Exploring Gardens & Green Spaces: From Connecticut to the Delaware Valley


Book Description

An illustrated guidebook to a rich array of 148 designed landscapes along the Northeast Corridor. Nestled all along the northeast corridor, a profusion of horticultural gems and designed landscapes beckons visitors, from celebrated formal parks, estates, and arboretums to less familiar—and often hard to find—gardens. This unique guidebook features 148 of them, providing readers with an incomparable resource for locating and exploring the region’s green spaces—many with historic homes at their center. Whether large, sumptuous, and impressively maintained, or modest in size, budget, and staff, all have distinctive historical, artistic, and horticultural offerings that make them well worth a trip. Mt. Cuba Center and Winterthur in Delaware, Longwood Gardens in southeastern Pennsylvania, Grounds for Sculpture and the Leonard J. Buck Garden in New Jersey, the Humes Japanese Stroll Garden on Long Island, Stonecrop Gardens and Innisfree in the Hudson Valley, and Elizabeth Park and Hollister House in Connecticut are just a few of the great gardens highlighted. Featuring more than three hundred color photographs and twenty-nine maps, with a fund of practical information for each entry—including transportation, nearby eateries, and other sites of interest, Exploring Gardens and Green Spaces is a veritable tour guide at your fingertips, showcasing an array of gardens that await discovery.










Gardens of the Hudson Valley


Book Description

The majesty of the Hudson River has captivated both artists and visitors for generations, and the gardens along its banks have a special character. Those created for the Gilded Age estates are more formal; private gardens respond directly to the rolling landscape and mature forests. The area is a crucible for the development of American landscape design since the major figures—Alexander Jackson Downing, Frederick Law Olmsted, Beatrix Farrand, and Fletcher Steele—all worked in the Hudson Valley. Gardens of the Hudson Valley focuses on the historic landscape and how gardens have been integrated into it. Photographers Steve Gross and Susan Daly have selected twenty-five gardens between Yonkers and Hudson, including famous estate gardens like Kykuit, Boscobel, the Vanderbilt Mansion, and Olana (all open to the public) and private gardens that combine sweeping views and lush plantings. Garden writers Susan Lowry and Nancy Berner describe each of the gardens in detail, focusing on the history of the site and the strategies for design and plant materials.




The Historical Archaeology of Virginia from Initial Settlement to the Present


Book Description

The book includes six chapters that cover Virginia history from initial settlement through the 20th century plus one that deals with the important role of underwater archaeology. Written by prominent archaeologists with research experience in their respective topic areas, the chapters consider important issues of Virginia history and consider how the discipline of historic archaeology has addressed them and needs to address them . Changes in research strategy over time are discussed , and recommendations are made concerning the need to recognize the diverse and often differing roles and impacts that characterized the different regions of Virginia over the course of its historic past. Significant issues in Virginia history needing greater study are identified.




Confronting the Challenges of Participatory Culture


Book Description

Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new forms (digital sampling, modding, fan videomaking, fan fiction), working in teams to complete tasks and develop new knowledge (as in Wikipedia), and shaping the flow of media (as in blogging or podcasting). A growing body of scholarship suggests potential benefits of these activities, including opportunities for peer-to-peer learning, development of skills useful in the modern workplace, and a more empowered conception of citizenship. Some argue that young people pick up these key skills and competencies on their own by interacting with popular culture; but the problems of unequal access, lack of media transparency, and the breakdown of traditional forms of socialization and professional training suggest a role for policy and pedagogical intervention. This report aims to shift the conversation about the "digital divide" from questions about access to technology to questions about access to opportunities for involvement in participatory culture and how to provide all young people with the chance to develop the cultural competencies and social skills needed. Fostering these skills, the authors argue, requires a systemic approach to media education; schools, afterschool programs, and parents all have distinctive roles to play. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning




Learning Science Through Computer Games and Simulations


Book Description

At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.