tom satwicz
 
 
on studying new media
Wednesday, May 2, 2007
howard becker on how to study new media, without forgetting, amongst other things, old media.
 
the need for more engineers
Tuesday, May 1, 2007
here’s an npr story that points to some work done at Duke which counters the argument that America will lose its competitive edge if we do not graduate more engineers.
 
and a business week opinion piece by one of the researchers, Vivek Wadhwa.
 
 
all of this then relates to a recent bill that will increase spending for STEM education.
 
how we learn
Tuesday, May 1, 2007
a phil bell project that gathers news, research, and opinions on how we learn. phil has told me that he tries to add three entries per day, which makes this a place to return to over time.
 
visiting with Latour
Friday, February 16, 2007
 
more games for education in the news
Wednesday, October 18, 2006
CNN has the scoop on how games have the potential to change education, same old argument with some new faces.
 
...and on an unrelated note, one of the best aspects of our educational system are the second chances.
 
A decent story of MMO addiction.
 
which is situated in the College of Education
 
my research focuses on informal learning
and technology use in everyday settings
 
to get in touch with me, send stuff to...
611 Aderhold Hall, Athens, GA 30602-7144
tsatwiczATuga.edu
rolling content
research program
The principle issue my research program deals with is how to best understand and account for learning that occurs outside of a sustained educational agenda. In short, I am interested in how and what people learn in places other than school. This issue is one way to think about the ways in which learning and activity in school compare with learning and activity that occur outside of school. More broadly speaking, my research program investigates the continuity between school and everyday life. By looking at the organization of learning environments other than school we can develop new ways to think about how educational contexts are organized. Traditionally, my approach to this has been to look at uses of digital media by young people (such as video games) in everyday contexts. This has been useful in that they represent emergent practices that are not well accounted for in theories of learning that are commonly used as a basis for educational designs.
 
To go after these issues, I tend to lean towards interpretive research methods such as video analysis, ethnographic observations, and interviews.
influences:
personal, conceptual, or otherwise