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General technology, the study of the fundamental principles of technology, combines technical and social science knowledge with philosophical considerations. The book uses numerous examples to deal with the diverse problems and facets of mechanization, in which human actors and technical artifacts combine to form socio-technical systems. It analyses the conditions and consequences of the use of technology as well as the pattern of technical development.
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"Concise introduction to key concepts in repair and infrastructure studies"--
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"'This is a short, engagingly written academic trade-style book looking at aerial technologies-with particular emphasis on drones, followed by satellites, and some bits about balloons and kites-and how those technologies are/have been used for the public good, particularly by the activist and social movement crowd. The author argues that social movements regularly use technology to challenge powerful people and ideas, but that those technologies aren't limited to just social media. He demonstrates the ways different technologies (esp. drones and satellites) act as new tools in the air to transform politics on the ground. As the author writes in the book's introduction, "I wrote this book out of fascination and frustration. Original fascination with our ability to support social movements on the street gave way to frustration with the lack of theoretical resources in social movement theory and the skepticism of some of our movement allies on the ground. The core argument in this book is simple. Technology matters for politics, and it matters in important ways.' Choi-Fitzpatrick forces us to broaden our understanding of the technologies we see playing a role in politics and by extension, our perceptions and understandings of technologies that we may not have always associated with public good"--
Technology --- Social movements --- Social aspects. --- Political aspects. --- Technological innovations. --- Movements, Social --- Social history --- Social psychology --- Impact of science and technology on society --- Sociology --- Warfare and defence --- SCIENCE, TECHNOLOGY & SOCIETY/General --- SOCIAL SCIENCES/Sociology --- SOCIAL SCIENCES/Political Science/General
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Social networking, blogging, vlogging, gaming, instant messaging, downloading music and other content, uploading and sharing their own creative work: these activities made possible by the new digital media are rich with opportunities and risks for young people. This report, part of the GoodPlay Project, undertaken by researchers at Harvard Graduate School of Education's Project Zero, investigates the ethical fault lines of such digital pursuits. The authors argue that five key issues are at stake in the new media: identity, privacy, ownership and authorship, credibility, and participation. Drawing on evidence from informant interviews, emerging scholarship on new media, and theoretical insights from psychology, sociology, political science, and cultural studies, the report explores the ways in which youth may be redefining these concepts as they engage with new digital media. The authors propose a model of "good play" that involves the unique affordances of the new digital media; related technical and new media literacies; cognitive and moral development and values; online and offline peer culture; and ethical supports, including the absence or presence of adult mentors and relevant educational curricula. This proposed model for ethical play sets the stage for the next part of the GoodPlay project, an empirical study that will invite young people to share their stories of engagement with the new digital media.The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning
Information society --- Digital media --- Social Change --- Sociology & Social History --- Social Sciences --- Moral and ethical aspects. --- Moral and ethical aspects --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Sociology --- Information superhighway --- EDUCATION/Digital Media & Learning --- SOCIAL SCIENCES/Media Studies --- INFORMATION SCIENCE/Internet Studies --- Impact of science and technology on society --- Educational equipment and technology, computer-aided learning (CAL)
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Shifting the conversation about the "digital divide" from questions of technological access to questions about opportunities for being involved in participatory culture and acquiring the necessary skills.
Media literacy. --- Media literacy --- Mass media and culture. --- Mass media in education. --- Study and teaching. --- Culture and mass media --- Culture --- Mass media literacy --- Information literacy --- Education --- EDUCATION/Digital Media & Learning --- EDUCATION/General --- SOCIAL SCIENCES/Media Studies --- Impact of science and technology on society --- Educational equipment and technology, computer-aided learning (CAL)
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An exploration of how design might be led by marginalized communities, dismantle structural inequality, and advance collective liberation and ecological survival. What is the relationship between design, power, and social justice "Design justice" is an approach to design that is led by marginalized communities and that aims expilcitly to challenge, rather than reproduce, structural inequalities. It has emerged from a growing community of designers in various fields who work closely with social movements and community-based organizations around the world. This book explores the theory and practice of design justice, demonstrates how universalist design principles and practices erase certain groups of people--specifically, those who are intersectionally disadvantaged or multiply burdened under the matrix of domination (white supremacist heteropatriarchy, ableism, capitalism, and settler colonialism)--and invites readers to "build a better world, a world where many worlds fit; linked worlds of collective liberation and ecological sustainability." Along the way, the book documents a multitude of real-world community-led design practices, each grounded in a particular social movement. Design Justice goes beyond recent calls for design for good, user-centered design, and employment diversity in the technology and design professions; it connects design to larger struggles for collective liberation and ecological survival.
