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Starting in the mid 1990s, the United States economy experienced an unprecedented upsurge in economic productivity. Rapid technological change in communications, computing, and information management continue to promise further gains in productivity, a phenomenon often referred to as the New Economy. To better understand this phenomenon, the National Academies Board on Science, Technology, and Economic Policy (STEP) has convened a series of workshops and commissioned papers on Measuring and Sustaining the New Economy. This major workshop, entitled Deconstructing the Computer, brought together leading industrialists and academic researchers to explore the contribution of the different components of computers to improved price-performance and quality of information systems. The objective was to help understand the sources of the remarkable growth of American productivity in the 1990s, the relative contributions of computers and their underlying components, and the evolution and future contributions of the technologies supporting this positive economic performance.
The dominance of computer labs in our schools is the result of a long struggle among teachers and technicians for control of precious computer resources. As technicians gain power and influence, this is expressed in the 'row on row of machines' installed in literally thousands of computer labs in schools around the world. While labs are in some ways, ideal for learning about technology or computer programming, they somehow seem ill equipped to assist teachers with a lesson on language arts, geography or for helping students conduct a scientific experiment. As a result, the huge investment in computers seems like so much wasted potential: labs are not influencing teaching in the ways we had hoped for, and in fact, their use may even be harmful to students. These observations are based on five years of experience as the director of a centre for educational technology at a leading Canadian university and, on the results of three international studies I conducted in Australia, Canada and Malaysia. A reversal of the current 'techno- trend' would mean teachers would reclaim computers for 'their own' classrooms, and relegate the idea of the computer lab to the scrap heap of history. As educators, we need to discard the 'once size fits all'strategy which computer labs imply about teachers' instructional needs. This is reinforced by the apparent failure of computers to transform teachers' practice despite significant investments in computer technologies. Some critics describe this as a 'management problem' as computer labs reinforce 'top down' ways of thinking about knowledge. Unfortunately, once such models are adopted, undesirable uses of technology--such as the computer lab--become entrenched in a bureaucratic mindset, limiting the effectiveness of these expensive tools to support teaching and learning.
In this remarkably illustrative and thoroughly accessible look at one of the most intriguing frontiers in science and computers, award-winning New York Times writer George Johnson reveals the fascinating world of quantum computing—the holy grail of super computers where the computing power of single atoms is harnassed to create machines capable of almost unimaginable calculations in the blink of an eye. As computer chips continue to shrink in size, scientists anticipate the end of the road: A computer in which each switch is comprised of a single atom. Such a device would operate under a different set of physical laws: The laws of quantum mechanics. Johnson gently leads the curious outsider through the surprisingly simple ideas needed to understand this dream, discussing the current state of the revolution, and ultimately assessing the awesome power these machines could have to change our world.
A strikingly illustrated overview of the computing machines that have changed our world—from the abacus to the smartphone—and the people who made them, by the New York Times bestselling author and illustrator of Women in Science. “A beautifully illustrated journey through the history of computing, from the Antikythera mechanism to the iPhone and beyond—I loved it.”—Eben Upton, Founder and CEO of Raspberry Pi ONE OF THE BEST BOOKS OF THE YEAR: The New York Public Library Computers are everywhere and have impacted our lives in so many ways. But who created them, and why? How have they transformed the way that we interact with our surroundings and each other? Packed with accessible information, fun facts, and discussion starters, this charming and art-filled book takes you from the ancient world to the modern day, focusing on important inventions, from the earliest known counting systems to the sophisticated algorithms behind AI. The History of the Computer also profiles a diverse range of key players and creators—from An Wang and Margaret Hamilton to Steve Jobs and Sir Tim Berners-Lee—and illuminates their goals, their intentions, and the impact of their inventions on our everyday lives. This entertaining and educational journey will help you understand our most important machines and how we can use them to enhance the way we live. You’ll never look at your phone the same way again!
Are you a redpilled, rational man? Do you want to explore Derrida's influence on literature, art, architecture, and technology? Do you seek to view his work from a man's perspective, focusing on objective facts, evolutionary biology, and psychology? Uncover the shocking truth in "Deconstructed: Jacques Derrida's Impact on Western Thought" - a book that delves into his contributions to postmodern literature, theories on religious scriptures, and the rise of 'new realism' in architecture. Discover the influence of academic titans like Frankfurt School, Adorno, and Habermas on Derrida's work, and the impact this had on critical theory and politics. This groundbreaking book is a must-read for those who want to understand the implications of Derrida's work in a post-truth world, and the relevance of his ideas to contemporary public discourse. And if you want to discover how Derrida's work has been debunked as a product of progressive ideologies, then buy "Deconstructed: Jacques Derrida's Impact on Western Thought" today.
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.
A bold new theory of cyberwar argues that militarized hacking is best understood as a form of deconstruction From shadowy attempts to steal state secrets to the explosive destruction of Iranian centrifuges, cyberwar has been a vital part of statecraft for nearly thirty years. But although computer-based warfare has been with us for decades, it has changed dramatically since its emergence in the 1990s, and the pace of change is accelerating. In Deconstruction Machines, Justin Joque inquires into the fundamental nature of cyberwar through a detailed investigation of what happens at the crisis points when cybersecurity systems break down and reveal their internal contradictions. He concludes that cyberwar is best envisioned as a series of networks whose constantly shifting connections shape its very possibilities. He ultimately envisions cyberwar as a form of writing, advancing the innovative thesis that cyber attacks should be seen as a militarized form of deconstruction in which computer programs are systems that operate within the broader world of texts. Throughout, Joque addresses hot-button subjects such as technological social control and cyber-resistance entities like Anonymous and Wikileaks while also providing a rich, detailed history of cyberwar. Deconstruction Machines provides a necessary new interpretation of deconstruction and timely analysis of media, war, and technology.
This compelling book explores the challenges to theory, politics, and human identity that we face on the threshold of the third millennium. It follows on the successor of Best and Kellner's two previous books, Postmodern Theory, acclaimed as the best critical introduction to the field - and The Postmodern Turn, which provides a powerful mapping of postmodern developments developments in the arts, politics, science, and theory. In The Postmodern Adventure, Best and Kellner analyze a broad array of literary, cultural, and political phenomena from fiction, film, science, and the Internet, to globalization and the rise of a transnational image culture.
There have been many attempts to define the generation of students who emerged with the Web and new digital technologies in the early 1990s. The term "digital native" refers to the generation born after 1980, which has grown up in a world where digital technologies and the internet are a normal part of everyday life. Young people belonging to this generation are therefore supposed to be "native" to the digital lifestyle, always connected to the internet and comfortable with a range of cutting-edge technologies. Deconstructing Digital Natives offers the most balanced, research-based view of this group to date. Existing studies of digital natives lack application to specific disciplines or conditions, ignoring the differences of educational fields and gender. How, and how much, are learners changing in the digital age? How can a more pluralistic understanding of these learners be developed? Contributors to this volume produce an international overview of developments in digital literacy among today’s young learners, offering innovative ways to steer a productive path between traditional narratives that offer only complete acceptance or total dismissal of digital natives.
Developments in the education field are affected by numerous, and often conflicting, social, cultural, and economic factors. With the increasing corporatization of education, teaching and learning paradigms are continuously altered. Deconstructing the Education-Industrial Complex in the Digital Age is an authoritative reference source for the latest scholarly research on the shifting structure of school models in response to technological advances and corporate presence in educational contexts. Highlighting a comprehensive range of pertinent topics, such as teacher education, digital literacy, and neoliberalism, this book is ideally designed for educators, professionals, graduate students, researchers, and academics interested in the implications of the education-industrial complex.