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Abridged Bibliography: Research Base for Tap, Click, Read (2015) Tapclickread.Org
Abridged Bibliography: Research Base for Tap, Click, Read (2015) TapClickRead.org Adams, Marilyn Jager. 2011. Technology for Developing Children’s Language and Literacy: Bringing Speech-Recognition to the Classroom. New York: Joan Ganz Cooney Center at Sesame Workshop. www.joanganzcooneycenter.org/wp- content/uploads/2011/09/jgcc_tech_for_language_and_literacy.pdf. Alexander, Karl L., Linda Steffel Olson, and Doris R. Entwisle. 2007. “Lasting Consequences of the Summer Learning Gap.” American Sociological Review 72 (April): 167–80. www.nayre.org/Summer%20Learning%20Gap.pdf. Alper, Meryl and Rebecca Herr-Stephenson. 2013. “Transmedia Play: Literacy across Media.” Journal of Media Literacy Education 5, no. 2: 366–69. Http://digitalcommons.uri.edu/jmle/vol5/iss2/2/. Anderson, Daniel R., Aletha C. Huston, Kelly L. Schmitt, Deborah Linebarger, and John C. Wright. 2001. Early Childhood Television Viewing and Adolescent Behavior: The Recontact Study. Monographs of the Society for Research in Child Development 66, no. 1. www.ncbi.nlm.nih.gov/pubmed/11326591. Anderson, Janna and Lee Rainie. 2014. Digital Life in 2025. Washington, DC: Pew Research Center, March 11. www.pewinternet.org/2014/03/11/digital-life-in-2025/. Barr, Rachel, Alexis Lauricella, Elizabeth Zack, and Sandra L. Calvert. 2010. “Infant and Early Childhood Exposure to Adult-Directed and Child-Directed Television Programming: Relations with Cognitive Skills at Age Four.” Merrill-Palmer Quarterly 56, no. 1 (January): 21–48. http://digitalcommons.wayne.edu/mpq/vol56/iss1/3/. Barron, Brigid, Gabrielle Cayton-Hodges, Laura Bofferding, Carol Copple, Linda Darling- Hammond, and Michael H. Levine. 2011. Take a Giant Step: A Blueprint for Teaching Young Children in a Digital Age. -
ARTICLES of INTEREST August 3, 2018 QUOTE(S)
ARTICLES OF INTEREST August 3, 2018 QUOTE(S) OF THE WEEK “Every great inspiration is but an experiment - though every experiment we know, is not a great inspiration.” – Charles Ives “When everything seems to be going against you, remember that the airplane takes off against the wind, not with it.” – Henry Ford “I personally think there's going to be a greater demand in 10 years for liberal arts majors than there were for programming majors and maybe even engineering, because when the data is all being spit out for you, options are being spit out for you, you need a different perspective in order to have a different view of the data.” – Mark Cuban “Imagination is not only the uniquely human capacity to envision that which is not, and therefore the fount of all invention and innovation. In its arguably most transformative and revelatory capacity, it is the power to that enables us to empathize with humans whose experiences we have never shared.” – J. K. Rowling “We especially need imagination in science. It is not all mathematics, nor all logic, but it is somewhat beauty and poetry.” – Maria Mitchell “Knowledge once gained casts a light beyond its own immediate boundaries.” – John Tyndall “As to Bell's talking telegraph, it only creates interest in scientific circles... its commercial values will be limited.” – Elisha Gray “One of the problems with posing a 'bold new plan' is that you can't just extrapolate from previous plans.” – Nathan Myhrvold VIDEO(S) OF THE WEEK Our Favorite Fictional Female Scientists Science Goes to the Movies Computer -
Bolick, C., & Diem, R
Maloy, R., Trust, T., Kommers, S., Malinowski, A., & LaRoche, I. (2017). 3D modeling and printing in history/social studies classrooms: Initial lessons and insights. Contemporary Issues in Technology and Teacher Education, 17(2), 229-249. 3D Modeling and Printing in History/Social Studies Classrooms: Initial Lessons and Insights Robert Maloy University of Massachusetts Amherst Torrey Trust University of Massachusetts Amherst Suzan Kommers University of Massachusetts Amherst Allison Malinowski Williston Northampton School Irene LaRoche Amherst Regional Middle School This exploratory study examined the use of 3D technology by teachers and students in four middle school history/social studies classrooms. As part of a university- developed 3D Printing 4 Teaching & Learning project, teachers integrated 3D modeling and printing into curriculum topics in world geography, U.S. history, and government/civics. Multiple sets of data were collected documenting classroom implementation of 3D technology. Seven key insights emerged: Teachers and students initially found it challenging to imagine ways to use 3D printed physical