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How Computer Games Help Children Learn

David Williamson Shaffer

How Computer Games Help Children Learn David Williamson Shaffer Amazon Price: $10.17
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Subjects -> Computers & Internet -> Games & Strategy Guides -> Video Games
Subjects -> Entertainment -> Puzzles & Games -> Video & Electronic Games

Customer Reviews:
Total reviews: 3 Average rating: 4.5 of 5

A Fascinating Concept of Games; needs more research 4 out of 5 stars.
8 of 8 people found this review helpful.

David Shaffer proposes here that we educate children by having them do the things adults do--only by simulating them in game form. This is an idea I haven't run across before, and I think it may have real merit.

I have a nine-year-old son who attends public school. His school spends a lot of money and effort on computer learning, but I have been frankly underwhelmed by the results. The educational software I've seen doesn't strike me as much of an advance over flash cards--just a lot more expensive. I consider myself generally a skeptic on the whole subject of computers in the classroom.

Shaffer's point is that not just any learning software will have educational benefits. The software must be a serious attempt to simulate the sort of tasks that adults do, such as running a business or designing a building. Shaffer calls these epistemic games. Shaffer's descriptions of some of these games do sound interesting, and he provides some evidence that children learn a lot from them. Shaffer's research seems to have dealt mainly with teenagers; his evidence for the benefits of these games seems much less solid for younger children.

I can't say that I'm convinced that computers in the classroom are worth the costs, but after reading Shaffer's book I'm willing to at least consider the idea. Shaffer may indeed have something here that could be a significant step forward in education.

That said, Shaffer's research strikes me as very preliminary. His studies involved only a few kids, who were far from randomly selected. The teachers were hand-picked, highly motivated, and interested in the subject they were teaching. The ratio of teachers to students was high, and the teachers put in a lot of effort. The kids were followed up for only a short time. This is a long way from being proof that the epistemic game concept works. In my opinion, it's very unlikely that conditions this favorable for learning could be maintained for large numbers of children for a long period at reasonable cost. Teachers putting in that kind of effort burn out quickly. Would epistemic games work with ordinary kids being taught by an ordinary teacher? Who knows? If this sounds like I'm being a bit of a sourpuss, the fact is that the history of education is absolutely replete with "reforms" that worked well with a few kids and a select group of teachers, but failed to improve education in the long term. American schools today are in very sad shape. Much of the blame for that goes to well-meaning educational reforms that were implemented too hastily, without evidence that they really improved educational outcomes for most children.

Overall, though, Shaffer's book is interesting and well worth reading.

Editorial Review:

This book looks at how particular video and computer games--such as Digital Zoo, The Pandora Project, SodaConstructor, and more--can help teach our children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they need to succeed in a changing world.

The New Media Reader

The New Media Reader Amazon Price: $41.60
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By: The MIT Press
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Customer Reviews:
Total reviews: 4 Average rating: 4.0 of 5

Editorial Review:

This reader collects the texts, videos, and computer programs--many of them now almost impossible to find--that chronicle the history and form the foundation of the still-emerging field of new media. General introductions by Janet Murray and Lev Manovich, along with short introductions to each of the texts, place the works in their historical context and explain their significance. The texts were originally published between World War II--when digital computing, cybernetic feedback, and early notions of hypertext and the Internet first appeared--and the emergence of the World Wide Web--when they entered the mainstream of public life. The texts are by computer scientists, artists, architects, literary writers, interface designers, cultural critics, and individuals working across disciplines. The contributors include (chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing, Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino, Marshall McLuhan, Billy Kl?Jean Baudrillard, Nicholas Negroponte, Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD accompanying the book contains examples of early games, digital art, independent literary efforts, software created at universities, and home-computer commercial software. Also on the CD is digitized video, documenting new media programs and artwork for which no operational version exists. One example is a video record of Douglas Engelbart's first presentation of the mouse, word processor, hyperlink, computer-supported cooperative work, video conferencing, and the dividing up of the screen we now call non-overlapping windows; another is documentation of Lynn Hershman's Lorna, the first interactive video art installation.

