The rapidly increasing availability and low cost of e-book technology make it perfect for schools and educators looking to expand their resources for readers. This book introduces the unique features that have established e-books as a powerful, effective learning tool for all grade levels and for special needs students. It includes descriptions and illustrations of the most popular e-book platforms and programs, as well as dozens of practical ideas for using e-books for reading instruction, personal productivity, and curricular enrichment. Brimming with interactive lesson ideas, teaching tips, and online resources, this book is a must-have for teachers in all content areas and library media specialists. Descriptions of the most popular and affordable e-book devices, software, and content for educators Guidelines for accessing the free digital library resources available on the Web and for creating your own e-books using basic software tools Strategies for using the annotation, reference, and hypertext capabilities of electronic text to promote active reading.
The author of the acclaimed Proust and the Squid follows up with a lively, ambitious, and deeply informative book that considers the future of the reading brain and our capacity for critical thinking, empathy, and reflection as we become increasingly dependent on digital technologies. A decade ago, Maryanne Wolf’s Proust and the Squid revealed what we know about how the brain learns to read and how reading changes the way we think and feel. Since then, the ways we process written language have changed dramatically with many concerned about both their own changes and that of children. New research on the reading brain chronicles these changes in the brains of children and adults as they learn to read while immersed in a digitally dominated medium. Drawing deeply on this research, this book comprises a series of letters Wolf writes to us—her beloved readers—to describe her concerns and her hopes about what is happening to the reading brain as it unavoidably changes to adapt to digital mediums. Wolf raises difficult questions, including: Will children learn to incorporate the full range of "deep reading" processes that are at the core of the expert reading brain? Will the mix of a seemingly infinite set of distractions for children’s attention and their quick access to immediate, voluminous information alter their ability to think for themselves? With information at their fingertips, will the next generation learn to build their own storehouse of knowledge, which could impede the ability to make analogies and draw inferences from what they know? Will all these influences change the formation in children and the use in adults of "slower" cognitive processes like critical thinking, personal reflection, imagination, and empathy that comprise deep reading and that influence both how we think and how we live our lives? How can we preserve deep reading processes in future iterations of the reading brain? Concerns about attention span, critical reasoning, and over-reliance on technology are never just about children—Wolf herself has found that, though she is a reading expert, her ability to read deeply has been impacted as she has become increasingly dependent on screens. Wolf draws on neuroscience, literature, education, and philosophy and blends historical, literary, and scientific facts with down-to-earth examples and warm anecdotes to illuminate complex ideas that culminate in a proposal for a biliterate reading brain. Provocative and intriguing, Reader, Come Home is a roadmap that provides a cautionary but hopeful perspective on the impact of technology on our brains and our most essential intellectual capacities—and what this could mean for our future.
“Wolf restores our awe of the human brain—its adaptability, its creativity, and its ability to connect with other minds through a procession of silly squiggles.” — San Francisco Chronicle How do people learn to read and write—and how has the development of these skills transformed the brain and the world itself ? Neuropsychologist and child development expert Maryann Wolf answers these questions in this ambitious and provocative book that chronicles the remarkable journey of written language not only throughout our evolution but also over the course of a single child’s life, showing why a growing percentage have difficulty mastering these abilities. With fascinating down-to-earth examples and lively personal anecdotes, Wolf asserts that the brain that examined the tiny clay tablets of the Sumerians is a very different brain from the one that is immersed in today’s technology-driven literacy, in which visual images on the screen are paving the way for a reduced need for written language—with potentially profound consequences for our future.
In 1930, Bob Brown predicted that the printed book was bound for obsolescence. The time has come, he insisted, to rid the reader of the cumbersome book. He invented a machine that would allow one to read books and any text extremely fast and in a hyper abbreviated form. He called these abbreviated texts, with em dashes replacing words: readies. He envisioned sending the condensed texts through wireless networks. The Readies, describes these eponymously named abbreviated texts and his plans for a reading machine, but since he printed only 150 copies, the volume is practically unknown outside of a small circle of scholars. With this new edition, Craig Saper hopes to introduce Bob Brown's Roving Eye Press books to a new generation of readers.
With digital screens becoming increasingly ubiquitous in the lives of children, from their homes to their classrooms, understanding the influence of these technologies on the ways children read takes on great importance. The aim of this edited volume is to examine how advances in technology are shaping children’s reading skills and development. The chapters in this volume explore the influence of various aspects of digital texts, the child’s cognitive and motivational skills, and the child’s environment on reading development in digital contexts. Each chapter draws upon the expertise of scientists and researchers across countries and disciplines to review what is currently known about the influence of technology on reading, how it is studied, and to offer new insights and research directions based on recent work.
The book publishing industry is going through a period of profound and turbulent change brought about in part by the digital revolution. What is the role of the book in an age preoccupied with computers and the internet? How has the book publishing industry been transformed by the economic and technological upheavals of recent years, and how is it likely to change in the future? This is the first major study of the book publishing industry in Britain and the United States for more than two decades. Thompson focuses on academic and higher education publishing and analyses the evolution of these sectors from 1980 to the present. He shows that each sector is characterized by its own distinctive ‘logic’ or dynamic of change, and that by reconstructing this logic we can understand the problems, challenges and opportunities faced by publishing firms today. He also shows that the digital revolution has had, and continues to have, a profound impact on the book publishing business, although the real impact of this revolution has little to do with the ebook scenarios imagined by many commentators. Books in the Digital Age will become a standard work on the publishing industry at the beginning of the 21st century. It will be of great interest to students taking courses in the sociology of culture, media and cultural studies, and publishing. It will also be of great value to professionals in the publishing industry, educators and policy makers, and to anyone interested in books and their future.
"This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds.The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design - as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted.The contributors examine the ways that gameworlds reflect the real world - exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character - both players' identification with their characters and the game's culture of naming characters." -- BOOK JACKET.
This reader brings together the essential readings that have emerged in Digital Humanities. It provides a historical overview of how the term ‘Humanities Computing’ developed into the term ‘Digital Humanities’, and highlights core readings which explore the meaning, scope, and implementation of the field. To contextualize and frame each included reading, the editors and authors provide a commentary on the original piece. There is also an annotated bibliography of other material not included in the text to provide an essential list of reading in the discipline.