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Barbara Lindsey

I'm So Totally, Digitally Close to You - Clive Thompson - NYTimes.com - 0 views

  • “It’s just like living in a village, where it’s actually hard to lie because everybody knows the truth already,” Tufekci said. “The current generation is never unconnected. They’re never losing touch with their friends. So we’re going back to a more normal place, historically. If you look at human history, the idea that you would drift through life, going from new relation to new relation, that’s very new. It’s just the 20th century.”
    • Barbara Lindsey
       
      Wow, what an interesting statement.
  • “If anything, it’s identity-constraining now,” Tufekci told me. “You can’t play with your identity if your audience is always checking up on you.
  • Or, as Leisa Reichelt, a consultant in London who writes regularly about ambient tools, put it to me: “Can you imagine a Facebook for children in kindergarten, and they never lose touch with those kids for the rest of their lives? What’s that going to do to them?” Young people today are already developing an attitude toward their privacy that is simultaneously vigilant and laissez-faire. They curate their online personas as carefully as possible, knowing that everyone is watching — but they have also learned to shrug and accept the limits of what they can control.
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  • an unexpected side-effect of constant self-disclosure. The act of stopping several times a day to observe what you’re feeling or thinking can become, after weeks and weeks, a sort of philosophical act. It’s like the Greek dictum to “know thyself,” or the therapeutic concept of mindfulness.
  • Having an audience can make the self-reflection even more acute, since, as my interviewees noted, they’re trying to describe their activities in a way that is not only accurate but also interesting to others: the status update as a literary form.
Barbara Lindsey

Major New Study Shatter Stereotypes About Teens and Video Games - MacArthur Foundation - 0 views

  • gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement.
  • 99% of boys say they are gamers and 94% of girls report that they play games.
  • A typical teen plays at least five different categories of games and 40% of them play eight or more different game types.
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  • 76% of gaming teens play games with others at least some of the time. 82% play games alone at least occasionally, though 71% of this group also plays games with others. 65% of gaming teens play with others in the same room.
  • 76% of youth report helping others while gaming. 44% report playing games where they learn about a problem in society.
  • 12-14 year olds are equally as likely to play Mature and Adults Only rated games as their 15-17 year old counterparts.
  • “Gaming is a ubiquitous part of life for both boys and girls. For most teens, gaming runs the spectrum from blow-‘em-up mayhem to building communities; from cute-and-simple to complex; from brief private sessions to hours’ long interactions with masses of others.”
  • A focus of the survey was the relationship between gaming and civic experiences among teens. The goal was to test concerns that gaming might be prompting teens to withdraw from their communities. It turns out there is clear evidence that gaming is not just an entertaining diversion for many teens; gaming can be tied to civic and political engagement. Indeed, youth have many experiences playing games that mirror aspects of civic and political life, such as thinking about moral and ethical issues and making decisions about city and/or community affairs. Not only do many teens help others or learn about a problem in society during their game playing, they also encounter other social and civic experiences:
  • Moreover, the survey indicates that youth who have these kinds of civic gaming experiences are more likely to be civically engaged in the offline world. They are more likely than others are to go online to get information about current events, to try to persuade others how to vote in an election, to say they are committed to civic participation, and to raise money for charity.
  • Youth, parents, teachers, and others who work with youth should know about the wide diversity of video games – so they can take full advantage of games and their civic potential.”
  • The study also found that these civic gaming experiences occurred equally among all kinds of game players regardless of family income, race, and ethnicity. These data stand in contrast to teens’ experiences in schools and others community situations, where white and higher-income youth typically have more opportunities for civic development.
  • “This study offers us a glimpse into the potential of these new tools to foster learning and civic engagement, yet the findings about mature content suggest that parents and other adults need to be involved in young people’s game play, helping to realize the potential benefits while moderating unintended consequences. We see these results as the beginning of an important discussion about the role of digital media in learning, community, and citizenship in the 21st century.”
  • virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement.
  • A typical teen plays at least five different categories of games and 40% of them play eight or more different game types.
  • 76% of youth report helping others while gaming. 44% report playing games where they learn about a problem in society.
  • gaming can be tied to civic and political engagement. Indeed, youth have many experiences playing games that mirror aspects of civic and political life, such as thinking about moral and ethical issues and making decisions about city and/or community affairs. Not only do many teens help others or learn about a problem in society during their game playing, they also encounter other social and civic experiences:
  • “Games that simulate aspects of civic and political life may well promote civic skills and civic engagement. Youth, parents, teachers, and others who work with youth should know about the wide diversity of video games – so they can take full advantage of games and their civic potential.”
  • This study offers us a glimpse into the potential of these new tools to foster learning and civic engagement, yet the findings about mature content suggest that parents and other adults need to be involved in young people’s game play, helping to realize the potential benefits while moderating unintended consequences. We see these results as the beginning of an important discussion about the role of digital media in learning, community, and citizenship in the 21st century.”
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    Game playing is universal, diverse, often involves social interaction, and can cultivate teen civic engagement
Barbara Lindsey