Life on the Screen: Identity in the Age of the Internet

Sherry Turkle

Life on the Screen: Identity in the Age of the Internet Sherry Turkle Amazon Price: $10.20
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By: Simon & Schuster
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Customer Reviews:
Total reviews: 18 Average rating: 4.5 of 5

Editorial Review:

Sherry Turkle is rapidly becoming the sociologist of the Internet, and that's beginning to seem like a good thing. While her first outing, The Second Self: Computers and the Human Spirit, made groundless assertions and seemed to be carried along more by her affection for certain theories than by a careful look at our current situation, Life on the Screen is a balanced and nuanced look at some of the ways that cyberculture helps us comment upon real life (what the cybercrowd sometimes calls RL). Instead of giving in to any one theory on construction of identity, Turkle looks at the way various netizens have used the Internet, and especially MUDs (Multi-User Dimensions), to learn more about the possibilities available in apprehending the world. One of the most interesting sections deals with gender, a topic prone to rash and partisan pronouncements. Taking as her motto William James's maxim "Philosophy is the art of imagining alternatives," Turkle shows how playing with gender in cyberspace can shape a person's real-life understanding of gender. Especially telling are the examples of the man who finds it easier to be assertive when playing a woman, because he believes male assertiveness is now frowned upon while female assertiveness is considered hip, and the woman who has the opposite response, believing that it is easier to be aggressive when she plays a male, because as a woman she would be considered "bitchy." Without taking sides, Turkle points out how both have expanded their emotional range. Other topics, such as artificial life, receive an equally calm and sage response, and the first-person accounts from many Internet users provide compelling reading and good source material for readers to draw their own conclusions.

The Human Use Of Human Beings: Cybernetics And Society (Da Capo Paperback)

Norbert Wiener

The Human Use Of Human Beings: Cybernetics And Society (Da Capo Paperback) Norbert Wiener Amazon Price: $11.26
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By: Da Capo Press
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Subjects -> Nonfiction -> Social Sciences -> General

Customer Reviews:
Total reviews: 6 Average rating: 5.0 of 5

intriguing ideas made plain 5 out of 5 stars.
30 of 31 people found this review helpful.

For those of us who cannot grasp the mathematical, technical version of Wiener's theory of messages in _Cybernetics_, this book is a wonderful stand-in. Wiener wrote this entirely equationless text as a populariztion of his ideas about humans and machines. this book is a fascinating piece of philosophy and sociology also, as Wiener expands his theories and brings them to bear on history, journalism etc. He never loses his scientific perspective though; this gives his writing and ideas a clarity freshness that is uncommon in theoretical writings about society. This is a great and important book

Editorial Review:

Only a few books stand as landmarks in social and scientific upheaval. Norbert Wiener's classic is one in that small company. Founder of the science of cybernetics—the study of the relationship between computers and the human nervous system—Wiener was widely misunderstood as one who advocated the automation of human life. As this book reveals, his vision was much more complex and interesting. He hoped that machines would release people from relentless and repetitive drudgery in order to achieve more creative pursuits. At the same time he realized the danger of dehumanizing and displacement. His book examines the implications of cybernetics for education, law, language, science, technology, as he anticipates the enormous impact—in effect, a third industrial revolution—that the computer has had on our lives.

Mobilizing Generation 2.0: A Practical Guide to Using Web2.0 Technologies to Recruit, Organize and Engage Youth 

Ben Rigby

Mobilizing Generation 2.0: A Practical Guide to Using Web2.0 Technologies to Recruit, Organize and Engage Youth  Ben Rigby Amazon Price: $26.37
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Customer Reviews:
Total reviews: 7 Average rating: 4.5 of 5

How to Reach out to the Networked Public - a must-read! 5 out of 5 stars.
1 of 1 people found this review helpful.

There are books you enjoy because they are entertaining and there are books you enjoy because they make you think. This title is a part of the latter group. Ben Rigby clearly knows Web 2.0 and he also knows nonprofits. This combination make him excellent to convey to others in the nonprofit space how to better take advantage of social media tools to raise awareness, do fundraising and become more effective change agents.

All the chapters are structured similarly, with an opening section devoted to the understanding of the different technologies (blogging, social networking, video/photo sharing, mobile phones, etc.) and how they are being used by nonprofits and the public sector. Following comes a part that walks the reader through the basics of getting setup and running. Strategic considerations and possible challenges wrap up the chapter's core. As a prologue to each chapter there are two outside authors offering their "big picture" view to complement the topic.

Granted that the book goes well beyond Web 2.0, covering mobile technology and Second Life, one should not get too hung up on this subtlety. Mobilizing Generation 2.0 is a must-read for anyone working in a nonprofit or the public sector, wanting to connect to that ironically elusive "networked public," as described by Danah Boyd in one of the "big picture" essays.

