20,663 research outputs found

    A Systematic Review of Financial Literacy as a Termed Concept: More Questions Than Answers

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    'Financial literacy', as a concept by that name, has only been explored in library science literature for a little over a decade. The concept, and especially the role of libraries in furthering this literacy, is still evolving. This systematic literature review examines the current definition of 'financial literacy', why financial literacy matters, where the public has been accessing financial literacy education to date, the difficulties encountered, by libraries and others, in providing this education, and how these challenges might be addressed moving forward.Publisher does not allow open access until after publicatio

    From Page to Stage to Screen and Beyond

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    A group of Chicago youth media organizations have embarked on an evaluation process with adult program alumni to assess the degree to which hands-on media production and dissemination contributes to developing productive, independent, and engaged citizens. This report sets the stage for the evaluation, which began in late 2012 and will run through 2013, highlighting the work of youth media organizations in Chicago and exploring six dimensions, or outcome areas, that youth media organizations work within: journalism skills, news/media literacy, civic engagement, career development, youth development, and youth expression

    Nineteen Ways of Looking at Statistical Software

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    We identify principles and practices for writing and publishing statistical software with maximum benefit to the scholarly community.

    Studying Games in School: a Framework for Media Education

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    This paper explores how media education principles can be extended to digital games, and whether the notion of ‘game literacy’ is an appropriate metaphor for thinking about the study of digital games in schools. Rationales for studying the media are presented, focusing on the importance of setting up social situations that encourage more systematic and critical understanding of games. The value of practical production, or game making, is emphasized, as a way of developing both conceptual understanding and creative abilities. Definitions of games are reviewed to explore whether the study of games is best described as a form of literacy. I conclude that games raise difficulties for existing literacy frameworks, but that it remains important to study the multiple aspects of games in an integrated way. A model for conceptualizing the study of games is presented which focuses on the relationship between design, play and culture

    A Pedagogy for Original Synners

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    Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams

    Expanding the scope of statistical computing: Training statisticians to be software engineers

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    Traditionally, statistical computing courses have taught the syntax of a particular programming language or specific statistical computation methods. Since the publication of Nolan and Temple Lang (2010), we have seen a greater emphasis on data wrangling, reproducible research, and visualization. This shift better prepares students for careers working with complex datasets and producing analyses for multiple audiences. But, we argue, statisticians are now often called upon to develop statistical software, not just analyses, such as R packages implementing new analysis methods or machine learning systems integrated into commercial products. This demands different skills. We describe a graduate course that we developed to meet this need by focusing on four themes: programming practices; software design; important algorithms and data structures; and essential tools and methods. Through code review and revision, and a semester-long software project, students practice all the skills of software engineering. The course allows students to expand their understanding of computing as applied to statistical problems while building expertise in the kind of software development that is increasingly the province of the working statistician. We see this as a model for the future evolution of the computing curriculum in statistics and data science.Comment: 22 page

    Tools and Recommendations for Reproducible Teaching

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    It is recommended that teacher-scholars of data science adopt reproducible workflows in their research as scholars and teach reproducible workflows to their students. In this article, we propose a third dimension to reproducibility practices and recommend that regardless of whether they teach reproducibility in their courses or not, data science instructors adopt reproducible workflows for their own teaching. We consider computational reproducibility, documentation, and openness as three pillars of reproducible teaching framework. We share tools, examples, and recommendations for the three pillars

    Toward an Ecology of Gaming

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    In her introduction to the Ecology of Games, Salen argues for the need for an increasingly complex and informed awareness of the meaning, significance, and practicalities of games in young people's lives. The language of the media is replete with references to the devil (and heavy metal) when it comes to the ill-found virtues of videogames, while a growing movement in K-12 education casts them as a Holy Grail in the uphill battle to keep kids learning. Her essay explores the different ways the volume's contributors add shades of grey to this often black-and-white mix, pointing toward a more sophisticated understanding of the myriad ways in which gaming could and should matter to those considering the future of learning

    Understanding Computer Programming as a Literacy

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    Since the 1960s, computer scientists and enthusiasts have paralleled computer programming to literacy, arguing it is a generalizable skill that should be more widely taught and held. Launching from that premise, this article leverages historical and social findings from literacy studies to frame computer programming as “computational literacy.” I argue that programming and writing have followed similar historical trajectories as material technologies and explain how they are intertwined in contemporary composition environments. A concept of “computational literacy” helps us to better understand the social, technical and cultural dynamics of programming, but it also enriches our vision of twenty-first century composition
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