Blog Archives
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10/19/11
Filed by
Sarah J.
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 C.
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 C.
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 C.
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.4/29/11
Filed by
Sarah J.
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 C.
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 J.
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 J.
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.8/17/10
Filed by
Sarah J.
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?6/30/10
Filed by
Christine C.
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 C.
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 J.
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 J.
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.4/07/10
Filed by
Sarah J.
Gaming the Classroom
Want to set up your classroom like a World of Warcraft Guild? Lee Sheldon, assistant professor of telecommunications, can tell you how.4/01/10
Filed by
Sarah J.










