beginning, correctly predicting the rise of the net, the dotcom boom and bust, as well as the current financial crisis. He is a familiar voice on NPR, face on PBS, and writer in publications from Discover Magazine to the New York Times.“Douglas Rushkoff is one of the great thinkers––and writers––of our time.” —Timothy Leary“Rushkoff is damn smart. As someone who understood the digital revolution faster and better than almost anyone, he shows how the internet is a social transformer that should change the way your business culture operates." —Walter Isaacson