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SOPA & citizenship in a digital age - 1 views

started by Bonnie Sutton on 20 Jan 12 no follow-up yet

For At-Risk Youth, is Learning Digital Media a Luxury? - 1 views

started by Bonnie Sutton on 23 Jul 11 no follow-up yet

Save Our Schools Conference and Clippings - 0 views

started by Bonnie Sutton on 01 Aug 11 no follow-up yet

Phone Hacking, Regulation of Social Networking Services - 1 views

started by Bonnie Sutton on 09 Aug 11 no follow-up yet

The Youth Culture of Fear - 1 views

started by Bonnie Sutton on 12 Mar 12 no follow-up yet

Facebook - 1 views

started by Bonnie Sutton on 20 Apr 12 no follow-up yet

Report: Social networking sites and our lives Pew Charitable Trust - 2 views

started by Bonnie Sutton on 16 Jun 11 no follow-up yet

New coalition seeks to protect future of broadcasting - 1 views

started by Bonnie Sutton on 28 Oct 11 no follow-up yet

ISTE REPORT - 4 views

started by Bonnie Sutton on 01 Jul 11 no follow-up yet

Student Bill of Rights - 1 views

started by Bonnie Sutton on 18 Jul 12 no follow-up yet

Building Schools Out of Clicks, Not Bricks - 2 views

started by Bonnie Sutton on 26 Apr 12 no follow-up yet

The Great Tech War - 1 views

started by Bonnie Sutton on 18 Oct 11 no follow-up yet

The Hill Technology IssueWatch Newsletter‏ - 1 views

started by Bonnie Sutton on 04 Nov 11 no follow-up yet

Suspicious Behavior - 1 views

started by Bonnie Sutton on 04 Aug 11 no follow-up yet

Get With the Computer Program - 2 views

started by Bonnie Sutton on 08 Oct 12 no follow-up yet
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Playing with Reality at the Learning and Entertainment Evolution Forum - ProfHacker - T... - 0 views

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    June 21, 2011, 8:00 am By Prof. Hacker Lewis Carroll's logic game[This is a guest post by Anastasia Salter, Assistant Professor at the University of Baltimore in the school of Information Arts and Technologies. Her academic work focuses on storytelling in new media; she also writes the Future Fragments column for CinCity. Follow her on Twitter at AnaSalter.--@jbj] "...With that said, perhaps the most important takeaway from LEEF is that it's not all about expensive toys. Learning games don't have to be hi-tech to be effective. There's a lot to be learned from Space Vikings, the conference's ARG-that's alternate reality game, not its augmented reality cousin. Unlike augmented reality, which requires technology to mediate an environment, alternate reality is a playful imposition of story onto a physical space. In Space Vikings, a number of us dedicated conference attendees were drawn into a mission to save our tribes from a "pedagogical wasteland." How did we accomplish this feat? By hunting down "anomalies"-read masking tape clues, QR codes and posters-with answers to questions to submit in a digital educational games theory scavenger hunt. This is just one example of a conference ARG, and designers were at LEEF to report on lessons learned from others like DevLearn's Zombie Apocalypse. (For more ideas on educational uses of Alternate Reality, check out Think Transmedia.) These same ideas can scale and transform to a number of settings. For example, Melissa Peterson's Elmwood Park Zoo ARG is currently a project conducted with paper (though imagined for smartphones), and it's already doubling the engagement time of visitors to the local zoo. And on the other side, games like the Giskin Anomaly in Balboa Park are adding new layers of narrative to a popular and culturally rich tourist destination. And these games don't have to be location dependent. Case studies like the Radford Outdoor ARG Outbreak, a social inquiry game that puts st
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