24 research outputs found

    Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences

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    Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth.Youth today are often criticized for their lack of civic participation and involvement in political life. Technology has been blamed, amongst many other causes, for fostering social isolation and youth's retreat into a private world disconnected from their communities. However, current research is beginning to indicate that these might be inaccurate perceptions. The Internet has provided new opportunities to create communities that extend beyond geographic boundaries, to engage in civic and volunteering activities across local and national frontiers, to learn about political life, and to experience the challenges of democratic participation. How do we leverage youth's interest in new technologies by developing technology-based educational programs to promote civic engagement? This chapter explores this question by proposing socio-technical design elements to be considered when developing technology-rich experiences. It presents a typology to guide the design of Internet-based interventions, taking into account both the affordances of the technology and the educational approach to the use of the technology. It also presents a pilot experience in a northeastern university that offered a pre-orientation program in which incoming freshman designed a three-dimensional virtual campus of the future and developed new policies and programs to strengthen the relationship between college campus and neighbor communities

    Identity construction environments : the design of computational tools for exploring a sense of self and moral values

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.Includes bibliographical references (p. 204-212).We live in a society where concepts of self, community and what is right and wrong are constantly changing. This makes it particularly challenging for young people to construct a sense of self and to identify and develop their most cherished personal and moral values. It also puts pressure on schools and society to help them do so. This thesis explores how new technologies can be used to create environments explicitly designed to help young people explore their inner worlds. I coined the term identity construction environments (ICE) to refer to computational tools purposefully designed with the goal of helping young people explore different aspects of the self, in particular personal and moral values. My contribution in this thesis involves three dimensions: theory, design and empirical research. At the theoretical level, I propose a framework through which people can think and learn about identity as a complex entity embracing multiple and contradictory values. At the design level, I describe an evolutionary process of building and investigating the use of three identity construction environments which are precursors to the one that is at the center of the empirical investigation described in this thesis.(cont.) The three-dimensional multi-user environment I call Zora engages learners in the design of a graphical virtual city and its social organization. At the empirical level I present two studies of young people using Zora: a multicultural group of teenagers in an intensive summer workshop, and young patients in the Dialysis Unit at Boston Children's Hospital. Despite their diversity, both populations demonstrated a desire and need to explore issues of identity and values. The first study looks at how teens used Zora to express their sense of self, to create a participatory community to discuss ethical and moral issues, and to explore the relationship between personal identity and moral values. The second study focuses on how pediatric patients used Zora to escape the harshness of the dialysis treatment and to create a network to facilitate mutual support and new kinds of interactions with hospital staff. This thesis offers a theoretical framework and methodology for education in multicultural, moral and democratic values and for the potential role of computational environments in psychotherapeutic interventions.Marina Umaschi Bers.Ph.D

    Soft interfaces for interactive storytelling : learning about identity and communication

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    Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1997.Includes bibliographical references (p. 99-102).by Marina Umaschi Bers.M.S

    Robotics in the early childhood classroom: learning outcomes from an 8-week robotics curriculum in pre-kindergarten through second grade

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    Abstract In recent years there has been an increasing focus on the missing ''T'' of technology and ''E'' of engineering in early childhood STEM (science, technology, engineering, mathematics) curricula. Robotics offers a playful and tangible way for children to engage with both T and E concepts during their foundational early childhood years. This study looks at N = 60 children in pre-kindergarten through second grade who completed an 8-week robotics curriculum in their classrooms using the KIWI robotics kit combined with a tangible programming language. Children were assessed on their knowledge of foundational robotics and programming concepts upon completion of the curriculum. Results show that beginning in pre-kindergarten, children were able to master basic robotics and programming skills, while the older children were able to master increasingly complex concepts using the same robotics kit in the same amount of time. Implications for developmentally appropriate design of technology, as well as structure and pace of robotics curricula for young children are addressed

    Narrative Construction Kits: "Who am I? Who are you? What are we?"

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    This paper proposes narrative construction kits as powerful tools to help children and teenagers explore identity and values as dynamic complex constructions. The metaphor of a construction kit suggests that users can combine building blocks (e.g. aspects of the self), program them with storytelling behaviors and try them out in interactions with others. By integrating storytelling and computation these kits also support the development of knowledge about narrative and programming. Three examples of narrative construction kits designed and tested by the author with children and teenagers are described: SAGE, the webbased Kaleidostories and the 3D graphical multi-user environment Zora. Differences and similarities, design principles and lessons learned are presented. Introduction Narrative construction kits are computational environments that allow children to put together different elements of their lives through story telling. The construction kit metaphor refers to an ..

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    T铆tulo, resumen y palabras clave en espa帽ol e ingl茅sResumen basado en el de la publicaci贸nMonogr谩fico con el t铆tulo: 鈥淚n memoriam Dr. 脕ngel P铆o Gonz谩lez Soto鈥漇e describe un enfoque pedag贸gico, Codificaci贸n en otro lenguaje (CAL), para ense帽ar programaci贸n y pensamiento computacional en la primera infancia. El plan de estudios CAL conecta ideas importantes de la disciplina de la inform谩tica con ideas de la alfabetizaci贸n de una manera apropiada para el desarrollo de los ni帽os de 4 a 8 a帽os de edad. CAL es gratuito y puede utilizarse con dos entornos de programaci贸n disponibles para los ni帽os m谩s peque帽os: la aplicaci贸n gratuita ScratchJr y el kit de rob贸tica KIBO, que no requiere teclados ni pantallas. A trav茅s de 24 lecciones centradas en libros, CAL hace hincapi茅 en el juego creativo y la autoexpresi贸n, situando el aprendizaje de la programaci贸n como el dominio de un nuevo lenguaje simb贸lico. Adem谩s, CAL proporciona oportunidades para el desarrollo socio-emocional en el contexto de un entorno de aprendizaje basado en el juego colaborativo, un juego de codificaci贸n, en el que hay una exploraci贸n intencional de los valores 茅ticos y morales y la promoci贸n intencional de comportamientos positivos y sus fortalezas.ES
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