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Leslie Harris

55% More STEM Students Fail Lectures Than Active Learning Classes -- Campus Technology - 0 views

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    This article about an article didn't define active learning, but it points to a study that asserts that 55% more students in STEM courses fail the course when lecture is used, as compared to active learning.
jatolbert

Boyer- Enlarging the Perspective.pdf - 2 views

shared by jatolbert on 24 Mar 17 - No Cached
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    Boyer outlines four types of scholarship, with implications for DP&S' work. Boyer notes that scholarship is often equated with research, and argues here for a more flexible, open-minded approach to definitions of scholarship, reminding us that "scholarship in earlier times referred to a variety of creative work carried on in a variety of places, and its integrity was measured by the ability to think, communicate, and learn." The crux of his argument is what he sees as the relationship between theory and practice, which enable and reinforce one another. Outlining four types of scholarship-discovery, integration, application, and teaching-Boyer makes it clear that scholarship is more than siloed, disciplinary research. It also includes those activities which make the findings of scholarship comprehensible to others, and the application of those findings to specific problems beyond the Ivory Tower. In Boyer's four-part model, discovery is essentially research, i.e., the creation of new knowledge. Integration involves drawing connections between existing knowledges, and making those knowledges intelligible to audiences outside the academy. Application is the use of scholarly understanding to answer questions and solve problems. It overlaps to some extent with the notion of service, though not all service is scholarship: "To be considered scholarship, service activities must be tied directly to one's special field of knowledge and relate to, and flow directly out of, this professional activity. Such service is serious, demanding work, requiting the rigor-and the accountability-traditionally associated with research activities." Teaching, the final component of Boyer's model, is self-evident, and for him "teaching, at its best, means not only transmitting knowledge, but transforming and extending it as well."
Deb Balducci

Flipping the Classroom Facilitates Active Learning Methods - 0 views

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    This article appeared in the Emerging Ed Tch blog.
Leslie Harris

Are College Lectures Unfair? - The New York Times - 0 views

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    This article summarizes various studies that show that active learning if more effective than the traditional lecture, particularly for women and students of color.
Todd Suomela

Beyond buttonology: Digital humanities, digital pedagogy, and the ACRL Framework | Russ... - 0 views

  • Here are a few specific examples you can apply to your instructional design process to help learners with metacognition: Model the metacognitive process during instruction (or in one-on-one consultations) to ask and reflect on big picture questions such as: “What questions can you answer with this tool?” “What can you not do with this tool?” Keep in mind some answers may be simple (e.g., this tool can only work with data in this way, so it is excluded automatically). Also, “Did I get the results I expected? What could I have done differently?” Start with inquiry and build conversations based on the learner’s answers. “Is it the data that does not work? Or is the research question fundamentally wrong to begin with?” Collaborate with faculty to teach together, modelling your practices while demonstrating a specific tool. This could include thinking aloud as you make decisions so learners can self-correct assumptions. Also, be aware of your own expert bias so you can demonstrate how to clear obstacles. Ask learners to specifically define what is difficult for them during the process of instruction. Digital humanities tools are complex and are based on complex methodologies and research questions. By constructing opportunities for learners to self-question as they move from one task to another, they learn to self-assess their progress and adjust accordingly. There are several instructional design activities that promote metacognition: think-pair-share, one minute paper (“share a key concept learned” or “what comes next?”), and case studies.
  • There are specific strategies we can implement to help learners escape the recursive spiral of the liminal state they experience while managing complex digital projects: One of the most challenging aspects of teaching digital tools is forgetting what it is like to be a novice learner. Sometimes being a near-novice oneself helps you better prepare for the basic problems and frustrations learners are facing. But recognizing liminality is a reminder to you as a teacher that the learning process is not smooth, and it requires anticipating common difficulties and regularly checking in with learners to make sure you are not leaving them behind. When meeting with learners one-on-one, make sure to use your in-depth reference interview skills to engage in methods discussions. When a learner is in the liminal state, they are not always able to “see the forest for the trees.” Your directed questions will illuminate the problems they are having and the solutions they had not seen. Pay close attention to the digital humanities work and discussions happening on your own campus, as well as across the academic community. Working through the liminal space may require helping learners make connections to others facing similar problems. Also follow online discussions in order to point your learners to a wide variety of group learning opportunities, such as the active digital humanities community on Slack.9 When designing instructional opportunities, such as workshops and hackathons, pay particular attention to outreach strategies that may bring like-minded learners together, as well as diverse voices. For example, invite the scholar whose project was completed last year to add a more experienced voice to the conversation. By encouraging the formation of learning communities on your campus, you are creating safe spaces to help learners navigate the liminal state with others who may be on the other side of struggling with specific digital project issues. In designing instructional activities, guide learners through visualization exercises that help to identify “stuck” places. Making graphic representations of one’s thoughts (e.g., concept maps) can highlight areas that require clarification.
Leslie Harris

