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An exploration of games as systems in which young people participate as gamers, producers, and learners.
Why media panics about online dangers overlook another urgent concern: creating equitable online opportunities for marginalized youth.
A year in the life of a ninth-grade English class shows how participatory culture and mobile devices can transform learning in schools.
How communication technologies meant to empower people with speech disorders-to give voice to the voiceless-are still subject to disempowering structural inequalities.
How young people think about the moral and ethical dilemmas they encounter when they share and use online content and participate in online communities.
Introducing students to the world of wearable technology.
Helping students create interactive and animated stories about positive change in their communities.
How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning.
Why media panics about online dangers overlook another urgent concern: creating equitable online opportunities for marginalized youth.
An examination of young people's everyday new media practices-including video-game playing, text-messaging, digital media production, and social media use.
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