News: Hitting Pause on Class Videos - Inside Higher Ed - 0 views

  • if the profit margin that commercial publishers obtain from institutions that support the faculty in their research, and then, ironically, buy it back at exorbitant expense were revealed and better understood as a significant and unnecessary drain on our meager resources, higher education leaders might be able to use the opportunities that technology now offers to by-pass these publishers, perhaps manage our own scholarly publications and certainly avoid this extraordinary expense in the name of the common good that education offers society.
  • They are clearly intending to argue that ripping DVDs to put them online for a course involves defeating a technological protection measure (CSS, to be exact), and that is illegal under the DMCA and trumps any claim of fair use (even for libraries making preservation copies under section 108). If this goes to court, expect AIME to claim that UCLA violated the DMCA the second they moved content from a DVD to a hard drive.
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    Copyright is not slavery, to be sure, but it is among many things: a property right of sorts although NOT just like physical property or its concomitant legal regime; shaped -- and disrupted -- by technology repeatedly over time; and, finally, given its relationship to research, learning and free speech, most definitely a civil rights issue of our time.
Barbara Lindsey

Opportunities for Creating the Future of Learning - 2020 Forecast: Creating the Future ... - 0 views

  • The globalization of open learning systems characterized by cooperative resource creation, evaluation, and sharing will change how educational institutions view their roles and will offer new forms of value in the global learning ecosystem. Education institutions will no longer be exclusive agents of coordination, service provision, quality assurance, performance assessment, or support. In fact, other players might be more equipped to provide these functions in the distributed ecosystem.
  • Authority will be a hotly contested resource, and there will be the potential for conflict and distrust.
  • It remains to be seen whether new learning agents and traditionally certified teachers will cooperate or compete.
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  • communities will become the world’s classrooms. Learning geographies will diversify as some communities become learning deserts barren of learning resources, while others become oases teeming with dynamic learning ecosystems.
  • These new dimensions of learning geographies will require new core skills. Among them will be navigating new visual cartographies, identifying learning resources in previously unexpected places, leveraging networks to take advantage of learning opportunities, and creating flexible educational infrastructures that can make use of dispersed community resources.
Barbara Lindsey

2010 Horizon Report » Executive Summary - 0 views

  • The annual Horizon Report describes the continuing work of the New Media Consortium’s Horizon Project, a qualitative research project established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, or creative inquiry on college and university campuses within the next five years.
  • six emerging technologies or practices are described that are likely to enter mainstream use on campuses within three adoption horizons spread over the next one to five years.
  • In the seven years that the Horizon Project has been underway, more than 400 leaders in the fields of business, industry, technology, and education have contributed to this long-running primary research effort. They have drawn on a comprehensive body of published resources, current research and practice, their own considerable expertise, and the expertise of the NMC and ELI communities to identify technologies and practices that are beginning to appear on campuses or are likely to be adopted in the next few years.
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  • Each topic is introduced with an overview that describes what it is, followed by a discussion of the particular relevance of the topic to education, creativity, or research. Examples of how the technology is being, or could be applied to those activities are given. Finally, each section closes with an annotated list of suggested readings and additional examples that expand on the discussion in the report and a link to the tagged resources collected during the research process
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    The annual Horizon Report describes the continuing work of the New Media Consortium's Horizon Project, a qualitative research project established in 2002 that identifies and describes emerging technologies likely to have a large impact on teaching, learning, or creative inquiry on college and university campuses within the next five years.
Barbara Lindsey

