The Digital Museum : a think guide / edited by Herminia Din, American Association of Museums, 2007
This slightly dated book will help a museum planner adjust to new technologies. 200 pages.
The Digital Museum : a think guide / edited by Herminia Din, American Association of Museums, 2007
This slightly dated book will help a museum planner adjust to new technologies. 200 pages.
The Productive Programmer / Neal Ford, O’Reilly, 2008.
Programmers will find this excellent book useful. It is a companion to `Apprenticeship Patterns`. It stresses the power of the command line. Legendary O’Reilly quality, 200 pages.
Apprenticeship Patterns : guidance for the aspiring software craftsman / David H. Hoover, O’Reilly, 2010
If you are planning a career in Agile Software Development, then this book contains good advice. The foreword is by Ward Cunningham. See also the author’s site. 125 pages.
Good Video Games + Good Learning : collected essays on video games, learning, and literacy / James Paul Gee, P. Lang, 2007
This little book is a very thoughtful comment on how game designers motivate kids to learn complex games, and how the public school education system can learn from them. 200 pages.
Information Obesity / Andrew Whitworth, Chandos, 2009
This book will interest university staff who teach social sciences, and policy makers concerned with information literacy.
Disrupting Class : how disruptive innovation will change the way the world learns / Clayton M. Christensen, McGraw-Hill, 2008
Schools need to utilize technology to customize education. 200 pages, hardcover.
Think Smart : a Neuroscientist’s Prescription for improving your brain’s performance / Richard Restak, Riverhead Books, 2009
Here is a very readable book on how the brain works, and how it improves or degrades based on your mental activities and diet. There is no ‘junk science’ here. Medical science is advancing fast with the use of fMRI (functional Magnetic Resonance Imaging). 275 pages, hardcover.
The ecology of games : connecting youth, games, and learning / edited by Katie Salen, MIT Press, 2008
This book is about the psychology of computer games. What makes a game addictive? How can games be useful in education? The book is a collection of 9 essays by academics, and conveys many interesting ideas, though game designers will not find any practical how-to. 250 pages.
Born digital : understanding the first generation of digital natives / John Palfrey and Urs Gasser.
“Digital technologies are changing our kids in ways we don’t yet understand. This beautifully written book will set the framework for a field that will change that. It is required reading for parents, educators, and anyone who cares about the future” – Lawrence Lessig