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Eugene F. Provenzo, Jr. is a Professor in the Department of Teaching and Learning, School of Education, University of Miami. The author of a wide-range of books dealing with history, education and culture, his books on computing include: Beyond the Gutenberg Galaxy: Microcomputers and the Emergence of Post-Typographic Culture (New York: Teachers College Press, Columbia University, 1986); Eugene F. Provenzo, Jr., Video Kids: Making Sense of Nintendo (Cambridge, MA: Harvard University Press, 1991); Adaptive Technology for Special Human Needs (with Arlene Brett) (Albany, New York: State University of New York Press, 1995); The Educator's Brief Guide to Computers in the Schools (Princeton, N.J.: Eye on Education, 1996); The Educator's Brief Guide to the Internet and the World Wide Web (Larchmont, NY: Eye on Education, 1998); Education on the Net 20001 (with Doug Gotthoffer) (Allyn & Bacon, 2001)Computing, Digital Culture and Pedagogy: The Analytical Engine (New York: Peter Lang, in press).
Professor Provenzo is currently completing several new books dealing with computers, technology and media including :Computing, Scholarship and Learning: The Transformation of American Higher Education (New York: State University of New York Press), and Children and Hyperreality: The Loss of the Real in Contemporary Childhood and Adolescence. His research on computers and video games has been reviewed in the New York Times, The Guardian,Mother Jones and The London Economist. He has been interviewed on National Public Radio, ABC World News Tonight, the CBS Evening News, Good Morning America, BBC radio, Britain's Central Television and Britain's Channels 2 and 4, as well as Australia's LateLine. In December of 1993 he testified before the United States Senate joint hearing of the Judiciary Subcommittee on Juvenile Justice and the Government Affairs Subcommittee on Regulation and Government Information on the issue of violence in video games and television and in March of 2000 before the Senate Transportation and Commerce Committee on issues of children and interactive technology.
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