objects to represent social science concepts; students found 3D printing projects were a positive, self-fulfilling way to show their ideas about history topics; teachers and students found the 3D modeling program difficult to use; 3D modeling and printing altered the teacher-as-expert/student-as-novice relationship; 3D modeling and printing changed how teaching and learning happened in history/social studies classrooms; partnering with content and technical experts was an important element of success; and some teachers shifted their thinking about the value of using 3D printing in history/social studies classes. These insights can help facilitate the integration of 3D technologies in history/social studies classrooms. -
Endowments and Funds As of June 30, 2010
2009-2010 Contributors E ND O W M E N TS A ND FUNDS Many donors choose to establish named endowments or funds, which provide critical support for productions and projects in general or specific program areas. They also offer special recognition opportunities. The following is a list of named endowments and funds as of June 30, 2010. The Vincent Astor Endowment for Literacy Programming The Arlene and Milton D. Berkman Philanthropic Fund Lillian and H. Huber Boscowitz Arts and Humanities Endowment The Aron Bromberg / Abe Raskin Partners Fund Irving Caesar Lifetime Trust for Music Programming The Joanne Toor Cummings Endowment for Children’s Programming FJC – A Foundation of Philanthropic Funds The Rita and Herbert Z. Gold Fund for Children’s Programming The Lillian Goldman Programming Endowment The M.J. Harrison/Rutgers University Broadcast Fellowship Program The Robert and Harriet Heilbrunn Programming Endowment The JLS/RAS Foundation Endowed Income Fund The John Daghlian Kazanjian Endowment The Anna-Maria and Stephen Kellen Arts Fund The Bernard Kiefson Endowment for Nature Programming The Reginald F. Lewis Endowment for Minority Fellowship Programs The Frits and Rita Markus Endowment for Science and Nature Programming The Abby R. Mauzé Endowment Fund for Arts and Humanities Programming The George Leonard Mitchell Fund The Henry and Lucy Moses Endowment for Children’s Programming The Abby and George O’Neill Program Endowment Fund The George Page Endowment for Science and Nature Programming The Dr. Edward A. Raymond Endowment for Science and Nature Programming Dr. Helen Rehr Endowment for Education and Outreach Blanchette Hooker Rockefeller Fund Endowment for Humanities Programming May and Samuel Rudin Family Foundation Minority Fellowship Program The Dorothy Schiff Endowment for News and Public Affairs Programming The Hubert J. -
Game Changer: Investing in Digital Play to Advance Children’S Learning and Health, New York: the Joan Ganz Cooney Center at Sesame Workshop
Game 2 changer: June 2009 Investing in digital play to advance children's learning and health Ann My Thai David Lowenstein Dixie Ching David Rejeski The Joan Ganz Cooney Center at Sesame Workshop © The Joan Ganz Cooney Center !""#. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to foster innovation in children’s learning through digital media. The Center supports action research, encourages partnerships to connect child development experts and educators with interactive media and technology leaders, and mobilizes public and private investment in promising and proven new media technologies for children. For more information, visit www.joanganzcooneycenter.org. The Joan Ganz Cooney Center is committed to disseminating useful and timely research. Working closely with our Cooney Fellows, national advisers, media scholars, and practitioners, the Center publishes industry, policy, and research briefs examining key issues in the $eld of digital media and learning. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, or any information storage and retrieval system, without permission from The Joan Ganz Cooney Center at Sesame Workshop. A full-text PDF of this document is available for free download from www.joanganzcooneycenter.org. Individual print copies of this publication are available for %&' via check, money order, or purchase order sent to the address below. Bulk-rate prices are available on request. For permission to reproduce excerpts from this report, please contact: Attn: Publications Department The Joan Ganz Cooney Center Sesame Workshop One Lincoln Plaza New York, NY &""!( p: !&! '#' ()'* f: !&! +,' ,("+ [email protected] Suggested citation: Thai, A., Lowenstein, D., Ching, D., & Rejeski, D. -
Gamepro Media and Princeton Review Once Again Awarded the California University the Two Top Prizes in Their "Top Schools for Video Game Design Study."