When digital humanities meets activism - 0 views

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    Map of ICE facilities and juvenile detention centers.
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    A "digital scholarship" map of ICE facilities and juvenile detention centers in the U.S. - digital humanities and social action.
Todd Suomela

Young Men Are Playing Video Games Instead of Getting Jobs. That's OK. (For Now.) - Reas... - 0 views

  • Video games, like work, are basically a series of quests comprised of mundane and repetitive tasks: Receive an assignment, travel to a location, overcome some obstacles, perform some sort of search, pick up an item, and then deliver it in exchange for a reward—and, usually, another quest, which starts the cycle all over again. You are not playing the game so much as following its orders. The game is your boss; to succeed, you have to do what it says.
  • Instead of working, they are playing video games. About three quarters of the increase in leisure time among men since 2000 has gone to gaming. Total time spent on computers, including game consoles, has nearly doubled. You might think that this would be demoralizing. A life spent unemployed, living at home, without romantic prospects, playing digital time wasters does not sound particularly appealing on its face. Yet this group reports far higher levels of overall happiness than low-skilled young men from the turn of the 21st century. In contrast, self-reported happiness for older workers without college degrees fell during the same period. For low-skilled young women and men with college degrees, it stayed basically the same. A significant part of the difference comes down to what Hurst has called "innovations in leisure computer activities for young men." The problems come later. A young life spent playing video games can lead to a middle age without marketable skills or connections. "There is some evidence," Hurst pointed out, "that these young, lower-skilled men who are happy in their 20s become much less happy in their 30s or 40s." So are these guys just wasting their lives, frittering away their time on anti-social activities? Hurst describes his figures as "staggering" and "shocking"—a seismic shift in the relationship of young men to work. "Men in their 20s historically are a group with a strong attachment to the labor force," he writes. "The decline in employment rates for low-skilled men in their 20s was larger than it was for all other sex, age, and skill groups during this same time period." But there's another way to think about the change: as a shift in their relationship to unemployment. Research has consistently found that long-term unemployment is one of the most dispiriting things that can happen to a person. Happiness levels tank and never recover. One 2010 study by a group of German researchers suggests that it's worse, over time, for life satisfaction than even the death of a spouse. What video games appear to do is ease the psychic pain of joblessness—and to do it in a way that is, if not permanent, at least long-lasting. For low-skilled young men, what is the alternative to playing games? We might like to imagine that they would all become sociable and highly productive members of society, but that is not necessarily the case.
  • A military shooter might offer a simulation of being a crack special forces soldier. A racing game might simulate learning to handle a performance sports car. A sci-fi role-playing game might simulate becoming an effective leader of a massive space colonization effort. But what you're really doing is training yourself to effectively identify on-screen visual cues and twitch your thumb at the right moment. You're learning to handle a controller, not a gun or a race car. You're learning to manage a game's hidden stats system, not a space station. A game provides the sensation of mastery without the actual ability. "It's a simulation of being an expert," Wolpaw says. "It's a way to fulfill a fantasy." That fantasy, ultimately, is one of work, purpose, and social and professional success.
Todd Suomela

