Here are some selected links that we find useful. Please send us any suggestions at digitalgirls@education.concordia.ca
“The Art Lab uses creative and artistic activities as research tools to gain insights into people's relationships with media culture.”
“The Association of Internet Researchers is an academic association dedicated to the advancement of the cross-disciplinary field of Internet studies. It is a resource and support network promoting critical and scholarly Internet research independent from traditional disciplines and existing across academic borders. The association is international in scope.”
“The purpose of the project is to design and implement a game prototype that enables kids/big kids travelling in the back seat of cars to enjoy a rich gaming experience where narrative episodes and embedded gameplay combine with the experience of traveling through the road network. The game and game story will be designed to be meaningful even when the tempo and order of the journey changes.”
Website for a contest “designed to help…Canada's youth, realize the human connection [they] share with people from around the world.”
"At EDC's Center for Children and Technology, we investigate the roles that technology can play in improving teaching and learning inside and outside the classroom. We also design and develop technology applications that support engaged, active learning in formal and informal settings."
“The Center for Women and Information Technology (CWIT), established at the University of Maryland Baltimore County (UMBC) in July 1998, is dedicated to providing global leadership in achieving women's full participation in all aspects of information technology (IT).”
“The Centre for the Study of Children, Youth and Media aims to provide a focus for existing work and for developing new projects in this field. It is based at the Institute of Education, University of London, the UK’s leading graduate school of education. The Institute has gained the highest rankings in each of the three national research assessment exercises, and is widely recognised as one of the major world centres of educational inquiry.”
Annual UNICEF Report
The Communication Initiative has a mission to provide “space to share, debate and innovate for more effective development communication practice” and this page of the site gathers information specifically about girls.
Homepage
“A collaborative research project focused on the social and cultural analysis of digital games and gaming cultures based at Concordia University, Montreal, Canada.”
“A mom and son blog about how videogames rule.”
Girls Inc. is a non-profit organization focused on inspiring girls. They have centers in the U.S. in addition to their online presence.
“The Girls, Women + Media Project is a 21st century, non-profit initiative and network working to increase awareness of how pop culture and media represent, affect, employ, and serve girls and women–and to advocate for improvement in those areas.”
"Imagination Place!, an interactive, on-line club that invites children ages 8 - 12 into the world of design, is a project of EDC´s Center for Children and Technology (CCT)."
Homepage
"Kahootz is a powerful set of 3D multimedia tools that allows students and teachers to be creators, designers, inventors and storytellers. Kahootz is also an active, online community."
Homepage
Web-browsers have been a commonplace of the online experience for approximately a decade, and in some ways, everyday use of the Internet has transformed certain aspects of modern life. This fourteen-page report from the Pew Internet & American Life Project, authored by Lee Rainie and John Horrigan, takes a critical look at how the Internet has woven itself into mainstream American life.
“The Play Research Group, in the School of Cultural Studies at the University of the West of England (UWE) is a forum for the development of research into the cultural significance of play and games.”
Homepage
A blog by Cindy Poremba, an Interactive Arts Lecturer in Simon Fraser University's School of Interactive Arts and Technology (SIAT), Surrey, BC, Canada.
Located within the Institute for Learning and Research Technology at the University of Bristol, the Social Science Information Gateway (SOSIG) is an online database of high quality Internet resources that primarily deal with the vast array of social science fields and subfields. Visitors can perform a simple search, or browse through the subject headings offered on the homepage. Each one of these discrete sites has been catalogued and annotated, making it easier to find specific resources quickly. Within each field or subfield, the editors of SOSIG have also listed some of their top choices. One particularly fine feature of the site is the "Grapevine", which offers a place for people in the social sciences to find out (and publicize) information about career opportunities and upcoming events. Visitors can also post their vitas in order to facilitate such opportunities. Finally, it is worth noting that the coverage of events and the like here is particularly strong for the United Kingdom and continental Europe.
"Somazone is a website that was developed by young people for young people, with the assistance of the Australian Drug Foundation (ADF). The website focuses on health issues and aims to empower young people to address their physical, emotional and social health needs in a way that is relevant, non-judgmental and anonymous."
“Terra Nova is a collaborative weblog experiment. It is about an emerging social phenomenon called "virtual worlds" -- computer-generated, persistent, immersive, and representational social platforms. Currently, the most popular virtual worlds are massively multiplayer online roleplaying games (MMORPGs), such as Everquest and Star Wars Galaxies. However, there are many other old and new varieties of virtual worlds.”
This informative site at the Department of Media & Communications at the London School of Economics and Political Science provides access to major reports and papers on children's online activities.
A site that aims to “offer all children and adolescents, including the hard-to-reach, a safe and supportive global cyberspace within which they can explore, discuss and partner on issues related to human rights and social change, as well as develop their awareness, leadership, community building, and critical thinking skills through active and substantive participation with their peers and with decision makers globally.”
“YOUTH NOISE (www.youthnoise.com) is a group of young people--from all 50 states, the District of Columbia and more than 176 countries--together with a small group of adults working to provide information from more than 300 nonprofit partners to date that will spark youth action and voice.”
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