2010 Horizon Report » Key Trends - 0 views

  • sense-making and the ability to assess the credibility of information are paramount. Mentoring and preparing students for the world in which they will live, the central role of the university when it achieved its modern form in the 14th century, is again at the forefront.
  • The work of students is increasingly seen as collaborative by nature, and there is more cross-campus collaboration between departments.
  • Over the past few years, the emergence of a raft of new (and often free) tools has made collaboration easier than at any other point in history.
Barbara Lindsey

2010 Horizon Report » Critical Challenges - 0 views

  • In a 2007 report, the American Association of Colleges and Universities recommended strongly that emerging technologies be employed by students in order for them to gain experience in “research, experimentation, problem-based learning, and other forms of creative work,” particularly in their chosen fields of study.
  • New scholarly forms of authoring, publishing, and researching continue to emerge but appropriate metrics for evaluating them increasingly and far too often lag behind. Citation-based metrics, to pick one example, are hard to apply to research based in social media. New forms of peer review and approval, such as reader ratings, inclusion in and mention by influential blogs, tagging, incoming links, and retweeting, are arising from the natural actions of the global community of educators, with increasingly relevant and interesting results. These forms of scholarly corroboration are not yet well understood by mainstream faculty and academic decision makers, creating a gap between what is possible and what is acceptable.
  • despite the widespread agreement on its importance, training in digital literacy skills and techniques is rare in teacher education programs. In higher education, formal training is virtually non-existent.
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  • This challenge is exacerbated by the fact that digital literacy is less about tools and more about thinking, and thus skills and standards based on tools and platforms have proven to be somewhat ephemeral.
Barbara Lindsey

2010 Horizon Report » Technologies to Watch - 0 views

  • The near-term horizon assumes the likelihood of entry into the mainstream for institutions within the next twelve months; the mid-term horizon, within two to three years; and the far-term, within four to five years. It should be noted that the Horizon Report is not a predictive tool. It is meant, rather, to highlight emerging technologies with considerable potential for our focus areas of teaching, learning, and creative inquiry.
  • virtually all higher education students carry some form of mobile device, and the cellular network that supports their connectivity continues to grow. An increasing number of faculty and instructional technology staff are experimenting with the possibilities for collaboration and communication offered by mobile computing. Devices from smart phones to netbooks are portable tools for productivity, learning, and communication, offering an increasing range of activities fully supported by applications designed especially for mobiles.
  • Far more than a collection of free online course materials, the open content movement is a response to the rising costs of education, the desire for access to learning in areas where such access is difficult, and an expression of student choice about when and how to learn.
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  • Already in the mainstream of consumer use, electronic books are appearing on campuses with increasing frequency.
  • applications for laptops and smart phones overlay digital information onto the physical world quickly and easily.
  • Devices that are controlled by natural movements of the finger, hand, arm, and body are becoming more common. Game companies in particular are exploring the potential offered by consoles that require no handheld controller, but instead recognize and interpret body motions.
  • Visual data analysis is an emerging field, a blend of statistics, data mining, and visualization, that promises to make it possible for anyone to sift through, display, and understand complex concepts and relationships.
Barbara Lindsey