DSHR's Blog: Researcher Privacy - 0 views

  • There is a real lack of understanding, even among students and researchers, as to the extent to which their on-line activities are tracked. Libraries could do much more to educate the campus community as to the importance of ad-blockers, VPNs, and tools such as Tor and Tails.
Todd Suomela

Preservation of Electronic Government Information (PEGI) | CRL - 0 views

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    "Librarians, technologists, and other information professionals from the Center for Research Libraries, the Government Publishing Office (GPO), the University of North Texas, the University of California at Santa Barbara, the University of Missouri, University of North Carolina at Greensboro and Stanford University are undertaking a two year project to address national concerns regarding the preservation of electronic government information (PEGI) by cultural memory organizations for long term use by the citizens of the United States. The PEGI project has been informed by a series of meetings between university librarians, information professionals, and representatives of federal agencies, including the Government Publishing Office and the National Archives and Records Administration. The focus of the PEGI proposal is at-risk government digital information of long term historical significance."
Deb Balducci

Library acquires 2,700 VHS tapes - 0 views

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    Roughly 2,700 VHS tapes featuring titles like "Silent Night, Deadly Night," "Toxic Zombies" and "Buried Alive" arrived at Sterling Memorial Library last week. Yale has become the first institution in the country to actively collect VHS tapes, thanks to the initiative of Kaplanoff Librarian for American History David Gary and Aaron Pratt GRD '16.
Todd Suomela

A Guide for Resisting Edtech: the Case against Turnitin - Hybrid Pedagogy - 0 views

  • At the Digital Pedagogy Lab Institutes where we’ve taught, there’s one exercise in particular we return to again and again. In our “crap detection” exercise (named for Rheingold’s use of the term), participants use a rubric to assess one of a number of digital tools. The tools are pitted, head to head, in a sort of edtech celebrity deathmatch. Participants compare Blackboard and Canvas, for instance, or WordPress and Medium, Twitter and Facebook, Genius and Hypothes.is. We start by seeing what the tools say they do and comparing that to what they actually do. But the work asks educators to do more than simply look at the platform’s own web site, which more often than not says only the very best things (and sometimes directly misleading things) about the company and its tool. We encourage participants to do research — to find forums, articles, and blog posts written about the platform, to read the tool’s terms of service, and even to tweet questions directly to the company’s CEO.
  • Here’s the rubric for the exercise: Who owns the tool? What is the name of the company, the CEO? What are their politics? What does the tool say it does? What does it actually do? What data are we required to provide in order to use the tool (login, e-mail, birthdate, etc.)? What flexibility do we have to be anonymous, or to protect our data? Where is data housed; who owns the data? What are the implications for in-class use? Will others be able to use/copy/own our work there? How does this tool act or not act as a mediator for our pedagogies? Does the tool attempt to dictate our pedagogies? How is its design pedagogical? Or exactly not pedagogical? Does the tool offer a way that “learning can most deeply and intimately begin”? Over time, the exercise has evolved as the educators we’ve worked with have developed further questions through their research. Accessibility, for example, has always been an implicit component of the activity, which we’ve now brought more distinctly to the fore, adding these questions: How accessible is the tool? For a blind student? For a hearing-impaired student? For a student with a learning disability? For introverts? For extroverts? Etc. What statements does the company make about accessibility? Ultimately, this is a critical thinking exercise aimed at asking critical questions, empowering critical relationships, encouraging new digital literacies.
jatolbert

