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Second Self
In 1984, Sherry Turkle’s book, The Second Self, appeared as an early look at computer culture and the human relationship with smart machines. Written at a time when the Internet was still a research project and computer interfaces were predominantly textual and often required programming skills, the book remains influential not only for its historic profile of a time when computers were rapidly entering U.S. mainstream culture, but because of the emergent social themes Turkle identified through her research on computer users of that period. These themes continue to resonate in debates about human cognition, identity, development, education, relationships, and dependence, with questions about how digital technologies are changing the human condition and the way we think about it. She argued that the computer was increasingly being seen not only as a tool but as a touchstone that was being used to define what it means to be human, how the mind thinks, and as an extension of one’s self.
Turkle, a professor at the Massachusetts Institute of Technology (MIT) with a background in sociology and social psychology, went on to further develop the primary themes from Second Self in her more recent works, Life on the Screen: Identity in the Age of the Internet released in 1995, and Alone Together: Why We Expect More From Technology and Less From Each Other in 2011. She indicates we have moved from having computers influencing the ways we see ourselves to broader questions of how we live our lives in an age of digital ubiquity. While in the 1984 book Turkle attempted to present a neutral or questioning view of our relationship with computers showing both positive and negative interactions, her later works are more openly apprehensive about the potential to lose our humanness as we increasingly accept machines as meeting our innate needs for relationships and living in simulations rather than dealing with the challenges of direct interaction and emotional attachment to others.
Early Computer Cultures: Development, Identity, and Obsession
In Second Self, Turkle described the results of her ethnographic studies of computer users, examining how individual interactions with computers impacted development and identity. Written for a popular audience, the book includes anecdotes from individuals interviewed between 1976 and the early 1980s interspersed with commentary based on social theory to show how a computer was viewed as a second self or alter ego to humankind. The study included over 200 children and 200 adults, with a focus on what Turkle defined as differing computer cultures, including children, gamers, home computer owners, programmers, hackers, and experts in artificial intelligence. The individuals profiled in Second Self detailed both their interactions with digital devices and reflected on their perceptions of how those contacts made them think about themselves and others. Turkle noted that the language used to describe how computers function had begun to enter everyday conversations about human intelligence, including concepts like programming, memory, and information processing.
The initial focus of the book is on children, examining development and the shaping of identity through their stories about technology interactions. It begins with young children playing with digital toys of the time, such as Simon, a game in which children try to copy increasingly complex patterns of light and sound using four buttons, and Speak and Spell, a game of matching sounds or words to pictures. School-age children were interviewed while using programming to create images on a screen or move a turtle using Logo commands. Through their discourse, Turkle examined how younger children discussed what it meant to think as well as what it meant to be human, noting that they invariably examined smart machines from a perspective of intelligence, feelings, and morality with essential differences from people ultimately focused on the affective dimension.
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- Adaptive Learning Systems
- Adaptive and Responsive Websites
- Adaptive Learning Software and Platforms
- Avatars and Agents in Virtual Systems
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- Data Mining and Recommendation Engines
- Design and Creation of Adaptive Educational Systems
- Dynamic Student Profiles
- Intelligent Tutoring Systems
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- Learning Analytics
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- Student Modeling
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- Technologies That Learn and Adapt to Users
- Adult Education and Workforce Development
- Diffusion of New Technologies in the Workplace
- Distance Learning for Degree Completion for Working Adults
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- Education in Workplace Settings
- Information and Communication Technologies: Competencies in the 21st Century Workforce
- Information and Communication Technologies: Knowledge Management
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- Learning in the Defense Sector With Simulated Systems
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- Technology and Information Literacy
- Training Using Virtual Worlds
- Wearable Learning Environments
- Web 2.0/3.0 in the Workplace
- Agent Technologies
- Analysis of Educational Needs and Requirements
- Causal Influence Diagrams
- Cognitive Task Analysis
- Competency Models and Frameworks
- Critical Decision Method
- Knowledge and Skill Hierarchies
- Knowledge Elicitation
- Learning Analytics
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- Skill Decomposition
- Structural Learning Theory
- Think Aloud Protocol Analysis
- Workflow Analysis
- Communication Technologies
- Asynchronous Tools and Technologies
- Blogs as a Communication Tool
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- Cybersecurity
- Data Streaming
- Digital Identity
- Message Design for Digital Media
- Multimedia and Image Design
- Social Networking
- Socially Constructed Virtual Artifacts
- Synchronous Tools and Technologies
- Wikis as a Collaboration Tool
- Digital Literacy
- Assessing Literacy Skills in the 21st Century
- Digital Literacy and Adult Learners
- Digital Literacy and Critical Thinking
- Digital Literacy in Elementary and Secondary Education
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- Digital Literacy: Overview and Definition
- Information, Technology, and Media Literacies
- Measuring and Assessing Literacy Skills
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- Technology and Information Literacy
- Twenty-First Century Technology Skills
- Verification and Validation of Digital Resources
- Visual Literacy Skills in Science, Technology, Engineering, and Mathematics Education
- Educational Technology Research
- Activity Theory
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- Case Study Research in Educational Technology
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- Design and Development Research
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- Four-Component Instructional Design (4C/ID)
- Instructional Design Research
- Qualitative Research Tools for Educational Technology Research
- Research in Schools
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- Evaluation, Assessment, and Testing
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- Automated Scoring of Essays
- Certification of Instructional Designers in Educational Technology
