Hacking the Curriculum: How Digital Skills Can Save Us from the Robots


Book Description

Ian Livingstone is the Godfather of the British gaming industry. In Hacking the Curriculum, he and Shahneila Saeed explain the critical importance of coding and computing in modern schools - and offer teachers and school leaders real practical guidance on how to improve their current provision to a generation of youngsters for whom digital skills are critical.




Schools of Thought


Book Description

Gain fascinating insights into schools with distinctive philosophies from around the world and reflect on the lessons we can learn for our own schools and classrooms. Hear how leaders teach creativity at The Royal Ballet School, how faith schools foster curiosity and critical thinking, and how schools in Silicon Valley take lessons from the world of tech. With exclusive interviews from 30 unique schools worldwide, Schools of Thought will prompt you to ask penetrating questions of your own practice and challenge you to think more broadly and more deeply about the principles and practices behind education in a changing world. A must-read for the thoughtful educator who wants to expand their horizons and learn from a diverse range of schools in developing their vision, values and ethos and prepare their pupils for the modern world.




Hacking the Curriculum


Book Description

Ian Livingstone is the Godfather of the British gaming industry. In Hacking the Curriculum, he and Shahneila Saeed explain the critical importance of coding and computing in modern schools - and offer teachers and school leaders real practical guidance on how to improve their current provision to a generation of youngsters for whom digital skills are critical.




Hacking the Academy


Book Description

On May 21, 2010, Daniel J. Cohen and Tom Scheinfeldt posted the following provocative questions online: “Can an algorithm edit a journal? Can a library exist without books? Can students build and manage their own learning management platforms? Can a conference be held without a program? Can Twitter replace a scholarly society?” As recently as the mid-2000s, questions like these would have been unthinkable. But today serious scholars are asking whether the institutions of the academy as they have existed for decades, even centuries, aren’t becoming obsolete. Every aspect of scholarly infrastructure is being questioned, and even more importantly, being hacked. Sympathetic scholars of traditionally disparate disciplines are canceling their association memberships and building their own networks on Facebook and Twitter. Journals are being compiled automatically from self-published blog posts. Newly minted PhDs are forgoing the tenure track for alternative academic careers that blur the lines between research, teaching, and service. Graduate students are looking beyond the categories of the traditional CV and building expansive professional identities and popular followings through social media. Educational technologists are “punking” established technology vendors by rolling out their own open source infrastructure. Here, in Hacking the Academy, Daniel J. Cohen and Tom Scheinfeldt have gathered a sampling of the answers to their initial questions from scores of engaged academics who care deeply about higher education. These are the responses from a wide array of scholars, presenting their thoughts and approaches with a vibrant intensity, as they explore and contribute to ongoing efforts to rebuild scholarly infrastructure for a new millennium.




The Bulletin


Book Description




Hacking Education in a Digital Age


Book Description

In this collection, the authors put forth different philosophical conceptions of “hacking education” in response to the educational, societal, and technological demands of the 21st century. Teacher Educators are encouraged to draw on the collection to rethink how “hacking education” can be understood simultaneously as a “praxis” informed by desires for malice, as well as a creative site for us to reconsider the possibilities and limitations of teaching and learning in a digital era. How do we hack beyond the limits of circumscribed experiences, regulated subjective encounters with knowledge and the limits imposed by an ever constrained 21st century schooling system in the hopes of imagining better and more meaningful futures? How do we foster ingenuity and learning as the end itself (and not learning as economic imperative) in a world where technology, in part, positions individuals as zombie-like and as an economic end in itself? Can we “hack” education in such a way that helps to mitigate the black hat hacking that increasingly lays ruin to individual lives, government agencies, and places of work? How can we, as educators, facilitate the curricular and pedagogical processes of reclaiming the term hacking so as to remember and remind ourselves that hacking’s humble roots are ultimately pedagogical in its very essence? As a collection of theoretical and pedagogical pieces, the chapters in the collection are of value to both scholars and practitioners who share the same passion and commitment to changing, challenging and reimagining the script that all too often constrains and prescribes particular visions of education. Those who seek to question the nature of teaching and learning and who seek to develop a richer theoretical vocabulary will benefit from the insightful and rich collection of essays presented in this collection. In this regard, the collection offers something for all who might wish to rethink the fundamental dynamics of education or, as Morpheus asks of Neo in The Matrix, bend the rules of conventional ways of knowing and being.







What Video Games Have to Teach Us About Learning and Literacy. Second Edition


Book Description

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.




Ghost in the Wires


Book Description

In this "intriguing, insightful and extremely educational" novel, the world's most famous hacker teaches you easy cloaking and counter-measures for citizens and consumers in the age of Big Brother and Big Data (Frank W. Abagnale). Kevin Mitnick was the most elusive computer break-in artist in history. He accessed computers and networks at the world's biggest companies -- and no matter how fast the authorities were, Mitnick was faster, sprinting through phone switches, computer systems, and cellular networks. As the FBI's net finally began to tighten, Mitnick went on the run, engaging in an increasingly sophisticated game of hide-and-seek that escalated through false identities, a host of cities, and plenty of close shaves, to an ultimate showdown with the Feds, who would stop at nothing to bring him down. Ghost in the Wires is a thrilling true story of intrigue, suspense, and unbelievable escapes -- and a portrait of a visionary who forced the authorities to rethink the way they pursued him, and forced companies to rethink the way they protect their most sensitive information. "Mitnick manages to make breaking computer code sound as action-packed as robbing a bank." -- NPR




Big Data in Education


Book Description

Big data has the power to transform education and educational research. Governments, researchers and commercial companies are only beginning to understand the potential that big data offers in informing policy ideas, contributing to the development of new educational tools and innovative ways of conducting research. This cutting-edge overview explores the current state-of-play, looking at big data and the related topic of computer code to examine the implications for education and schooling for today and the near future. Key topics include: · The role of learning analytics and educational data science in schools · A critical appreciation of code, algorithms and infrastructures · The rise of ‘cognitive classrooms’, and the practical application of computational algorithms to learning environments · Important digital research methods issues for researchers This is essential reading for anyone studying or working in today′s education environment!