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Why media panics about online dangers overlook another urgent concern: creating equitable online opportunities for marginalized youth.
A year in the life of a ninth-grade English class shows how participatory culture and mobile devices can transform learning in schools.
How communication technologies meant to empower people with speech disorders-to give voice to the voiceless-are still subject to disempowering structural inequalities.
How young people think about the moral and ethical dilemmas they encounter when they share and use online content and participate in online communities.
Introducing students to the world of wearable technology.
Helping students create interactive and animated stories about positive change in their communities.
An exploration of games as systems in which young people participate as gamers, producers, and learners.
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.
Contributors discuss how growing up in a world saturated with digital media affects the development of young people's individual and social identities.
How making and sharing video games offer educational benefits for coding, collaboration, and creativity.
Why media panics about online dangers overlook another urgent concern: creating equitable online opportunities for marginalized youth.
Why every child needs to learn to code: the shift from "computational thinking" to computational participation.
An examination of young people's everyday new media practices-including video-game playing, text-messaging, digital media production, and social media use.
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