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- Criterion-Referenced Assessments
- Educational Data Mining
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- Formative Assessment
- Item Response Theory
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- Measuring and Assessing TPACK (Technological Pedagogical Content Knowledge)
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- Norm-Based Assessments
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- Diagnostic Feedback in Formal Educational Settings
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- E-Portfolio Technologies
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- Learning Analytics
- Learning Analytics for Programming Competencies
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- Recommendation Engines
- Reflection and Preflection Prompts and Scaffolding
- Repair Theory
- Student Response Systems
- Game-Based Learning
- Alignment of Games and Learning Goals
- Assessment in Game-Based Learning
- Games and Transformational Play
- Games for Adult Learners
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- Games in Elementary and Middle School Settings
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- Games in Higher Education
- Games in Medical Training
- Games in Military Training
- Games to Promote Inquiry Learning
- Games: Impact on Interest and Motivation
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- Gamification
- Management Flight Simulators
- Serious Games
- Video Games and Student Assessment
- History of Educational Technology
- Informal Learning
- Design of Engaging Informal Learning Places and Spaces
- Informal Learning Strategies
- Information and Communication Technologies for Informal Learning
- Integrating Informal Learning with Programs at the College/University Level
- Integrating Informal Learning with School Programs at the Secondary Level
- Learning in Museums
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- Seamless Learning
- Ubiquitous Learning
- Virtual Tours
- Information Tools and Technologies
- Cloud Computing
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- E-Book Standards
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- Mobile Tools and Technologies for Learning and Instruction
- Planning for Technology Upgrades and Improvements
- Podcasting for Learning and Information Sharing
- Radio Frequency Identification in Education
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- Cognitive Apprenticeship
- Cognitive Flexibility Theory
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- Component Display Theory
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- Curricula for Advanced Learning Technologies
- Four Component Instructional Design (4C/ID)
- Instructional Design Models
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- Anchored Instruction
- Case-Based Reasoning and Educational Technology
- Conditions of Learning
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- Distributed Cognitions in Computer-Supported Collaborative Learning
- Elaboration Theory
- Embodied Learning Systems
- Engaged Learning
- Informal Learning Strategies
- Instructional Transaction Theory
- Mindtools
- Model-Based Approaches
- Multimedia and Image Design
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- Technology Support for Conceptual Change
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- New Visual World and Future Competencies
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- Creative Commons
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- Digital Archives
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- Metatagging of Learning Objects and Apps
- Online Mentoring
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- Mobile Technologies
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- Apps for Use at the Elementary Level
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- Learning and Instructional Apps
- Mobile Assistive Technologies
- Mobile Devices: Impact on Learning and Instruction
- Mobile Tools and Technologies for Learning and Instruction
- Radio Frequency Identification in Education
- Remote Sensing Technologies
- Tablet Devices in Education and Training
- Touch-Based and Gesture-Based Devices
- Wearable Learning Environments
- Open Access Resources
- Performance Technologies
- Psychological and Social Issues and Perspectives
- Accelerated Learning
- Affective Factors in Learning, Instruction, and Technology
- ARCS Model
- Behavioral Factors in Learning, Instruction, and Technology
- Cognition and Human Learning
- Cognitive Load Theory
- Constructivist Theory
- Cyberbullying
- Digital Divide
- Dual Coding Theory
- Educational Technology, Philosophical Perspectives on
- Experiential Learning
- Human-Computer Interaction
- Intersubjectivity and Educational Technology
- Motivation, Emotion Control, and Volition
- Neuroscience and Learning
- Situated Learning
- Vulnerability in Learning
- Simulation and Modeling Technologies
- Social Media
- Second Self
- Collaboration and Social Networking
- Integrating Social Media Into Learning and Instruction
- Measuring Contacts and Interactions in Social Networks
- New Visual World and Future Competencies
- Semantic Web
- Social Media and Networking
- Social Media in Elementary School Settings
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- Social Media in the Workplace
- Social Media, Identity in
- Social Network Analysis
- Social Networking
- Web 2.0 and Beyond
- Special Education
- Assistive Technology
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- Gesture-Based Learning and Instructional Systems
- Technologies for Persons With Dyslexia
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- Technologies for Students With Attention Deficit Disorder
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- Universal Design
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- Teaching and Learning With Technology
- Badges and Skill Certification
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- Leadership in E-Learning
- Learning and Instructional Apps
- Learning by Modeling
- Learning Objects
- Massive Open Online Courses
- Measuring and Assessing TPACK (Technological Pedagogical Content Knowledge)
- Natural Language Processing in Learning Environments
- Pedagogical Knowledge
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- Seamless Learning
- Self-Regulated E-Learning Design Principles
- Technologies for Critical Thinking Development
- Technologies for Gifted Students
- Technologies in Arts Education
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- Technologies in Science Education
- Technologies Supporting Self-Regulated Learning
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- Technology Knowledge
- Technology, Pedagogy, and the Learning Society
- TPACK (Technological Pedagogical Content Knowledge)
- TPACK (Technological Pedagogical Content Knowledge): Implications for 21st-Century Teacher Education
- Twenty-First-Century Technology Skills
- Virtual Learning Environments
- Virtual Schools and Programs
- Virtual Teams
- Technology Diffusion and Integration
- Change Agency
- Diffusion of Distance Education
- Diffusion of New Technologies in the Workplace
- Disruptive Innovations
- Disruptive Technologies
- Early Adopters
- Emerging Educational Technologies
- Innovators and Risk Takers in Education
- Predicting Change and Adoption of Technology Innovations
- Systemic Change and Educational Technology
- Technology Integration
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