Project overview poster presented at 2010 DrK-12 PI meeting.
The proposal for the Geniverse project. This project was proposed as NextBio; the name was subsequently changed to Geniverse.
With the advent of the digital age, research on the psychological impact of youth engagement with technology has surged. New technologies have often taken the blame for promoting negative (and potentially dangerous) youth experiences, such as cyber-bullying, sexual predation, privacy invasion, addiction to videogames, and exposure to violence. For many children and adolescents, however, digital media and technology provide positive ways to express identity, communicate with peers, and engage in civic activities across communities.
In this session, the presenters discuss findings and experiences regarding technology-embedded assessment and how to support teachers in using it effectively.
About this Playbook The Digital Textbook Playbook is a guide to help K-12 educators and administrators advance the conversation toward building a rich digital learning experience. This Playbook offers information about determining broadband infrastructure for schools and classrooms, leveraging home and community broadband to extend the digital learning environment, and understanding necessary device considerations. It also provides lessons learned from school districts that engaged in successful transitions to digital learning.
McElhaney, K.W. & Linn, M.C. (2011). Investigations of a Complex, Realistic Task: Intentional, Unsystematic, and Exhaustive Experimenters. Journal of Research in Science Teaching, 48(7), 745-770.
Stahl, G. (2012f). A view of computer-supported collaborative learning research and its lessons for future-generation collaboration systems. Future Generation Computer Systems.
Stahl, G. (2012d). Theories of cognition in collaborative learning. In C. Hmelo-Silver, A. O'Donnell, C. Chan & C. Chinn (Eds.), International handbook of collaborative learning. New York, NY: Taylor & Francis.