Tuesday, September 23, 2008

CALL FOR PAPERS ::: Journal of Personal and Ubiquitous Computing

A Special Issue on "Material Computing"

DEADLINE: Intention to submit (Abstract and Title): October 1, 2008

A fantastic class of new materials is blurring the boundaries between computation and physical form, and as a result bringing computer science into the realms of a host of other disciplines, among them architecture, biology, chemistry, fashion design, and mechanical engineering. Responsive and computationally controllable materials -- shape-changing polymers, e-textiles, and nano-scale electronics, just to name a few -- are positioned to provide the underpinnings of truly ubiquitous interactivity that extends invisibly across body, architectural and urban scales.
This special issue of Personal and Ubiquitous Computing will focus on the use of such materials as the physical and computational bridge between form and function, body and environment, structures and membranes. Rather than focusing on approaches that employ sensors and actuators as discrete add-on components, this issue will emphasize technologies that blur the gap between computation and materiality, and between traditionally distinct disciplines.
We hope to spark a conversation between researchers and practitioners from a variety of scientific, engineering, and design disciplines (e.g. ubiquitous computing, materials science, architecture, biology, fashion, and HCI) in order to shed light on the possibilities and limitations of new material technologies, and to illustrate how we will build, interact and live with computers well into the future. All submissions should be sent to the guest editors at materialcomputing@media.mit.edu. Authors must submit abstracts and titles to the guest editors by October 1, 2008, and full papers by November 14, 2008.

Friday, September 05, 2008

Technologies for Creative Learning (course references) MIT LLK

Technologies for Creative Learning


from http://mas714.media.mit.edu/node/4


Constructionism

Required readings
Papert, S. (1980). Mindstorms: Children, Computers, and Powerful Ideas. Basic Books. (Foreword, Introduction, Chapter 1, Chapter 8)
Resnick, M. (2007). All I Really Need to Know (About Creative Thinking) I Learned (By Studying How Children Learn) in Kindergarten. Proceedings of the ACM SIGCHI conference on Creativity & Cognition, Washington, DC.
Optional readings
Papert, S. (2000). What's the big idea: Towards a pedagogy of idea power. IBM Systems Journal, vol. 39, no. 3-4.


Diversity and Pluralism

Required readings
Turkle, S., & Papert, S. (1990). Epistemological Pluralism. Signs, vol. 16, no. 1
Turkle, S. (2008). Falling for Science (Introduction). MIT Press.
Optional readings
Gardner, H. (1998). A Multiplicity of Intelligences. Scientific American.


Social Learning

Required readings
Brown, J.S., and Adler, R. (2008). Minds on Fire. Educause Review.
Monroy-Hernández, A. and Resnick, M. (2008). Empowering kids to create and share programmable media, Interactions, March-April 2008.
Optional readings
Fischer, G. (2004). Social Creativity: Turning Barriers into Opportunities for Collaborative Design. Proceedings of the Participatory Design Conference


New Media Literacy

Required readings
Optional readings
diSessa, A. (2000). Changing Minds: Computers, Learning, and Literacy (Chapter 1). MIT Press.
Resnick, M. (2001). Closing the Fluency Gap. Communications of the ACM, vol. 44, no. 3.
Kay, A. (1991). Computers, Networks, and Education. Scientific American, September 1991, pp. 138-148.


Programming for Everyone

Required readings
Kelleher, C. and Pausch, R. (2007). Using Storytelling to Motivate Programming. Communications of the ACM, vol. 50 no. 7, pp. 58-64.
Perlin, K., Flanagan, M., and Hollingshead, A. (2005). The Rapunsel Project. In G. Subsol (Ed.), Virtual Storytelling, pp. 251-259. Springer Berlin.
Optional readings
Kelleher,C. and Pausch, R. (2005). Lowering the barriers to programming: A taxonomy of programming environments and languages for novice programmers. ACM Computing Surveys, vol. 37 no. 2, pp. 83-137.


Tangible Learning

Required readings
Eisenberg, M. (2003). Mindstuff: Educational Technology Beyond the Computer. Convergence.
Resnick, M. (2006). Computer as Paintbrush: Technology, Play, and the Creative Society. Play = Learning: How play motivates and enhances children's cognitive and social-emotional growth. Oxford University Press.
Optional readings
Resnick, M., Martin, F., Berg, R., Borovoy, R., Colella, V., Kramer, K., and Silverman, B. (1998). Digital Manipulatives: New Toys to Think With. Proceedings of the CHI '98 conference, pp. 281-287.


Games and Learning

Required readings
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy (Chapter 1, Chapter 2).
Optional readings
Salen, K. (2007). Gaming Literacies: A Game Design Study in Action. Journal of Educational Multimedia and Hypermedia, vol. 16, no. 3, pp. 301-322.


1-to-1 Learning

Required readings
Cavallo, D. (2008). Learning Vision. OLPC wiki.
Kozma, R. (2007). One Laptop Per Child and Education Reform. OLPC News.
Optional readings
Kozma, R. (2007). OLPC and Policy Recommendations. OLPC News.
George Lucas Educational Foundation (2006). The Maine Idea: A Computer for Every Lap.


Supporting the Learning Process

Required readings
Brown, J.S., Collins, A., and Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, vol. 18, no. 1.
Optional readings
Duckworth, E. (1987). The Having of Wonderful Ideas (Chapter 1). Teachers College Press.
Dewey, J. (1938). Experience and Education.
Activity
Create some support materials to help someone learn Scratch. You can use any media that you want (text, graphics, video, Scratch itself, etc.).
No Friday speaker 


Broadening Participation

Required readings
Rusk, N., Resnick, M., and Cooke, S. (in press). Origins and Guiding Principles of the Computer Clubhouse. In Kafai, Y., Peppler, K., & Chapman, R. (eds.), The Computer Clubhouse: Constructionism and Creativity in Youth Communities. Teachers College Press.
Optional readings
Kafai, Y., Peppler, K., & Chin, G. (2007). High Tech Programmers in Low Income Communities: Creating a Computer Culture in a Community Technology Center. In C. Steinfeld, B. Pentland, M. Ackermann, & N. Contractor (Eds.), Proceedings of the Third International Conference on Communities and Technology (pp. 545-562). Springer.