The "Digital" Scholarship Disconnect | EDUCAUSE - 0 views

  • Digital scholarship is an incredibly awkward term that people have come up with to describe a complex group of developments. The phrase is really, at some basic level, nonsensical. After all, scholarship is scholarship. Doing science is doing science. We don't find the Department of Digital Physics arguing with the Department of Non–Digital Physics about who's doing "real" physics.
  • Soon, people wanted to start talking more broadly about newly technology-enabled scholarly work, not just in science; in part this was because of some very dramatic and high-visibility developments in using digital technology in various humanistic investigations. To do so, they came up with the neologisms we enjoy today—awful phrases like e-scholarship and digital scholarship.Having said that, I do view the term digital scholarship basically as shorthand for the entire body of changing scholarly practice, a reminder and recognition of the fact that most areas of scholarly work today have been transformed, to a lesser or greater extent, by a series of information technologies: High-performance computing, which allows us to build simulation models and to conduct very-large-scale data analysis Visualization technologies, including interactive visualizations Technologies for creating, curating, and sharing large databases and large collections of data High-performance networking, which allows us to share resources across the network and to gain access to experimental or observational equipment and which allows geographically dispersed individuals to communicate and collaborate; implicit here are ideas such as the rise of lightweight challenge-focused virtual organizations
  • We now have enormous curated databases serving various disciplines: GenBank for gene sequences; the Worldwide Protein Data Bank for protein structures; and the Sloan Digital Sky Survey and planned successors for (synoptic) astronomical observations. All of these are relied upon by large numbers of working scientists. Yet the people who compiled these databases are often not regarded by their colleagues as "real" scientists but, rather, as "once-scientists" who got off-track and started doing resource-building for the community. And it's true: many resource-builders don't have the time to be actively doing science (i.e., analysis and discovery); instead, they are building and enabling the tools that will advance the collective scientific enterprise in other, less traditional ways. The academic and research community faces a fundamental challenge in developing norms and practices that recognize and reward these essential contributions.This idea—of people not doing "real" research, even though they are building up resources that can enable others to do research—has played out as well in the humanities. The humanists have often tried to make a careful distinction between the work of building a base of evidence and the work of interpreting that evidence to support some particular analysis, thesis, and/or set of conclusions; this is a little easier in the humanities because the scale of collaboration surrounding emerging digital resources and their exploitation for scholarship is smaller (contrast this to the literal "cast of thousands" at CERN) and it's common here to see the leading participants play both roles: resource-builder and "working" scholar.
  • ...2 more annotations...
  • Still, in all of these examples of digital scholarship, a key challenge remains: How can we curate and manage data now that so much of it is being produced and collected in digital form? How can we ensure that it will be discovered, shared, and reused to advance scholarship?
  • On a final note, I have talked above mostly about changes in the practice of scholarship. But changes in the practice of scholarship need to go hand-in-hand with changes in the communication and documentation of scholarship.
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    Interesting short piece on challenges of digital scholarship
Todd Suomela

