Children's Software & New Media Revue
Author:
Publisher:
Published: 2004
Total Pages: 146
ISBN-13:
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Author:
Publisher:
Published: 2004
Total Pages: 146
ISBN-13:
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Publisher:
Published: 2001
Total Pages: 194
ISBN-13:
DOWNLOAD EBOOKAuthor: Allison Druin
Publisher: Morgan Kaufmann
Published: 2009-03-16
Total Pages: 399
ISBN-13: 008095409X
DOWNLOAD EBOOKChildren are one of the largest new user groups of mobile technology -- from phones to micro-laptops to electronic toys. These products are both lauded and criticized, especially when it comes to their role in education and learning. The need has never been greater to understand how these technologies are being designed and to evaluate their impact worldwide. Mobile Technology for Children brings together contributions from leaders in industry, non-profit organizations, and academia to offer practical solutions for the design and the future of mobile technology for children. - First book to present a multitude of voices on the design, technology, and impact of mobile devices for children and learning - Features contributions from leading academics, designers, and policy makers from nine countries, whose affiliations include Sesame Workshop, LeapFrog Enterprises, Intel, the United Nations, and UNICEF - Each contribution and case study is followed by a best practice overview to help readers consider their own research and design and for a quick reference
Author: Children's Software Review
Publisher:
Published: 2001-03
Total Pages: 612
ISBN-13: 9781891983054
DOWNLOAD EBOOK5000 critical reviews of CDs, videogames & smart toys for ages 1 to 16.
Author: Mizuko Ito
Publisher: MIT Press
Published: 2012-02-10
Total Pages: 247
ISBN-13: 026229155X
DOWNLOAD EBOOKHow 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, however, the computer belonged almost exclusively to business, the military, and academia. In Engineering Play, Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play. Ito gives an account of a pivotal period in the 1980s and 1990s, which saw the rise of a new category of consumer software designed specifically for elementary school-aged children. “Edutainment” software sought to blend various educational philosophies with interactive gaming and entertainment, and included such titles as Number Munchers, Oregon Trail, KidPix, and Where in the World Is Carmen Sandiego?. The children's software boom (and the bust that followed), says Ito, can be seen as a microcosm of the negotiations surrounding new technology, children, and education. The story she tells is both a testimonial to the transformative power of innovation and a cautionary tale about its limitations.
Author: Marcia B Stern
Publisher: W. W. Norton & Company
Published: 2008-08-26
Total Pages: 404
ISBN-13: 9780393705645
DOWNLOAD EBOOKA treasure trove of creative tools and strategies to engage children in therapy. Finding a therapy that “fits” kids--one that cuts through their continuous state of overstimulation and aversion to traditional language-based methods--is not easy. Now in paperback, this books offers clinicians an array of inventive, multifaceted therapy techniques, from brain-based tips to family-oriented exercises.
Author: Elisabeth Gee
Publisher: Routledge
Published: 2017-11-06
Total Pages: 169
ISBN-13: 1315297159
DOWNLOAD EBOOKChildren and Families in the Digital Age offers a fresh, nuanced, and empirically-based perspective on how families are using digital media to enhance learning, routines, and relationships. This powerful edited collection contributes to a growing body of work suggesting the importance of understanding how the consequences of digital media use are shaped by family culture, values, practices, and the larger social and economic contexts of families’ lives. Chapters offer case studies, real-life examples, and analyses of large-scale national survey data, and provide insights into previously unexplored topics such as the role of siblings in shaping the home media ecology.
Author:
Publisher:
Published: 1999
Total Pages: 624
ISBN-13:
DOWNLOAD EBOOKAuthor: Carolyn Handler Miller
Publisher: Taylor & Francis
Published: 2004
Total Pages: 474
ISBN-13: 0240805100
DOWNLOAD EBOOKThe first professional book to explore and analyze digital storytelling across interactive media and genres-this book examines how digital storytelling draws on classic narrative techniques and utilizes interactive digital technologies to create today's entertainment.Digital Storytelling explains key strategies for conveying narrative through digital technologies, based on personal experience and numerous case studies, providing project managers, interactive content designers, and writers with the tools necessary for planning a successful interactive project, including ideas for product development and conceptualization. Detailed planning processes for all types of interactive projects are discussed, including videogames, massively multiplayer online games, the Internet, interactive TV, cross-media productions, smart toys, virtual reality, immersive environments, wireless devices, kiosks, and DVDs. The book also covers topics such as: structure, characters and emotions; tackling projects for children; finding work and staying employed; and more.Miller has written Digital Storytelling for the professional and the student, and details what interactive content developers and project managers need to know in a clear, enthusiastic manner.
Author: Mary Ann Fitzgerald
Publisher: Bloomsbury Publishing USA
Published: 2003-06-30
Total Pages: 493
ISBN-13: 031302300X
DOWNLOAD EBOOKThe 28th volume of the Educational Media and Technology Yearbook describes current developments and trends in the field of instructional technology. Prominent themes for this volume include e-learning, collaboration, the standards reform movement, and a critical look at the field in its historical context. The audience for the Yearbook consists of media and technology professionals in schools, higher education, and business contexts, including instructional technology faculty, school library media specialists, curriculum leaders, business training professionals, and instructional designers. The Educational Media and Technology Yearbook has become a standard reference in many libraries and professional collections.