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What Schools are Really Blocking When They Block Social Media
Published By
S. Craig Watkins On January 25th 2012. Under Digital Divides, Digital Media and Learning, Research, Social Media, Technology + Education, Teens and Technology


Digital Games for Empowerment & Inclusion
CASE Aarhus Social and Healthcare College, Denmark Sevilla dialogues June 2012 Edited for European partners


Why Critical Design Literacy is Needed Now More Than Ever
Published By
S. Craig Watkins On May 1st 2012. Under Digital Media and Learning, Technology + Education


DigitalDivide: Navigating theDigital Edge
S. Craig Watkins
University of Texas at Austin


Hanging Out, Messing Around, and Geeking Out Kids living and learning with new media
The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning Engineering Play: A Cultural History of Children's Software
by
Mizuko Ito

Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media
by
Mizuko Ito, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Becky Herr-Stephenson, Heather A. Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martínez, C. J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims, Lisa Tripp, with contributions by Judd Antin, Megan Finn, Arthur Law, Annie Manion, Sarai Mitnick, David Schlossberg, and Sarita Yardi


LABlearning and game design learning
Partner debate November 2012
Jan Gejel comment


WHAT CAN WE LEARN FROM SERIOUS COMPUTER GAMES?
James Paul Gee
The book's summary paraphrased by Jan Gejel, 2011


Breaking the Ice: Why Low Performing Schools Need Digital Media -A Blog Post for the Huffington Post Education
Published By S. Craig Watkins On January 10th 2011.
Under Digital Divides, Mobile, Social Media, Teens and Technology


Understanding the Mobile Lives of Black and Latino Youth
Published By S. Craig Watkins On July 12th 2010.
Under Digital Divides, Mobile, News, Social Media, Teens and Technology


Mobile Phones and America's Learning Divide
Published By S. Craig Watkins On May 27th 2011.
Under Digital Divides, Mobile, Research, Technology + Education


The role of technology in engaging disengaged youth: final report
April 2011
This report was produced for the Australian Flexible Learning Framework by The Foundation for Young Australians and THe Inspire Foundation The report was written by Lucas Walsh, Barbara Lemon, Rosalyn Black, Cheryl Mangan and Philippa Collin


The epics of immersive media based learning
Short-paper for the EU LABlearning project
© Jan Gejel
April 2012


The roles of aesthetics in media based learning
by Jan Gejel
Is aesthetics only for higher educated people – or for artists? Why on earth should aesthetics be relevant to lab learning for young people…? Is aesthetics not simply about making things look nice, but basically an unnecessary interest? This small input is not an extensive presentation of all sorts of complicated aesthetics, but simply a small input to allow reflections on Active designing and aesthetic reflection


What does games in learning mean?
by Jan Gejel 2012
Many people in the educational world misunderstand what games and gaming in learning means. Games in learning is not about an individual journey during which the learner disappears into the game world; game based learning is an open process, dynamic and collaborative and constantly interacting with the real world. Games in learning are not yet another tool in education, but should offer innovative didactics embracing the entire learning process.


An agenda for change
From
Their Space
Education for a digital generation
Hannah Green
Celia Hannon


Pathways for media based learning
from
Their Space
Education for a digital generation
Hannah Green
Celia Hannon

First approaches
Kick-off summary of first
LABlearning approaches
by Jan Gejel

LABlearning facilities inspiration
A variety of LABlearning facilities
This paper aims to offer some inspiration as to the many ways to establish LABlearning facilities for (exclusion threatened) youth – in formal as well as in non-formal settings.
This mosaic should be expanded and qualified during the practice phases and constitute one of the key structures in the final outcomes.

LABlearning principles
for workshop discussions
by Jan Gejel

Learning games in education
This paper is a contribution to the Scandinavian Game Developers project.
It consists in 3 parts:
  • The first part is an introduction to the field of learning games in education
  • The second part is input on the learning potentials of serious games
  • The third part presents examples of learning games in Denmark after 2000
The paper aims to be an inspiration to educations and young game designers.

Media Based Learning - the framework
Part 1
by Jan Gejel

Parameters of innovative learning settings
work-paper about Key parameters to assess the
capacity of innovative learning settings

Pathways of media based learning
By Jan Gejel

Quest to Learn
and
Quest to Learn Powerpoint
Quest to Learn is the first school in the
nation to be based on the principles of
game design and systems thinking.

Scandinavian Game Developers EN hand-out
One page explaining the project

School day of the future
Mind/Shift
Tina Barseghian

Technology and disengagement - full report
The role of technology in engaging disengaged youth
Australian Flexible Learning Framework

The learning potentials of computer gaming
From James Paul Gee's book
"What video games have to teach us about learning and literacy"
Edited by Jan Gejel

THEIR SPACE
Education for a digital
generation
book by
Hannah Green
Celia Hannon
DEMOS

Virtual gaming and learning skills
Why is virtual gaming producing extreme learning skills in young people?
Jan Gejel

What can we learn from computer games
James Paul Gee
WHAT CAN WE LEARN FROM
SERIOUS COMPUTER GAMES?
The book's summary paraphrased by Jan Gejel, 2011

Youth informal learning - 4 principles
From
Their Space

Education for a digital generation
Hannah Green
Celia Hannon