2010 Horizon Report » The Horizon Project - 0 views

  • ongoing series of conversations and dialogs with hundreds of technology professionals, campus technologists, faculty leaders from colleges and universities, and representatives of leading corporations from more than two dozen countries. In each of the past six years, these conversations have resulted in the publication each January of a report focused on emerging technologies relevant to higher education.
  • When the cycle starts, little is known, or even can be known, about the appropriateness or efficacy of many of the emerging technologies for these purposes, as the Horizon Project expressly focuses on technologies not currently in widespread use in academe. In a typical year, 75 or more of these technologies may be identified for further investigation; for the 2010 report, more than 110 were considered
  • By engaging a wide community of interested parties, and diligently searching the Internet and other sources, enough information is gathered early in the process to allow the members of the Advisory Board to form an understanding of how each of the discovered technologies might be in use in settings outside of academe, to develop a sense of the potential the technology may have for higher education settings, and to envision applications of the technology for teaching, learning, and creative inquiry. The findings are discussed in a variety of settings — with faculty, industry experts, campus technologists, and of course, the Horizon Advisory Board. Of particular interest to the Advisory Board every year is finding educational applications for these technologies that may not be intuitive or obvious.
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  • ncreasingly the Horizon Project is a global effort. Each year at least a third of the members of the advisory board represent countries outside of North America.
  • Each Horizon Report is produced over a period of just a few months so that the information is timely and relevant.
Barbara Lindsey

2010 Horizon Report » One Year or Less: Mobile Computing - 0 views

  • In the developed world, mobile computing has become an indispensable part of day-to-day life in the workforce, and a key driver is the increasing ease and speed with which it is possible to access the Internet from virtually anywhere in the world via the ever-expanding cellular network.
  • The mobile market today has nearly 4 billion subscribers, more than two-thirds of whom live in developing countries.
  • These mobile computing tools have become accepted aids in daily life, giving us on-the-go access to tools for business, video/audio capture and basic editing, sensing and measurement, geolocation, social networking, personal productivity, references, just-in-time learning — indeed, virtually anything that can be done on a desktop.
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  • For many people all over the world, but especially in developing countries, mobiles are increasingly the access point not only for common tools and communications, but also for information of all kinds, training materials, and more.
  • At Franklin & Marshall College, sixteen faculty in the year-long mLearning Pilot Project are using iPod Touches to explore ways mobile computing can be used in teaching, learning, and research in disciplines like history, psychology, religious studies, world languages, government, classics, and more.
  • students noted increased time spent accessing course materials as well as higher levels of collaboration with classmates.
  • San Francisco Museum of Modern Art Mobile Tours http://www.sfmoma.org/events/1556
Barbara Lindsey

