Peer Participation and Software

Author: David R. Booth
Publisher: MIT Press
ISBN: 0262266563
Format: PDF, ePub, Mobi
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Firefox, a free Web browser developed by the Mozilla Foundation, is used by an estimated 270 million people worldwide. To maintain and improve the Firefox browser, Mozilla depends not only on its team of professional programmers and managers but also on a network of volunteer technologists and enthusiasts--free/libre and open source software (FLOSS) developers--who contribute their expertise. This kind of peer production is unique, not only for its vast scale but also for its combination of structured, hierarchical management with open, collaborative volunteer participation. In this MacArthur Foundation Report, David Booth examines the Mozilla Foundation's success at organizing large-scale participation in the development of its software and considers whether Mozilla's approach can be transferred to government and civil society. Booth finds parallels between Mozilla's collaboration with Firefox users and the Obama administration's philosophy of participatory governance (which itself amplifies the much older Jeffersonian ideal of democratic participation). Mozilla's success at engendering part-time, volunteer participation that produces real marketplace innovation suggests strategies for organizing civic participation in communities and government. Mozilla's model could not only show us how to encourage the technical community to participate in civic life but also teach us something about how to create successful political democracy.

The Future of the Curriculum

Author: Ben Williamson (Educator)
Publisher: MIT Press
ISBN: 0262518821
Format: PDF
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An examination of curriculum innovations that are shaped by new ideas about digital media and learning. Although ideas about digital media and learning have become an important area for educational research, little attention has been given to the practical and conceptual implications for the school curriculum. In this book, Ben Williamson examines a series of contemporary curriculum innovations in the United States, Great Britain, and Australia that reflect the social and technological changes of the digital age. Arguing that the curriculum is always both forward- and rearward-looking, Williamson considers how each of these innovations represents a certain way of understanding the past while also promoting a particular vision of the future. The curriculum initiatives are all examples of what Williamson calls "centrifugal schooling," expressing a vision of education and learning that is decentered, distributed, and dispersed, emphasizing networks and connections. In centrifugal schooling, a curriculum is actively assembled and improvised from a heterogeneous mix of people, groups, coalitions, and institutional structures. Participants in curriculum design and planning include local governments, corporations, foundations, charities, and nongovernmental organizations. Among the curriculum innovations Williamson examines are High Tech High, a charter school network in San Diego that integrates technical and academic education; Opening Minds, a "competence-based" curriculum used in 200 British secondary schools; and Quest to Learn, a "school for digital kids" in New York City (with a sister school in Chicago). He also describes two major partnerships: the Partnership for 21st Century Skills, which advocates for "21st century readiness" for American students; and the Whole Education Alliance in Britain, a network of "third sector" educational organizations.

We Used to Wait

Author: Rebecca Kinskey
Publisher: MIT Press
ISBN: 0262526921
Format: PDF, Kindle
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Music videos were once something broadcast by MTV and received on our TV screens. Today, music videos are searched for, downloaded, and viewed on our computer screens -- or produced in our living rooms and uploaded to social media. In We Used to Wait, Rebecca Kinskey examines this shift. She investigates music video as a form, originally a product created by professionals to be consumed by nonprofessionals; as a practice, increasingly taken up by amateurs; and as a literacy, to be experimented with and mastered. Kinskey offers a short history of the music video as a communicative, cultural form, describing the rise and fall of MTV's Total Request Live and the music video's resurgence on YouTube. She examines recent shifts in viewing and production practice, tracing the trajectory of music video director Hiro Murai from film student and dedicated amateur in the 1990s to music video professional in the 2000s. Investigating music video as a literacy, she looks at OMG! Cameras Everywhere, a nonprofit filmmaking summer camp run by a group of young music video directors. The OMG! campers and counselors provide a case study in how cultural producers across several generations have blurred the line between professional and amateur. Their everyday practices remake the notion of literacy, not only by their collaborative and often informal efforts to impart and achieve literacy but also by expanding the definition of what is considered a valuable activity, worthy of dedicated, pleasurable pursuit.

Stealth Assessment

Author: Valerie Shute
Publisher: MIT Press
ISBN: 026231522X
Format: PDF, ePub
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To succeed in today's interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games. They argue that using well-designed games as vehicles to assess and support learning will help combat students' growing disengagement from school, provide dynamic and ongoing measures of learning processes and outcomes, and offer students opportunities to apply such complex competencies as creativity, problem solving, persistence, and collaboration. Embedding assessments within games provides a way to monitor players' progress toward targeted competencies and to use that information to support learning.Shute and Ventura discuss problems with such traditional assessment methods as multiple-choice questions, review evidence relating to digital games and learning, and illustrate the stealth-assessment approach with a set of assessments they are developing and embedding in the digital game Newton's Playground. These stealth assessments are intended to measure levels of creativity, persistence, and conceptual understanding of Newtonian physics during game play. Finally, they consider future research directions related to stealth assessment in education.

