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Alternate Reality Games (ARGs) challenge what players understand as
"real." Alternate Reality Games and the Cusp of Digital Gameplay is
the first collection to explore and define the possibilities of
ARGs. Though prominent examples have existed for more than two
decades, only recently have ARGs come to the prominence as a unique
and highly visible digital game genre. Adopting many of the same
strategies as online video games, ARGs blur the distinction between
real and fictional. With ARGs continuing to be an important and
blurred space between digital and physical gameplay, this volume
offers clear analysis of game design, implementation, and
ramifications for game studies. Divided into three distinct
sections, the contributions include first hand accounts by leading
ARG creators, scholarly analysis of the meaning behind ARGs, and
explorations of how ARGs are extending digital tools for analysis.
By balancing the voices of designers, players, and researchers,
this collection highlights how the Alternate Reality Game genre is
transforming the ways we play and interact today.
Years of political violence and protests against injustice have
revived interest in teaching civics in schools. The problem? Civic
education—as it currently exists—privileges systems, not
students. It promotes incremental change within a broken democracy
rather than responding to the youth-led movements that call for the
abolition of inequitable social structures. What will it take to
prepare young people for the just future they are fighting for?
Civics for the World to Come offers educators a framework for
designing the critical civic education that our students deserve.
Synthesising perspectives on democratic life from critical race
theory, ethnic studies, Afrofuturism, and critical literacy, the
book presents key practices for cultivating youth civic agency
grounded in equity and justice. The authors explore five
world-building civic skills (Inquiry, Storytelling, Imagination,
Networking and Advocacy) and introduce readers to real learning
communities where students and educators are transforming
themselves and society.
The role of the humble school bus in transforming education in
America Everyone knows the yellow school bus. It's been invisible
and also omnipresent for a century. Antero Garcia shows how the
U.S. school bus, its form unaltered for decades, is the most
substantial piece of educational technology to ever shape how
schools operate. As it noisily moves young people across the
country every day, the bus offers the opportunity for a necessary
reexamination of what "counts" as educational technology.
Particularly in light of these buses being idled in pandemic times,
All through the Town questions what we take for granted and what we
overlook in public schooling in America, pushing for liberatory
approaches to education that extend beyond notions of school
equity. Forerunners: Ideas First is a thought-in-process series of
breakthrough digital publications. Written between fresh ideas and
finished books, Forerunners draws on scholarly work initiated in
notable blogs, social media, conference plenaries, journal
articles, and the synergy of academic exchange. This is gray
literature publishing: where intense thinking, change, and
speculation take place in scholarship.
Doing Youth Participatory Action Research offers an unprecedented,
in-depth exploration of the pragmatics and possibilities of
youth-driven research. Drawing upon multiple years of experience
engaging youth in rigorous, critical inquiry about the conditions
impacting their lives, the authors examine how YPAR encourages the
educational community to re-imagine the capabilities of young
people and the purposes of teaching, learning, and research itself.
Much more than a "how-to" guide for those interested in creating
their own YPAR projects, this book draws upon the voices of
students and educators, as well as the multiple historical
traditions of critical research, to describe how youth inquiry
transforms each step of the traditional research process. From
identifying research questions to collecting data and disseminating
findings, each chapter details how YPAR revolutionizes traditional
conceptions of who produces knowledge, how it is produced, and for
what purposes. The book weaves together research, policy, and
practice to offer YPAR as a practice with the power to challenge
entrenched social and educational inequalities, empower critically
aware youth, and revolutionize pedagogy in classrooms and
communities. For researchers, educators, community members, and
youth who want to connect, question, and transform the world
collectively, Doing Youth Participatory Action Research is a rich
source of both pragmatic methodological guidance and inspiration.
Contributions by Bart Beaty, Jenny Blenk, Ben Bolling, Peter E.
Carlson, Johnathan Flowers, Antero Garcia, Dale Jacobs, Ebony
Flowers Kalir, James Kelley, Susan E. Kirtley, Frederik Byrn
Kohlert, John A. Lent, Leah Misemer, Johnny Parker II, Nick
Sousanis, Aimee Valentine, and Benjamin J. Villarreal More and more
educators are using comics in the classroom. As such, this edited
volume Sets out the stakes, definitions, and exemplars of recent
comics pedagogy, from K-12 contexts to higher education instruction
to ongoing communities of scholars working outside of the academy.
Building upon interdisciplinary approaches to teaching comics and
teaching with comics, this book brings together diverse voices to
share key theories and research on comics pedagogy. By gathering
scholars, creators, and educators across various fields and in K-12
as well as university Settings, editors Susan E. Kirtley, Antero
Garcia, and Peter E. Carlson significantly expand scholarship. This
valuable resource offers both critical pieces and engaging
interviews with key comics professionals who reflect on their own
teaching experience and on considerations of the benefits of
creating comics in education. Included are interviews with
acclaimed comics writers Lynda Barry, Brian Michael Bendis, Kelly
Sue DeConnick, and David Walker, as well as essays spanning from
studying the use of superhero comics in the classroom to the ways
comics can enrich and empower young readers. The inclusion of
creators, scholars, and teachers leads to perspectives that make
this volume unlike any other currently available. These voices echo
the diverse needs of the many stakeholders invested in using comics
in education today.