Editorial Review:

Use new media to attract and mobilize young people!
Explore and examine the gamut of new media and the ways in which it can be used to recruit, organize, and mobilize young people--who represent the majority of new media users. Answer the questions: What is it? How is it being used? How does it work? How to get started? You'll get concise descriptions, screenshots, case studies, resources, and best practices in language that is easy for non-technical people to understand. You'll also gain a sense of the technology--without requiring any downloads, software or plug-ins.

Guide to Computer Forensics and Investigations, Third Edition

Bill Nelson, Amelia Phillips, Frank Enfinger, Christopher Steuart

Guide to Computer Forensics and Investigations, Third Edition Bill Nelson, Amelia Phillips, Frank Enfinger, Christopher Steuart Amazon Price: $61.71
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Customer Reviews:
Total reviews: 8 Average rating: 2.0 of 5

Do not buy this book used! You won't be able to use the CD 1 out of 5 stars.
17 of 21 people found this review helpful.

This book represents the core of what is wrong with corporate America today. This book is packaged with a CD that has software on it used throughout the book. What they don't tell you anywhere is that you must register the software using a unique and one time only coupon in the cd pouch. Furthermore the software then expires in 120 days. To not mention this limitation that basically makes the book useless for resale is very deceitful on the part of the publisher and the company that supplied the software. Never have I seen such B.S. before as this when it comes for games that publishers play!!! THIS INFORMATION SHOULD HAVE BEEN IN BIG BOLD LETTERS -- YOU CANNOT RESELL THIS BOOK DUE TO THE ONE-TIME USE OF THE ENCLOSED CD SOFTWARE --

Editorial Review:

Master the skills necessary to launch and complete a successful computer investigation with the updated edition of this highly successful book, Guide to Computer Forensics and Investigations. This text will teach readers how to conduct a high-tech investigation, from acquiring digital evidence to reporting its findings. Coverage includes how to set up a forensics lab, how to acquire the proper and necessary tools, and how to conduct the investigation and subsequent digital analysis. The comprehensive coverage and detailed know-how led to the book being listed as recommended reading by the FBI Forensics Communications the United States Certified reading room. The book features free downloads of the latest forensic software, so students become familiar with the tools of the trade.

Republic.com 2.0

Cass R. Sunstein

Republic.com 2.0 Cass R. Sunstein Amazon Price: $16.47
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By: Princeton University Press
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Subjects -> Computers & Internet -> Business & Culture -> Digital Law

Editorial Review:

What happens to democracy and free speech if people use the Internet to create echo chambers--to listen and speak only to the like-minded? What is the democratic benefit of the Internet's unlimited choices if citizens narrowly limit the information they receive, creating ever-smaller niches and fragmenting the shared public conversation on which democracy depends? Cass Sunstein first asked these questions before 9/11, in Republic.com, and they have become even more urgent in the years since.

Now, in Republic.com 2.0, Sunstein thoroughly rethinks the critical relationship between democracy and the Internet in a world where partisan Web logs have emerged as a significant force in politics and where cyber-jihadists have embraced the Internet to thwart democracy and spread violence.

Emphasizing the value of unplanned, unchosen encounters, the original Republic.com provoked a strong reaction from cyber-optimists. In Republic.com 2.0 Sunstein answers the critics and expands his argument to take account of new developments, including the blogosphere, and fresh evidence about how people are using the Internet. He demonstrates that the real question is how to avoid "information cocoons" and to ensure that the unrestricted choices made possible by technology do not undermine democracy. Sunstein also proposes new remedies and reforms--focusing far less on what government should do, and much more on what consumers and producers should do--to help democracy avoid the perils, and realize the promise, of the Internet.

The Myth of Digital Democracy

Matthew Hindman

The Myth of Digital Democracy Matthew Hindman Amazon Price: $16.52
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By: Princeton University Press
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Editorial Review:

Is the Internet democratizing American politics? Do political Web sites and blogs mobilize inactive citizens and make the public sphere more inclusive? The Myth of Digital Democracy reveals that, contrary to popular belief, the Internet has done little to broaden political discourse but in fact empowers a small set of elites--some new, but most familiar.

