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  • Safe Space and Shared Interests

    YOUmedia Chicago as a Laboratory for Connected Learning

    In today’s digital and networked media ecology, young people have a wealth of new learning opportunities that span home, school, community, and peer culture. In addition to being able to access well-established learning resources in the form of school-based classes, museums, and libraries, young people can turn to online resources and communities to pursue self-directed learning tailored to their ... Read more

    $0.99 USD or Free with Kobo Plus

  • Fandom Unbound

    Otaku Culture in a Connected World

    by Mizuko Ito ...
    In recent years, otaku culture has emerged as one of Japan's major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan's identity at home and abroad. In the American context, the word otaku is best translated as "geek"—an ardent fan with highly specialized knowledge and ... Read more

    $14.39 USD or Free with Kobo Plus

  • Connected Learning: An Agenda for Research and Design

    This report is a synthesis of ongoing research, design, and implementation of an approach to education called “connected learning.” It advocates for broadened access to learning that is socially embedded, interest-driven, and oriented toward educational, economic, or political opportunity. Connected learning is realized when a young person is able to pursue a personal interest or passion with the ... Read more

    $1.99 USD or Free with Kobo Plus

  • Youth Well-Being by Design

    Integrating Research, Critical Perspectives, and Innovation

    Edited by Carrie James, Mizuko Ito ...
    An edited collection with fresh approaches to tech and youth well-being that go beyond blame and simplistic solutions.The relationship between technology use and youth well-being has been a topic of concern—and contention—for some time. The adolescent mental health crisis has amplified the debate to a fever pitch. But the relationship between technology use and well-being can’t be reduced to the ... Read more

    $48.99 USD

  • Participatory Culture in a Networked Era

    A Conversation on Youth, Learning, Commerce, and Politics

    In the last two decades, both the conception and the practice of participatory culture have been transformed by the new affordances enabled by digital, networked, and mobile technologies. This exciting new book explores that transformation by bringing together three leading figures in conversation. Jenkins, Ito and boyd examine the ways in which our personal and professional lives are shaped by ... Read more

    $20.00 USD

  • Algorithmic Rights and Protections for Children

    Essays on the challenges and risks of designing algorithms and platforms for children, with an emphasis on algorithmic justice, learning, and equity.One in three Internet users worldwide is a child, and what children see and experience online is increasingly shaped by algorithms. Though children’s rights and protections are at the center of debates on digital privacy, safety, and Internet ... Read more

    $31.99 USD

  • Engineering Play

    A Cultural History of Children's Software

    by Mizuko Ito ...
    Series series The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
    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.Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, ... Read more

    $11.99 USD

  • Connected Play

    Tweens in a Virtual World

    Series series The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
    How kids play in virtual worlds, how it matters for their offline lives, and what this means for designing educational opportunities.Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai and ... Read more

    $21.99 USD

  • Hanging Out, Messing Around, and Geeking Out

    Kids Living and Learning with New Media

    Series series The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
    An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use.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, social networking sites, and text messaging. Yet there is ... Read more

    $18.99 USD

  • Affinity Online

    How Connection and Shared Interest Fuel Learning

    Series Book 2 - Connected Youth and Digital Futures
    How online affinity networks expand learning and opportunity for young peopleBoyband One Direction fanfiction writers, gamers who solve math problems together, Harry Potter fans who knit for a cause. Across subcultures and geographies, young fans have found each other and formed community online, learning from one another along the way. From these and other in-depth case studies of online affinity ... Read more

    Free

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  • The War on Learning

    Gaining Ground in the Digital University

    An examination of technology-based education initiatives—from MOOCs to virtual worlds—that argues against treating education as a product rather than a process.Behind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, ... Read more

    $25.99 USD

  • Connected Gaming

    What Making Video Games Can Teach Us about Learning and Literacy

    Series series The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
    How making and sharing video games offer educational benefits for coding, collaboration, and creativity.Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which ... Read more

    $25.99 USD