GamePro Media and Princeton Review once again awarded the California university the two top prizes in their "Top Schools for Video Game Design Study." Wed, 2 Mar 2011 SAN FRANCISCO -- While the top game designers, programmers and artists gather at the world's largest Game Developers Conference at the San Francisco Moscone Convention Center this week, many of the top minds in interactive entertainment are coming through the University of California's undergraduate and graduate video game design programs. For the second year in a row, GamePro Media and The Princeton Review awarded USC the two top prizes in their "Top Schools for Video Game Design Study for 2011." The ranking, now in its second year, recognizes the top 10 undergraduate and top 10 graduate programs for video game design out of approximately 150 surveyed in North America. USC ranked highest in both categories. The university's video game design programs are interdisciplinary, involving the Interactive Media Division of the USC School of Cinematic Arts and the GamePipe program in the Department of Computer Science at the USC Viterbi School of Engineering. "In the short span of five years since its inception, the USC GamePipe program has become the national leader in education and professional game development," said Dean Yannis C. Yortsos of the USC Viterbi School. "It is a testament to the program quality, its leadership and the interdisciplinary strength at USC, which combines computer science, cinematic arts and fine arts in a unique partnership." The survey, which included more than 50 questions, covered a wide range of topics, from academics and faculty credentials to graduates' employment and career achievements. -
2012 Annual Report
2012 ANNUAL REPORT Table of Contents Letter from the President & CEO ......................................................................................................................5 About The Paley Center for Media ................................................................................................................... 7 Board Lists Board of Trustees ........................................................................................................................................8 Los Angeles Board of Governors ................................................................................................................ 10 Public Programs Media As Community Events ......................................................................................................................14 INSIDEMEDIA/ONSTAGE Events ................................................................................................................15 PALEYDOCFEST ......................................................................................................................................20 PALEYFEST: Fall TV Preview Parties ...........................................................................................................21 PALEYFEST: William S. Paley Television Festival ......................................................................................... 22 Special Screenings .................................................................................................................................... 23 Robert M. -
2010 Annual Report
2010 ANNUAL REPORT Table of Contents Letter from the President & CEO ......................................................................................................................5 About The Paley Center for Media ................................................................................................................... 7 Board Lists Board of Trustees ........................................................................................................................................8 Los Angeles Board of Governors ................................................................................................................ 10 Media Council Board of Governors ..............................................................................................................12 Public Programs Media As Community Events ......................................................................................................................14 INSIDEMEDIA Events .................................................................................................................................14 PALEYDOCFEST ......................................................................................................................................20 PALEYFEST: Fall TV Preview Parties ...........................................................................................................21 PALEYFEST: William S. Paley Television Festival ......................................................................................... 22 Robert M. -
University of Oklahoma Graduate College
UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE THE SELF-PERCEPTION OF VIDEO GAME JOURNALISM: INTERVIEWS WITH GAMES WRITERS REGARDING THE STATE OF THE PROFESSION A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By Severin Justin Poirot Norman, Oklahoma 2019 THE SELF-PERCEPTION OF VIDEO GAME JOURNALISM: INTERVIEWS WITH GAMES WRITERS REGARDING THE STATE OF THE PROFESSION A DISSERTATION APPROVED FOR THE GAYLORD COLLEGE OF JOURNALISM AND MASS COMMUNICATION BY Dr. David Craig, Chair Dr. Eric Kramer Dr. Jill Edy Dr. Ralph Beliveau Dr. Julie Jones © Copyright by SEVERIN JUSTIN POIROT 2019 All Rights Reserved. iv Acknowledgments I’ve spent a lot of time and hand wringing wondering what I was going to say here and whom I was going to thank. First of all I’d like to thank my committee chair Dr. David Craig. Without his guidance, patience and prayers for my well-being I don’t know where I would be today. I’d like to also thank my other committee members: Dr. Eric Kramer, Dr. Julie Jones, Dr. Jill Edy, and Dr. Ralph Beliveau. I would also like to thank former member Dr. Namkee Park for making me feel normal for researching video games. Second I’d like to thank my colleagues at the University of Oklahoma who were there in the trenches with me for years: Phil Todd, David Ferman, Kenna Griffin, Anna Klueva, Christal Johnson, Jared Schroeder, Chad Nye, Katie Eaves, Erich Sommerfeldt, Aimei Yang, Josh Bentley, Tara Buehner, Yousuf Mohammad and Nur Uysal. I also want to extend a special thanks to Bryan Carr, who possibly is a bigger nerd than me and a great help to me in finishing this study. -
