This chapter brings together cultural-historical approaches to human development with interpretive and multi-sited ethnography in order to: (1) develop ethnographic tools that attend to the ways young people learn within and across multiple contexts; (2) draw from and contrast the methodological insights of single and multi-sited ethnography; and (3) glean principles that help constitute a “multi-sited sensibility” appropriate for taking a more expansive approach to learning that advances conceptions of learning as movement.
Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use
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Jose BidarraMegan RothschildKurt SquireMauro Figueiredo
The videogames industry has been flourishing. In 2010 in America alone, total consumer spending on the games industry totaled $25.1 billion (Siwek, 2010), surpassing both the music industry ($15.0 billion) and box office movies ($10.5 billion). It is also one of the fastest growing industries in the U.S. economy. From 2005 to 2010, for example, the videogames industry more than doubled while the entire U.S. GDP grew by about 16 percent. The amount of time young people spend with entertainment media in general is staggering. Youth aged 8 to 18 years old consume about 10.45 hours per day of
This fact sheet from the Institute of Museum and Library Services (IMLS) provides statistics and talking points related to incorporating STEM into public library programming.
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Institute of Museum and Library Services (IMLS)
The purpose of this document is to build on best practices and offer new approaches toward creating "a bold new initiative" to augment the Foundation's ongoing efforts to increase participation in STEM from underrepresented groups.
This is the fourth volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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Amanda OchsnerJeremy DietmeierCaroline WilliamsConstance Steinkuehler
This is the third volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS:
Caroline WilliamsAmanda OchsnerJeremy DietmeierConstance Steinkuehler
‘Who’s Asking: Native Science, Western Science, and Science Education’ explores two key questions for science education, communication and engagement; first, what is science and second, what do different ways of understanding science mean for science and for science engagement practices? Medin and Bang have combined perspectives from the social studies of science, philosophy of science and science education to argue that science could be more inclusive if reframed as a diverse endeavour. Medin and Bang provide a useful, extensive and wide-ranging discussion of how science works, the nature of
The cultural phenomenon of ‘science festivals’ is ever expanding throughout the world, as universities, city and regional governments, and science engagement professionals alike embrace the concept of a focused ‘celebration’ of science. In the past however science festivals have been criticized for neglecting underrepresented audiences. This special issue explores the extent to which current science festivals have managed to engage with diverse publics, and identifies the key challenges facing the future of science festivals, most notably the need for deeper research into the impacts of
Sharing scientific knowledge in conflict zones may not sound like a priority. Still science communicators can contribute to address social issues by inviting people to experience research practice, engaging them in scientific questioning and constructive dialog.
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Leila PerieLivio Riboli-SascoClaire Ribrault
Through a comparative case study, Sheridan and colleagues explore how makerspaces may function as learning environments. Drawing on field observations, interviews, and analysis of artifacts, videos, and other documents, the authors describe features of three makerspaces and how participants learn and develop through complex design and making practices. They describe how the makerspaces help individuals identify problems, build models, learn and apply skills, revise ideas, and share new knowledge with others. The authors conclude with a discussion of the implications of their findings for this
In this essay, Erica Halverson and Kimberly Sheridan provide the context for research on the maker movement as they consider the emerging role of making in education. The authors describe the theoretical roots of the movement and draw connections to related research on formal and informal education. They present points of tension between making and formal education practices as they come into contact with one another, exploring whether the newness attributed to the maker movement is really all that new and reflecting on its potential pedagogical impacts on teaching and learning.