At a time when Steve Jobs was only a teenager and Mark Zuckerberg wasn’t even born, a group of visionary engineers and designers—some of them only high school students—in the late 1960s and 1970s created a computer system called PLATO, which was light-years ahead in experimenting with how people would learn, engage, communicate, and play through connected computers. Not only did PLATO engineers make significant hardware breakthroughs with plasma displays and touch screens but PLATO programmers also came up with a long list of software innovations: chat rooms, instant messaging, message boards, screen savers, multiplayer games, online newspapers, interactive fiction, and emoticons. Together, the PLATO community pioneered what we now collectively engage in as cyberculture. They were among the first to identify and also realize the potential and scope of the social interconnectivity of computers, well before the creation of the internet. PLATO was the foundational model for every online community that was to follow in its footsteps. The Friendly Orange Glow is the first history to recount in fascinating detail the remarkable accomplishments and inspiring personal stories of the PLATO community. The addictive nature of PLATO both ruined many a college career and launched pathbreaking multimillion-dollar software products. Its development, impact, and eventual disappearance provides an instructive case study of technological innovation and disruption, project management, and missed opportunities. Above all, The Friendly Orange Glow at last reveals new perspectives on the origins of social computing and our internet-infatuated world.
The Web has been with us now for almost 25 years. An integral part of our social, cultural and political lives, ‘new media’ is simply not that new anymore. Despite the rapidly expanding archives of information at our disposal, and the recent growth of interest in web history as a field of research, the information available to us still far outstrips our understanding of how to interpret it. The SAGE Handbook of Web History marks the first comprehensive review of this subject to date. Its editors emphasise two main different forms of study: the use of the web as an historical resource, and the web as an object of study in its own right. Bringing together all the existing knowledge of the field, with an interdisciplinary focus and an international scope, this is an incomparable resource for researchers and students alike. Part One: The Web and Historiography Part Two: Theoretical and Methodological Reflections Part Three: Technical and Structural Dimensions of Web History Part Four: Platforms on the Web Part Five: Web History and Users, some Case Studies Part Six: The Roads Ahead
The Challenge and Promise of Emerging Technologies
Author: Chad Udell
Publisher: American Society for Training and Development
Find the Leading Edge in a Disrupted World. Planning our response to disruption seems impossible. Most new and emerging technologies have been in development for decades, but as soon as they land on our doorstep, they inspire “the shock of the new.” How do you, as a learning professional, prepare for what you don’t know is coming? How do you judge what is important and what is just a fad? In Shock of the New: The Challenge and Promise of Emerging Learning Technologies, Chad Udell and Gary Woodill create a new framework for anticipating emerging learning technologies, outlining six key perspectives you should consider with any new technology. They examine some of the day’s most commonly discussed emerging technologies and pose the questions that will point the way to your own strategy. These insights aren’t limited to specific applications; they give you an approach you can apply to any new tech coming your way, so you’re always braced for the shock of the new. Udell and Woodill optimistically point out that emerging technologies will help us make sense of our increasingly complex world; many more changes will occur over the next decade, so buckle up! What was once science fiction has just become real—and now is your opportunity to be on the leading edge.
A bold challenge to our obsession with efficiency—and a new understanding of how to benefit from the powerful potential of serendipity. Algorithms, multitasking, the sharing economy, life hacks: our culture can't get enough of efficiency. One of the great promises of the Internet and big data revolutions is the idea that we can improve the processes and routines of our work and personal lives to get more done in less time than we ever have before. There is no doubt that we're performing at higher levels and moving at unprecedented speed, but what if we're headed in the wrong direction? Melding the long-term history of technology with the latest headlines and findings of computer science and social science, The Efficiency Paradox questions our ingrained assumptions about efficiency, persuasively showing how relying on the algorithms of digital platforms can in fact lead to wasted efforts, missed opportunities, and, above all, an inability to break out of established patterns. Edward Tenner offers a smarter way of thinking about efficiency, revealing what we and our institutions, when equipped with an astute combination of artificial intelligence and trained intuition, can learn from the random and unexpected.
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced, game-informed, and game-based practice. The first part of the book situates gameful L2TL in the global practices of informal learnful L2 gaming and in the theories of play and games which are then applied throughout the discussion of gameful L2TL practice that follows. This includes analysis of practices of digital game-enhanced L2TL design (the use of vernacular, commercial games), game-informed L2TL design (gamification and the general application of gameful principles to L2 pedagogy), and game-based L2TL design (the creation of digital games purposed for L2 learning). Designed as a guide for researchers and teachers, the book also offers fresh insights for scholars of applied linguistics, second language acquisition, L2 pedagogy, computer-assisted language learning (CALL), game studies, and game design that will open pathways to future developments in the field.