DSHR's Blog: Ithaka's Perspective on Digital Preservation - 0 views

  • Second, there is very little coverage of Web archiving, which is clearly by far the largest and most important digital preservation initiative both for current and future readers. The Internet Archive rates only two mentions, in the middle of a list of activities and in a footnote. This is despite the fact that archive.org is currently the 211th most visited site in the US (272nd globally) with over 5.5M registered users, adding over 500 per day, and serving nearly 4M unique IPs per day. For comparison, the Library of Congress currently ranks 1439th in the US (5441st globally). The Internet Archive's Web collection alone probably dwarfs all other digital preservation efforts combined both in size and in usage. Not to mention their vast collections of software, digitized books, audio, video and TV news.. Rieger writes: There is a lack of understanding about how archived websites are discovered, used, and referenced. “Researchers prefer to cite the original live-web as it is easier and shorter,” pointed out one of the experts. “There is limited awareness of the existence of web archives and lack of community consensus on how to treat them in scholarly work. The problems are not about technology any more, it is about usability, awareness, and scholarly practices.” The interviewee referred to a recent CRL study based on an analysis of referrals to archived content from papers that concluded that the citations were mainly to articles about web archiving projects. It is surprising that the report doesn't point out that the responsibility for educating scholars in the use of resources lies with the "experts and thought leaders" from institutions such as the University of California, Michigan State, Cornell, MIT, NYU and Virginia Tech. That these "experts and thought leaders" don't consider the Internet Archive to be a resource worth mentioning might have something to do with the fact that their scholars don't know that they should be using it. A report whose first major section, entitled "What's Working Well", totally fails to acknowledge the single most important digital preservation effort of the last two decades clearly lacks credibility
  • Finally, there is no acknowledgement that the most serious challenge facing the field is economic. Except for a few corner cases, we know how to do digital preservation, we just don't want to pay enough to have it done. Thus the key challenge is to achieve some mixture of significant increase in funding for, and significant cost reduction in the processes of, digital preservation. Information technology processes naturally have very strong economies of scale, which result in winner-take-all markets (as W. Brian Arthur pointed out in 1985). It is notable that the report doesn't mention the winners we already have, in Web and source code archiving, and in emulation. All are at the point where a competitor is unlikely to be viable. To be affordable, digital preservation needs to be done at scale. The report's orientation is very much "let a thousand flowers bloom", which in IT markets only happens at a very early stage. This is likely the result of talking only to people nurturing a small-scale flower, not to people who have already dominated their market niche. It is certainly a risk that each area will have a single point of failure, but trying to fight against the inherent economics of IT pretty much guarantees ineffectiveness.
  • 1) The big successes in the field haven't come from consensus building around a roadmap, they have come from idiosyncratic individuals such as Brewster Kahle, Roberto di Cosmo and Jason Scott identifying a need and building a system to address it no matter what "the community" thinks. We have a couple of decades of experience showing that "the community" is incapable of coming to a coherent consensus that leads to action on a scale appropriate to the problem. In any case, describing road-mapping as "research" is a stretch. 2) Under severe funding pressure, almost all libraries have de-emphasized their custodial role of building collections in favor of responding to immediate client needs. Rieger writes: As one interviewee stated, library leaders have “shifted their attention from seeing preservation as a moral imperative to catering to the university’s immediate needs.” Regrettably, but inevitably given the economics of IT markets, this provides a market opportunity for outsourcing. Ithaka has exploited one such opportunity with Portico. This bullet does describe "research" in the sense of "market research".  Success is, however, much more likely to come from the success of an individual effort than from a consensus about what should be done among people who can't actually do it. 3) In the current climate, increased funding for libraries and archives simply isn't going to happen. These institutions have shown a marked reluctance to divert their shrinking funds from legacy to digital media. Thus the research topic with the greatest leverage in turning funds into preserved digital content is into increasing the cost-effectiveness of the tools, processes and infrastructure of digital preservation.
Todd Suomela

We Have Been Here Before | Easily Distracted - 0 views

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    A useful review of the past 60 years of controversy over college speakers.
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    For those interested in following the political correctness debate from an historical perspective.
Todd Suomela

Build a Better Monster: Morality, Machine Learning, and Mass Surveillance - 0 views

  • Unfortunately, the enemy is complacency. Tech workers trust their founders, find labor organizing distasteful, and are happy to leave larger ethical questions to management. A workplace free of 'politics' is just one of the many perks the tech industry offers its pampered employees. So our one chance to enact meaningful change is slipping away. Unless something happens to mobilize the tech workforce, or unless the advertising bubble finally bursts, we can expect the weird, topsy-turvy status quo of 2017 to solidify into the new reality. But even though we're likely to fail, all we can do is try. Good intentions are not going to make these structural problems go away. Talking about them is not going to fix them. We have to do something.
  • Can we fix it? Institutions can be destroyed quickly; they take a long time to build. A lot of what we call ‘disruption’ in the tech industry has just been killing flawed but established institutions, and mining them for parts. When we do this, we make a dangerous assumption about our ability to undo our own bad decisions, or the time span required to build institutions that match the needs of new realities. Right now, a small caste of programmers is in charge of the surveillance economy, and has broad latitude to change it. But this situation will not last for long. The kinds of black-box machine learning that have been so successful in the age of mass surveillance are going to become commoditized and will no longer require skilled artisans to deploy. Moreover, powerful people have noted and benefited from the special power of social media in the political arena. They will not sit by and let programmers dismantle useful tools for influence and social control. It doesn’t matter that the tech industry considers itself apolitical and rationalist. Powerful people did not get to be that way by voluntarily ceding power. The window of time in which the tech industry can still act is brief: while tech workers retain relatively high influence in their companies, and before powerful political interests have put down roots in the tech industry.
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