The Four

Author: Scott Galloway
Publisher: Plassen Verlag
ISBN: 3864705436
Format: PDF, ePub, Docs
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"Die vier apokalyptischen Reiter" – so bezeichnet Marketing-Guru Galloway Amazon, Apple, Facebook und Google. Diese Tech-Giganten haben nicht nur neue Geschäftsmodelle entwickelt. Sie haben die Regeln des Wirtschaftslebens und die Voraussetzungen für Erfolg neu definiert. In dem respektlosen Stil, der Galloway zu einem der gefeiertsten Wirtschaftsprofessoren der Welt gemacht hat, zerlegt er die Strategien der Vier. Er führt vor, wie sie unsere grundlegenden emotionalen Bedürfnisse mit einer Schnelligkeit und in einem Ausmaß manipulieren, an die andere nicht herankommen. Und er zeigt, wie man die Lehren aus ihrem Aufstieg auf sein eigenes Unternehmen oder seinen eigenen Job anwenden kann. Ob man mit ihnen konkurrieren will, mit ihnen Geschäfte machen oder einfach in der Welt leben will, die von ihnen beherrscht wird – man muss die Vier verstehen.

New Media Culture Mediale Ph nomene der Netzkultur

Author: Christian Stiegler
Publisher: transcript Verlag
ISBN: 3839429072
Format: PDF, Mobi
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Das Netz ist eine Brutstätte für mediale Phänomene wie etwa digitale Realitäten, Avatars, Memes, Selfies, Transmedia Storytelling, Shitstorms, Gamification, Ultra Fandom, Big Data oder hybride Medienformen, die direkten Einfluss auf Gesellschaft, Kultur und Wirtschaft haben. Doch welche Auswirkungen hat die Netzkultur auf unsere tagtägliche Wahrnehmung von Kommunikation, Arbeitsbedingungen, sozialen Beziehungen, Konsumprodukten und ästhetischen Entwürfen? Dieser Band versammelt grundlegende Annäherungen an die medialen Ausformungen digitaler Kulturen und ermöglicht Studierenden und Lehrenden - aber auch Praktiker_innen - verschiedener Disziplinen, diese zu überdenken, weiterzuspinnen und zu hinterfragen. Mit Beiträgen u.a. von Henry Jenkins, Ramón Reichert, Judith Ackermann, Jan-Hinrik Schmidt, Stephan Sonnenburg und Roman Rackwitz.

Literaturwissenschaft und Bibliotheken

Author: Stefan Alker
Publisher: V&R unipress GmbH
ISBN: 3737004544
Format: PDF
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Literaturwissenschaft und Bibliotheken haben ein besonderes Verhältnis zueinander, ist doch die Literaturwissenschaft hauptsächlich in der Bibliothek an der Arbeit. Zugleich war das Nachdenken über Bibliotheken immer wieder von literaturwissenschaftlichen Entwürfen bestimmt. Doch wie sieht das Verhältnis heute aus? Der Sammelband sucht Antworten in Bereichen wie Literatur- und Bibliothekstheorie, Mediologie, literaturwissenschaftlicher Bibliotheksforschung, bibliothekarischer Literaturvermittlung und -versorgung oder der Forschung zu Bibliothekssujets und -metaphern. Mit der Thematisierung von Wissensordnung, Forschungsinfrastrukturen und philologischen Lehrbüchern gerät auch die tägliche Praxis literaturwissenschaftlicher Arbeit als Selbstbeobachtung moderner Geisteswissenschaften in den Blick.

Das Zeitalter der Erkenntnis

Author: Eric Kandel
Publisher: Siedler Verlag
ISBN: 3641099854
Format: PDF, Kindle
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Was passiert in unserem Gehirn, wenn wir Kunst betrachten? Nobelpreisträger Eric Kandel hat mit »Das Zeitalter der Erkenntnis« ein brillantes Buch geschrieben, das uns in das Wien Sigmund Freuds, Gustav Klimts und Arthur Schnitzlers entführt. Dort setzten um 1900 die angesehensten Köpfe der Naturwissenschaft, Medizin und Kunst eine Revolution in Gang, die den Blick auf den menschlichen Geist und seine Beziehung zur Kunst für immer verändern sollte.