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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

Fluent in Social Media, Failing in Fake News: Generation Z, Online - Pacific Standard - 0 views

  • Instead of burrowing into a silo or vertical on a single webpage, as our Gen Z digital natives do, fact checkers tended to read laterally, a strategy that sent them zipping off a site to open new tabs across the horizontal axis of their screens. And their first stop was often the site we tell kids they should avoid: Wikipedia. But checkers used Wikipedia differently than the rest of us often do, skipping the main article to dive straight into the references, where more established sources can be found. They knew that the more controversial the topic, the more likely the entry was to be "protected," through the various locks Wikipedia applies to prevent changes by anyone except high-ranking editors. Further, the fact checkers knew how to use a Wikipedia article's "Talk" page, the tab hiding in plain sight right next to the article—a feature few students even know about, still less consult. It's the "Talk" page where an article's claims are established, disputed, and, when the evidence merits it, altered.
  • In the short term, we can do a few useful things. First, let's make sure that kids (and their teachers) possess some basic skills for evaluating digital claims. Some quick advice: When you land on an unfamiliar website, don't get taken in by official-looking logos or snazzy graphics. Open a new tab (better yet, several) and Google the group that's trying to persuade you. Second, don't click on the first result. Take a tip from fact checkers and practice click restraint: Scan the snippets (the brief sentence accompanying each search result) and make a smart first choice.
  • What if the answer isn't more media literacy, but a different kind of media literacy?
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  • We call them "digital natives." Digitally naive might be more accurate.Between January of 2015 and June of 2016, my colleagues and I at the Stanford History Education Group surveyed 7,804 students across 12 states. Our goal was to take the pulse of civic online reasoning: students' ability to judge the information that affects them as citizens. What we found was a stunning and dismaying consistency. Young people's ability to navigate the Internet can be summed up in one word: bleak.
Todd Suomela

Of Caves and Conferences | Confessions of a Community College Dean - 0 views

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    For planning our upcoming jaunt to the DLF forum. What content should we focus on as a group?
Todd Suomela

the social-rhetorical challenges of information technology - digital digs - 0 views

  • This is why a survey coming from IT asking me about the usefulness of the technology in the classroom seems tone deaf to me. The problem isn’t the technology or if there are problems with the technology then they are obscured by the limits of the physical space. I would like for students to have enough space to bring their laptops, move around, work in groups, share their screens (even if only by all moving around in front of a laptop), and have conversations without getting in each others way.  I’d also like to be able to move among those groups without worrying about pulling a muscle.
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    For Matt to make his points about the interaction between physical space and technology.
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.
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  • 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

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.
jatolbert

Trends in Digital Scholarship Centers | EDUCAUSE - 2 views

  • Although sometimes confused with digital scholarship centers, digital humanities centers are often specialized research centers led by a group of faculty and serving only select disciplines rather than a broad campus community. Also, libraries often play only a peripheral role in digital humanities centers.1 In contrast, libraries or IT organizations have a key role in digital scholarship centers.
    • jatolbert
       
      This is important.
  • Digital scholarship centers can build institutional capacity to address emerging and future scholarship needs.
  • Considering options for presenting or publishing completed projects
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  • A key attribute that distinguishes digital scholarship centers from more traditional research institutes (such as digital humanities centers) is that they are service organizations, staffed by individuals with specialized skills, who support work in the digital environment.
  • Whether a digital scholarship center needs a dedicated facility or can be a distributed set of physical spaces and services — or even a virtual service — are open questions. A physical center that brings together specialized equipment and services in one convenient place has the advantage of visibility and provides a venue for an array of programming, including workshops, guest lectures, and displays of completed projects. In other cases, an office or set of offices might serve as the hub for center staff, while equipment and services are dispersed in physically separate media production areas, GIS facilities, data visualization labs, and makerspaces.
  • The case studies also illustrate the importance of tailoring a digital scholarship program to the needs of the institution; there is no "one size fits all."
  • The Sherman Centre has taken a "design-build" approach: Spaces were rendered with maximum flexibility in mind — with minimal enclosed spaces and with a strong focus on moveable furniture and adaptable technology. Design work has continued long after the center was officially opened: Key service and space components have been added as the needs of the campus community have become more clear.
  • Thus, the Sherman Centre was not serving an established collection of self-identified digital scholars — it was growing its own.
  • First, we have learned the critical importance of clearly defining the Sherman Centre's scope and purpose for the campus community.
  • We often find ourselves having to turn people away when their work is not advancing the digital scholarship agenda. Saying no is not easy, but it must be done to protect the center's integrity.
  • Digital scholarship centers represent a model of engagement for libraries and information technology units. They both support and encourage new directions in research, teaching, and learning and provide the infrastructure (technical and human) to encourage experimentation in new areas of scholarship.
  • Experiences gained from existing digital scholarship centers can help uninitiated institutions better launch their own efforts and thereby increase support for the research, teaching, and learning needs of their campus communities.
  • Digital scholarship centers focus on relationships, extending the ways in which librarians and academic computing professionals relate to and work with faculty (and often students) and their scholarly practices.
  • Here, we examine centers that go by a variety of names — including digital scholarship center, digital scholarship lab, and scholars' lab — but that nonetheless share common features. These centers are generally administered by a central unit, such as the library or IT organization; serve the entire campus community (including undergraduates, graduate students, and faculty); and address the needs of a range of academic departments and programs.
Todd Suomela

New World Notes: Palmer Luckey's Support for Pro-Trump Group Reminds Me of His Support ... - 0 views

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    Palmer Luckey is the founder of Oculus.
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