Design --- Social justice --- #SBIB:39A4 --- #SBIB:309H1720 --- #SBIB:17H20 --- Equality --- Justice --- Creation (Literary, artistic, etc.) --- Social aspects --- Toegepaste antropologie --- Informatiekunde, informatie management --- Sociale wijsbegeerte: algemeen --- Social justice. --- Social aspects. --- Industrial / commercial art and design --- Impact of science and technology on society --- Central / national / federal government policies
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A visionary report on the revitalization of the liberal arts tradition in the electronically inflected, design-driven, multimedia language of the twenty-first century.
Humanities --- Learning and scholarship --- Classical education --- Electronic information resources. --- Computer network resources. --- 82:62 --- 82:62 Literatuur en technologie --- Literatuur en technologie --- Computer network resources --- Electronic information resources --- E-books --- Humanities computing --- DH --- Media studies --- Impact of science and technology on society
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"A look at the role technology (ICTs) plays in the lives of Brazilian favela dwellers, which the author explores through his own notion of "mundane technologies""--
Impact of science & technology on society --- Impact of science and technology on society --- History of the Americas --- Information technology --- Information society --- Digital divide --- Internet and the poor --- Slums --- Poor --- Marginality, Social --- Social aspects --- Brazil --- Social conditions --- Slum clearance --- Housing --- Poor and the Internet --- Divide, Digital --- GDD (Global digital divide) --- Global digital divide --- Sociology --- Information superhighway --- IT (Information technology) --- Technology --- Telematics --- Knowledge management
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This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement.Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games.
Video games --- Video games and teenagers --- Youth --- Teenagers and video games --- Teenagers --- Television games --- Videogames --- Electronic games --- Young people --- Young persons --- Youngsters --- Youths --- Age groups --- Life cycle, Human --- Social aspects --- Political activity --- Social networks --- EDUCATION/Digital Media & Learning --- GAME STUDIES/Games in Education --- SOCIAL SCIENCES/Media Studies --- Computer games --- Internet games --- Games --- Impact of science and technology on society --- Educational equipment and technology, computer-aided learning (CAL)
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This report summarizes the results of an ambitious three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings--at home, in after school programs, and in online spaces. It offers a condensed version of a longer treatment provided in the book Hanging Out, Messing Around, and Geeking Out (MIT Press, 2009). The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning. In one of the largest qualitative and ethnographic studies of American youth culture, the authors view the relationship of youth and new media not simply in terms of technology trends but situated within the broader structural conditions of childhood and the negotiations with adults that frame the experience of youth in the United States.The book that this report summarizes was written as a collaborative effort by members of the Digital Youth Project, a three-year research effort funded by the John D. and Catherine T. MacArthur Foundation and conducted at the University of California, Berkeley, and the University of Southern California.John D. and Catherine T. MacArthur Reports on Digital Media and Learning
Mass media and youth --- Digital media --- Technology and youth --- Learning --- Social Welfare & Social Work --- Social Sciences --- Child & Youth Development --- Social aspects --- Social aspects. --- Learning process --- Youth and technology --- Electronic media --- New media (Digital media) --- Comprehension --- Education --- Youth --- Mass media --- Digital communications --- Online journalism --- EDUCATION/Digital Media & Learning --- SOCIAL SCIENCES/Media Studies --- INFORMATION SCIENCE/Internet Studies --- Impact of science and technology on society --- Educational equipment and technology, computer-aided learning (CAL)
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