Matthew Hindman argues that, though hundreds of thousands of Americans blog about politics, blogs receive only a miniscule portion of Web traffic, and most blog readership goes to a handful of mainstream, highly educated professionals. He shows how, despite the wealth of independent Web sites, online news audiences are concentrated on the top twenty outlets, and online organizing and fund-raising are dominated by a few powerful interest groups. Hindman tracks nearly three million Web pages, analyzing how their links are structured, how citizens search for political content, and how leading search engines like Google and Yahoo! funnel traffic to popular outlets. He finds that while the Internet has increased some forms of political participation and transformed the way interest groups and candidates organize, mobilize, and raise funds, elites still strongly shape how political material on the Web is presented and accessed.

The Myth of Digital Democracy. debunks popular notions about political discourse in the digital age, revealing how the Internet has neither diminished the audience share of corporate media nor given greater voice to ordinary citizens.

Cyber-Safe Kids, Cyber-Savvy Teens: Helping Young People Learn To Use the Internet Safely and Responsibly

Nancy E. Willard

Cyber-Safe Kids, Cyber-Savvy Teens: Helping Young People Learn To Use the Internet Safely and Responsibly Nancy E. Willard Amazon Price: $10.17
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By: Jossey-Bass
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Customer Reviews:
Total reviews: 6 Average rating: 5.0 of 5

Editorial Review:

Essential strategies to keep children and teens safe online

As our children and teens race down the onramp to the Information Superhighway, many parents feel left behind in the dust. News stories about online sexual predators, child pornography, cyberbullies, hate groups, gaming addiction, and other dangers that lurk in the online world make us feel increasingly concerned about what our children are doing (and with whom) in cyberspace. In Cyber-Safe Kids, Cyber-Savvy Teens, Internet safety expert Nancy Willard provides you with need-to-know information about those online dangers, and she gives you the practical parenting strategies necessary to help children and teens learn to use the Internet safely and responsibly.

Parents protect younger children by keeping them in safe places, teaching them simple safety rules, and paying close attention. As children grow, we help them gain the knowledge, skills, and values to make good choices--choices that will keep them safe and show respect for the rights of others. In Cyber-Safe Kids, Cyber-Savvy Teens, Willard shows you how those same strategies can be translated from the real world to the cyberworld, and that you don't have to learn advanced computer skills to put them into effect. As you work on these strategies with your child, you will also discover that remaining engaged with what your children are doing online is much more valuable than any blocking software you could buy.

"Willard blends the perspectives of a wise parent and a serious scholar about issues related to Internet behavior and safety. . . . Pick up the book, open it to any random page, and you will find on that page or nearby a wealth of helpful advice and useful commentary on the cyberreality facing our children and on how to deal with any of the issues she's identified."
--Dick Thornburgh, J.D., former U.S. Attorney General; chair, National Academy of Sciences Committee on Youth Pornography and the Internet

"Simply put, this book is a must-read for anyone--parents, educators, law enforcement, and policymakers alike--concerned with the critical issue of children's internet safety and what to do about it."
--Douglas Levin, senior director of education policy, Cable in the Classroom

Cybernetics, Second Edition: or the Control and Communication in the Animal and the Machine

Norbert Wiener

Cybernetics, Second Edition: or the Control and Communication in the Animal and the Machine Norbert Wiener Amazon Price: $24.30
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Customer Reviews:
Total reviews: 3 Average rating: 5.0 of 5

A fundamental law that is applicable to almost everything 5 out of 5 stars.
53 of 56 people found this review helpful.

Two books, both written in the late 1940s stand out as contributing much to our understanding of the world around us. One of these is "Cybernetics" by Weiner and the other is "The mathematical theory of communication" by Shannon. Both require some study by contain many sections that are easily readable by anyone which get the main points across in an understandable manner.

Weiner's book discuses the use of feedback on virtually every type of control mechanism known... i.e., those of nature as well as those of man. It is the "basic" stuff that everyone of us uses everyday and every moment of our lives whether we are aware of it or not. Whereas Shannon's book tells us how to communicate information in an error-free (or nearly so) way, Weiner's book explains how that information is used to provide effective control of everything around us. For many decades since I first was introduced to these two works, I have used their principles in most things I do.

I very highly recommend these two books to anyone who considers themselves a "thinking person" and is seeking to understand the world around them. Both easily get 5 stars. They are major works!

Editorial Review:

Acclaimed one of the "seminal books . . . comparable in ultimate importance to . . . Galileo or Malthus or Rousseau or Mill", Cybernetics was judged by twenty-seven historians, economists, educators, and philosophers to be one of those books published during the "past four decades," which may have a substantial impact on public thought and action in the years ahead."—Saturday Review

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