Based on over a decade and a half of research, Designing Digital Experiences for Positive Youth Development aims to guide readers in the design of digital technologies to promote positive behaviors in children and teenagers.
Based on over a decade and a half of research, Designing Digital Experiences for Positive Youth Development aims to guide readers in the design of digital technologies to promote positive behaviors in children and teenagers.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Marin Umaschi Bers, PhD is Associate Professor at the Eliot-Pearson Department of Child Development and Adjunct Professor in the Computer Science Department at Tufts University, where she heads the interdisciplinary Developmental Technologies (DevTech) research group.
Inhaltsangabe
Introduction Part I: The digital landscapes for youth Overview Chapter 1: Digital playgrounds v. virtual playpens in early childhood Chapter 2: Multimedia parks v. virtual malls in the elementary years Chapter 3: Wireless hangouts v. a palace in time during high school Summary Part II: A framework for designing digital landscapes for personal development Overview Chapter 4: Creating digital content to promote competence Chapter 5: Creativity to build confidence Chapter 6: Choices of conduct to develop character traits Chapter 7: Communication for promoting connections Chapter 8: Collaboration to form caring networks Chapter 9: Community building as contribution Summary Part III: Plotting learning trajectories through design Overview Chapter 10: Programs and policies Chapter 11: From developing curriculum to designing experiences Chapter 12: Case studies Case Study 1: Robotic playgrounds in early childhood Case Study 2: Virtual worlds for medically ill pediatric patients Case Study 3: A college campus for the future Conclusion References
Introduction Part I: The digital landscapes for youth Overview Chapter 1: Digital playgrounds v. virtual playpens in early childhood Chapter 2: Multimedia parks v. virtual malls in the elementary years Chapter 3: Wireless hangouts v. a palace in time during high school Summary Part II: A framework for designing digital landscapes for personal development Overview Chapter 4: Creating digital content to promote competence Chapter 5: Creativity to build confidence Chapter 6: Choices of conduct to develop character traits Chapter 7: Communication for promoting connections Chapter 8: Collaboration to form caring networks Chapter 9: Community building as contribution Summary Part III: Plotting learning trajectories through design Overview Chapter 10: Programs and policies Chapter 11: From developing curriculum to designing experiences Chapter 12: Case studies Case Study 1: Robotic playgrounds in early childhood Case Study 2: Virtual worlds for medically ill pediatric patients Case Study 3: A college campus for the future Conclusion References
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