Downloaded From
This is the author’s version of a work that was submitted/accepted for pub- lication in the following source: Sweetser, Penelope, Johnson, Daniel M., Wyeth, Peta,& Ozdowska, Anne (2012) GameFlow heuristics for designing and evaluating real-time strat- egy games. In Proceedings of the 8th Australasian Conference on Inter- active Entertainment: Playing the System, ACM, Aotea Centre, Auckland, New Zealand. This file was downloaded from: http://eprints.qut.edu.au/58220/ c Copyright 2012 ACM Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for compo- nents of this work owned by others than ACM must be honored. Abstract- ing with credit is permitted. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Notice: Changes introduced as a result of publishing processes such as copy-editing and formatting may not be reflected in this document. For a definitive version of this work, please refer to the published source: http://dx.doi.org/10.1145/2336727.2336728 GameFlow Heuristics for Designing and Evaluating Real-Time Strategy Games Penelope Sweetser Daniel Johnson Peta Wyeth Queensland University of Technology Queensland University of Technology Queensland University of Technology Brisbane, Australia Brisbane, Australia Brisbane, Australia [email protected] [email protected] [email protected] Anne Ozdowska Queensland University of Technology Brisbane, Australia [email protected] ABSTRACT Pervasive GameFlow [14], EGameFlow [10], RTS-GameFlow The GameFlow model strives to be a general model of player [8], as well as a number of others. -
Emerging Leaders 2011 Team G Selection & Purchasing
Emerging Leaders 2011 Team G Selection & Purchasing Selection When selecting video games for a library collection, consider the following criteria: • Type of collection (e.g. circulating vs. non-circulating or programming collection). • Audience for collection (Is the collection for entertainment purposes or academic study? Will games be collected for children, teens, adults, or a combination of these?). • Curriculum support. • Game ratings. The Entertainment Software Rating Board (ESRB) gives each game a rating based on age appropriateness. Ratings include EC (Early Childhood), E (Everyone), E10+ (Everyone Ten and Older), T (Teen), and M (Mature). More information can be found on the ESRB website:http://www.esrb.org. • Game platforms. Games are available on many different platforms (e.g. Wii, PlayStation, etc.). Librarians will need to consider patron needs and budget constraints when considering which platform(s) to purchase for. As newer platforms are developed, consider whether to collect for these new platforms and whether it is necessary to keep games that are playable on older platforms. Conversely, platforms affect collection weeding; the Collection Maintenance section provides further details. • Collection of gaming items in addition to actual games (e.g. game consoles and accessories, game guides, gaming periodicals, and texts on the subject of games and gaming). • Reviews and recommendations for which games to purchase. • Qualities that make a game culturally significant. (See What Makes a Good Game.) The following resources -
Sesame Street
Sesame Street The first TV show to achieve early-childhood learning gains, launched in the United States in the late 1960s, is now viewed by more than 156 million children around the world. In the mid-1960s, a new wave of research revealed the depths of unmet This case study is part of a series that accompanies The Bridgespan Group article educational needs of impoverished “Audacious Philanthropy: Lessons from 15 World-Changing Initiatives” (Harvard preschool-age children and the high Business Review, Sept/Oct 2017). See below for 15 stories of social movements costs of addressing these needs via that defied the odds and learn how traditional classroom-based programs philanthropy played a role in achieving their life-changing results. like Head Start. Against this backdrop, • The Anti-Apartheid Movement the concept of using television as • Aravind Eye Hospital a vehicle to improve early childhood • Car Seats • CPR Training education at scale came up at a • The Fair Food Program 1966 dinner conversation between • Hospice and Palliative Care documentarian Joan Ganz Cooney • Marriage Equality • Motorcycle Helmets in Vietnam and Carnegie Corporation of New York • The National School Lunch Program Vice President Lloyd Morrisett. • 911 Emergency Services • Oral Rehydration Together, they developed the concept and launched • Polio Eradication a new program they called Sesame Street, and by 1993, 77 percent of all preschoolers in the • Public Libraries United States watched the show at least once a • Sesame Street week, including 88 percent of those from low- • Tobacco Control income families, with significant positive effects. Among other outcomes, a recent study from the National Bureau of Economic Research found that children who watched were more likely to be kindergarten-ready and an estimated 30 to 50 percent less likely to fall behind grade level, with the greatest impacts on the most disadvantaged children.