2010 Horizon Report » One Year or Less: Open Content - 0 views

  • The movement toward open content reflects a growing shift in the way academics in many parts of the world are conceptualizing education to a view that is more about the process of learning than the information conveyed in their courses. Information is everywhere; the challenge is to make effective use of it.
  • As customizable educational content is made increasingly available for free over the Internet, students are learning not only the material, but also skills related to finding, evaluating, interpreting, and repurposing the resources they are studying in partnership with their teachers.
  • collective knowledge and the sharing and reuse of learning and scholarly content,
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  • the notion of open content is to take advantage of the Internet as a global dissemination platform for collective knowledge and wisdom, and to design learning experiences that maximize the use of it.
  • The role of open content producers has evolved as well, away from the idea of authoritative repositories of content and towards the broader notion of content being both free and ubiquitous.
  • schools like Tufts University (and many others) now consider making their course materials available to the public a social responsibility.
  • Many believe that reward structures that support the sharing of work in progress, ongoing research, highly collaborative projects, and a broad view of what constitutes scholarly publication are key challenges that institutions need to solve.
  • learning to find useful resources within a given discipline, assess the quality of content available, and repurpose them in support of a learning or research objective are in and of themselves valuable skills for any emerging scholar, and many adherents of open content list that aspect among the reasons they support the use of shareable materials.
  • Open content shifts the learning equation in a number of interesting ways; the most important is that its use promotes a set of skills that are critical in maintaining currency in any discipline — the ability to find, evaluate, and put new information to use.
  • Communities of practice and learning communities have formed around open content in a great many disciplines, and provide practitioners and independent learners alike an avenue for continuing education.
  • Art History. Smarthistory, an open educational resource dedicated to the study of art, seeks to replace traditional art history textbooks with an interactive, well-organized website. Search by time period, style, or artist (http://smarthistory.org).
  • American Literature before 1860 http://enh241.wetpaint.com Students in this course, held at Mesa Community College, contribute to the open course material as part of their research. MCC also features a number of lectures on YouTube (see http://www.youtube.com/user/mesacc#p/p).
  • Carnegie Mellon University’s Open Learning Initiative http://oli.web.cmu.edu/openlearning/ The Open Learning Initiative offers instructor-led and self-paced courses; any instructor may teach with the materials, regardless of affiliation. In addition, the courses include student assessment and intelligent tutoring capability.
  • Connexions http://cnx.org Connexions offers small modules of information and encourages users to piece together these chunks to meet their individual needs.
  • eScholarship: University of California http://escholarship.org/about_escholarship.html eScholarship provides peer review and publishing for scholarly articles, books, and papers, using an open content model. The service also includes tools for dissemination and research.
  • MIT OpenCourseWare http://ocw.mit.edu The Massachusetts Institute of Technology publishes lectures and materials from most of its undergraduate and graduate courses online, where they are freely available for self-study.
  • Open.Michigan’s dScribe Project https://open.umich.edu/projects/oer.php The University of Michigan’s Open.Michigan initiative houses several open content projects. One, dScribe, is a student-centered approach to creating open content. Students work with faculty to select and vet resources, easing the staffing and cost burden of content creation while involving the students in developing materials for themselves and their peers.
  • Center for Social Media Publishes New Code of Best Practices in OCW http://criticalcommons.org/blog/content/center-for-social-media-publishes-new-code-of-best-practices-in-ocw (Critical Commons, 25 October 2009.) The advocacy group Critical Commons seeks to promote the use of media in open educational resources. Their Code of Best Practices in Fair Use for OpenCourseWare is a guide for content developers who want to include fair-use material in their offerings.
  • Flat World Knowledge: A Disruptive Business Model http://industry.bnet.com/media/10003790/flat-world-knowledge-a-disruptive-business-model/ (David Weir, BNET, 20 August 2009.) Flat World Knowledge is enjoying rapid growth, from 1,000 students in the spring of 2009 to 40,000 in the fall semester using their materials. The company’s business model pays a higher royalty percentage to textbook authors and charges students a great deal less than traditional publishers.
Barbara Lindsey

Open Learning Initiative - 0 views

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    Carnegie Mellon Open Learning Initiative
Barbara Lindsey

2010 Horizon Report » Electronic Books - 0 views

  • Readers of electronic books may be reading more, as well. Kindle owners, according to Amazon, buy three times as many books as they did before they had Kindles; Sony reports that Reader owners download about eight books per month ⎯ as compared to fewer than seven books per year purchased by the average American book buyer in 2008, according to a New York Times article.
  • The convenience of having an entire library of books, magazines, and newspapers — each remembering exactly where you left off the last time you looked at them — and all in a single, small device is one of the most compelling aspects driving electronic reader sales.
  • a larger format version of the device expressly built for academic texts, newspapers, and journals, is being piloted at Arizona State University, Ball State University, Case Western Reserve University, Pace University, Princeton, Reed College, Syracuse University, and the University of Virginia Darden School of Business. Northwest Missouri State University and Penn State have embarked on pilots using the Sony Reader. Johns Hopkins is piloting the enTourage eDGe, which combines the functions of an e-reader, a netbook, a notepad, and an audio/video recorder and player in one handheld device.
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  • In a pilot program, Seton Hall University’s Teaching, Learning & Technology Center found that students appreciated the ability to store and review a semester’s worth of material in electronic form.
Barbara Lindsey

Ed-Tech @ DU » CTL2010 - 0 views

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    Live streaming and twittering of Michael Wesch conference keynotes
Barbara Lindsey

open thinking » How to Stream Skype to Ustream (Mac) - 0 views

  • I would add that in soundflower you should set the buffer to 64. It was at 512 as a default.
Barbara Lindsey

whatmyplnmeans - home - 0 views

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    Short vids, podcasts, slidecasts, etc. on what a pln means to individuals.
Barbara Lindsey

iTacitus - Intelligent Tourism and Cultural Information through Ubiquitous Services - 0 views

