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10/19/11

Filed by
Sarah Jackson

Webinar on Education in Virtual Worlds

The International Journal of Learning and Media is hosting a webinar on educational projects in virtual worlds on Oct. 20 at 9 am PDT.
 
 

7/15/11

Filed by
Christine Cupaiuolo

PLAYBACK: Playing with Education, Or: Using the Digital World to Make Sense of the Real World

One of the ways to determine if a revolution is happening in education is if things that were thought to be the antithesis of good pedagogy are actually becoming the most dynamic way to teach. Welcome to this week’s Playback, which features the instructional power of everything from “Angry Birds” to virtual worlds.
 
 

7/01/11

Filed by
Christine Cupaiuolo

PLAYBACK: The Digital Revolution Has Just Begun: What We Like, What Works, and What Matters

How tablets, iPads, apps, cell phones and e-readers are revolutionizing comics, content, education technology, relationships and your parents. Plus, coverage of the annual ISTE conference and a new PBS content platform for teachers.
 
 

6/30/11

Filed by
Christine Cupaiuolo

The Pottermore Effect on Ebooks and Transmedia Storytelling

Author J.K. Rowling announced the next chapter in the Harry Potter series—a new website called Pottermore—sending shivers through the publishing world.

Filed in: Games, Virtual Worlds

 
 

6/15/11

By Matt Haber

Students Curate Their Own Virtual Museum Space at the New York Hall of Science

Forget bag lunches and permission slips, with new technologies students can embark on virtual field trips to learning spaces of their own design.
 
 

4/29/11

Filed by
Sarah Jackson

PLAYBACK: The Power of The Game

Whyville’s Jim Bower on the death of the textbook; Gates Foundation announces funding for game-based learning; Achieving e-quality in children’s media; Joi Ito on open-source leadership; and Earth Day produces the best hack jam ever.
 
 

3/02/11

Filed by
Christine Cupaiuolo

Hired Moderators Keep the Peace and Encourage Safe Play in Kids’ Virtual Spaces

With the influx of social networking sites and virtual worlds aimed at kids, a new industry of online moderators has developed to keep young users happy and safe.
 
 

12/14/10

Filed by
Sarah Jackson

Electrifying Whyville: Building A Green Energy Community From the Virtual Ground Up

Whyville, the virtual world for learning is piloting a new science curriculum called WhyPower designed to teach students about energy production, use and distribution.
 
 

11/23/10

Filed by
Sarah Jackson

Great Books, Great Games: Can Video Games Help Create Better Readers?

The Great Books Foundation is partnering with the virtual world of Whyville to create a new reading room for middle school students.

Filed in: Games, Virtual Worlds

 
 

11/11/10

By Heather Chaplin

Making a (Social) Impact: Gaming Companies Encourage Kids to Design Games With a Purpose

Spotlight talks with game developers about their plans to help kids design video games based on important social issues such as energy, nutrition and eco systems.
 
 

8/17/10

Filed by
Sarah Jackson

It Was Their World to Build: RIP Teen Second Life

Educators mourn of the loss of the virtual world of Teen Second Life, whose owners just announced they are closing the space after five years in operation. What does this mean for the future of youth-driven learning?

Filed in: Virtual Worlds

 
 

6/30/10

Filed by
Christine Cupaiuolo

When You Just Have to Be There: Immersive Journalism and the New News Literacy

When you hear the phrase “future of journalism,” does it inspire you, or leave you depressed? In either case, you may be pleased to learn how digital media is expanding journalism’s possibilities—especially for the next generation of news creators and consumers.
 
 

6/01/10

Filed by
Christine Cupaiuolo

Beyond New Literacies: Journal Issue Looks at New Perspectives, Tensions

Digital Culture & Education, an international peer-reviewed journal, has just published a new special themed issue, “Beyond ‘New’ Literacies.”
 
 

5/18/10

Filed by
Sarah Jackson

What We Can Learn From the Most Creative Geeks

Technologies that can measure your mood, make you taller, and reunite families in the developing world are just a few of the innovations created by graduate students in New York University’s Interactive Telecommunications Program (ITP).
 
 

5/11/10

Filed by
Sarah Jackson

Helping Teachers Teach Tech-Savvy Kids

“Teaching Tech-Savvy Kids: Bringing Digital Media into the Classroom, Grades 5-12” aims to help teachers understand young people’s new digital lives and think about how to integrate new media tools and pedagogies into their classrooms.
 
 

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