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electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. Hanging out, messing around, and geeking out : kids living and learning with new media / Mizuko Ito. p. cm. — The John D. and Catherine T. MacArthur Foundation Series in Digital Media and Learning(More)
researcher Mizuko Ito and her team interviewed over 800 youth and young adults and conducted over 5000 hours of online observations as part of the most extensive U.S. study of youth media use. They found that social network and video-sharing sites, online games, and gadgets such as iPods and mobile phones are now fixtures of youth culture. The research(More)
OBJECTIVE We investigated whether naturalistic, intuitive (pattern recognition-based) decision making can be developed via implicit statistical learning in a simulated real-world environment. BACKGROUND To our knowledge, no definitive studies have actually shown that implicit learning plays a causal role in the development of intuitive decision making(More)
UNLABELLED We investigated the simulated real-world optic flow motion aftereffect (MAE) (illusory sense of moving backward following adaptation to expansive optic flow). In Experiment 1, adaptation duration was either 30, 120, 240, or 480 s. RESULTS duration of the MAE grew with increasing adaptation duration. In Experiment 2, the MAE was measured across(More)
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