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    Example of augmented reality with historical sites
Barbara Lindsey

R.I.P.: Lectures, Notes, and Tests (Scrapping the Old Ways) | Britannica Blog - 0 views

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    Howard Rheingold post
Barbara Lindsey

"Old Revolutions, Good; New Revolutions, Bad" | Britannica Blog - 0 views

  • Digital and networked production vastly increase three kinds of freedom: freedom of speech, of the press, and of assembly. This  perforce increases the freedom of anyone to say anything at any time. This freedom has led to an explosion in novel content, much of it mediocre, but freedom is like that.  Critically, this expansion of freedom has not undermined any of the absolute advantages of expertise; the virtues of mastery remain as they were. What has happened is that the relative advantages of expertise are in precipitous decline. Experts the world over have been shocked to discover that they were consulted not as a direct result of their expertise, but often as a secondary effect — the apparatus of credentialing made finding experts easier than finding amateurs, even when the amateurs knew the same things as the experts.
  • This improved ability to find both content and people is one of the core virtues of our age. Gorman insists that he was able to find “…the recorded knowledge and information I wanted  [about Goya] in seconds.” This is obviously an impossibility for most of the population; if you wanted detailed printed information on Goya and worked in any environment other than a library, it would take you hours at least. This scholars-eye view is the key to Gorman’s lament: so long as scholars are content with their culture, the inability of most people to enjoy similar access is not even a consideration.
  • In a world where copies have become cost-free, people who expend their resources to prevent access or sharing are forgoing the principal advantages of the new tools, and this dilemma is common to every institution modeled on the scarcity and fragility of physical copies. Academic libraries, which in earlier days provided a service, have outsourced themselves as bouncers to publishers like Reed-Elsevier; their principal job, in the digital realm, is to prevent interested readers from gaining access to scholarly material.
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    Response to Gorman's article by Clay Shirky
Barbara Lindsey

Educational Trends « Beyond WebCT: Integrating Social Networking Tools Into L... - 0 views

  • can one annotate on electronic books
  • “We must rethink ourselves.”
  • there is still a certain hierarchy that needs to be in place or else personal interest will become conflated with the interests of grading (we are still vested with a certain institutional authority, whether or not this is a pedagogical approach)
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  • I share your worry about technology becoming a roadblock instead of an open door in teaching.
  • Hopefully, as these approaches become more common and institutionalized, it there will be more opportunities to receive support from colleagues and other educators in their implementation.
  • Online materials are not necessarily peer reviewed, and those which are protected by copyright end up with inflated prices. I am not sure what the answer to this problem might be, but it is something that I would like to examine further in class.
  • Both the teacher AND the students become the LEARNERS.
  • The learners will label, name and design… 2. The learners will paraphrase, explain and illustrate… 3. The learners will demonstrate, prepare and solve… 4. The learners will differentiate, analyze and infer… 5. The learners will devise, revise and integrate… 6. The learners will evaluate, critique and compare…
    • Barbara Lindsey
       
      Bloom's taxonomy
  • both assume a business model of competition and profit. Education needs to maintain its sovereignty from what is really a form of hegemony.
  • But that the existence of such technology necessitates a total rethinking of the whole process seems like a power grab by a pervasive form of administration that stems from the business world. It is ridiculous that to be able simply to sit with a book in one’s lap and not be compelled to maintain permanent connectivity has become an act of resistance.
  • And I didn’t really want to hear the opinions of the other students who didn’t know anything more than I did. Or rather, it was nice to have discussions about the professor’s lecture, but without the lecture, there wouldn’t have been anything to discuss. We would have a book club, not a class.
  • By de-emphasizing content and knowledge, we’re turning students into middlemen who will know how to use technology to present a given subject matter, but who will be free to forget it as soon as the next task arrives on their desk.
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