Once, teachers who knew their content area and knew how to teach it
were respected as professionals. Now there is an additional type of
competency required: in addition to content and pedagogical
knowledge, educators need advocacy skills. In this groundbreaking
collection, literacy educators describe how they are redefining
what it means to be a teaching professional. Teachers share how
they are trying to change the conversation surrounding literacy and
literacy instruction by explaining to colleagues, administrators,
parents and community members why they teach in particular
research-based ways, so often contradicted by mandated curricula
and standardised assessments. Teacher educators also share how they
are introducing an advocacy approach to preservice and practising
teachers, helping prepare teachers for this new professionalism.
Both groups practice what the authors call "everyday advocacy": the
day-to-day actions teachers are taking to change the public
narrative surrounding schools, teachers and learning.
Doing Youth Participatory Action Research offers an unprecedented,
in-depth exploration of the pragmatics and possibilities of
youth-driven research. Drawing upon multiple years of experience
engaging youth in rigorous, critical inquiry about the conditions
impacting their lives, the authors examine how YPAR encourages the
educational community to re-imagine the capabilities of young
people and the purposes of teaching, learning, and research itself.
Much more than a "how-to" guide for those interested in creating
their own YPAR projects, this book draws upon the voices of
students and educators, as well as the multiple historical
traditions of critical research, to describe how youth inquiry
transforms each step of the traditional research process. From
identifying research questions to collecting data and disseminating
findings, each chapter details how YPAR revolutionizes traditional
conceptions of who produces knowledge, how it is produced, and for
what purposes. The book weaves together research, policy, and
practice to offer YPAR as a practice with the power to challenge
entrenched social and educational inequalities, empower critically
aware youth, and revolutionize pedagogy in classrooms and
communities. For researchers, educators, community members, and
youth who want to connect, question, and transform the world
collectively, Doing Youth Participatory Action Research is a rich
source of both pragmatic methodological guidance and inspiration.
Contributions by Bart Beaty, Jenny Blenk, Ben Bolling, Peter E.
Carlson, Johnathan Flowers, Antero Garcia, Dale Jacobs, Ebony
Flowers Kalir, James Kelley, Susan E. Kirtley, Frederik Byrn
Kohlert, John A. Lent, Leah Misemer, Johnny Parker II, Nick
Sousanis, Aimee Valentine, and Benjamin J. Villarreal More and more
educators are using comics in the classroom. As such, this edited
volume Sets out the stakes, definitions, and exemplars of recent
comics pedagogy, from K-12 contexts to higher education instruction
to ongoing communities of scholars working outside of the academy.
Building upon interdisciplinary approaches to teaching comics and
teaching with comics, this book brings together diverse voices to
share key theories and research on comics pedagogy. By gathering
scholars, creators, and educators across various fields and in K-12
as well as university Settings, editors Susan E. Kirtley, Antero
Garcia, and Peter E. Carlson significantly expand scholarship. This
valuable resource offers both critical pieces and engaging
interviews with key comics professionals who reflect on their own
teaching experience and on considerations of the benefits of
creating comics in education. Included are interviews with
acclaimed comics writers Lynda Barry, Brian Michael Bendis, Kelly
Sue DeConnick, and David Walker, as well as essays spanning from
studying the use of superhero comics in the classroom to the ways
comics can enrich and empower young readers. The inclusion of
creators, scholars, and teachers leads to perspectives that make
this volume unlike any other currently available. These voices echo
the diverse needs of the many stakeholders invested in using comics
in education today.
An introduction to annotation as a genre--a synthesis of reading,
thinking, writing, and communication--and its significance in
scholarship and everyday life. Annotation--the addition of a note
to a text--is an everyday and social activity that provides
information, shares commentary, sparks conversation, expresses
power, and aids learning. It helps mediate the relationship between
reading and writing. This volume in the MIT Press Essential
Knowledge series offers an introduction to annotation and its
literary, scholarly, civic, and everyday significance across
historical and contemporary contexts. It approaches annotation as a
genre--a synthesis of reading, thinking, writing, and
communication--and offer examples of annotation that range from
medieval rubrication and early book culture to data labeling and
online reviews.
Alternate Reality Games (ARGs) challenge what players understand as
"real." Alternate Reality Games and the Cusp of Digital Gameplay is
the first collection to explore and define the possibilities of
ARGs. Though prominent examples have existed for more than two
decades, only recently have ARGs come to the prominence as a unique
and highly visible digital game genre. Adopting many of the same
strategies as online video games, ARGs blur the distinction between
real and fictional. With ARGs continuing to be an important and
blurred space between digital and physical gameplay, this volume
offers clear analysis of game design, implementation, and
ramifications for game studies. Divided into three distinct
sections, the contributions include first hand accounts by leading
ARG creators, scholarly analysis of the meaning behind ARGs, and
explorations of how ARGs are extending digital tools for analysis.
By balancing the voices of designers, players, and researchers,
this collection highlights how the Alternate Reality Game genre is
transforming the ways we play and interact today.
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