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Deb Balducci

A Different Approach to Flipping - 1 views

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    Using the instructional video in the classroom with individual devices, students can pause and replay the video while the instructor helps the struggling students.
Matt Gardzina

Physics Professor Gains Popularity on YouTube | St. Lawrence University - 0 views

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    Professor of Physics Daniel W. Koon has created his own YouTube channel to host videos of his scientific demonstrations. Since then, his channel has received more than 100,000 viewers from the U.S., South Korea, India, and the U.K., and currently has more than 50 subscribers.
Deb Balducci

Haiku Deck - 0 views

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    Great app for the iPad for simple image presentations. Grabs and embeds the attribution information on CC-icensed Flikr images.
Leslie Harris

Google To Launch Play Textbooks In August, Partners With 5 Major Publishing Houses | Te... - 0 views

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    Article announcing that Google will be bringing student textbooks to the Google Play store.
jatolbert

Open Stacks: Making DH Labor Visible ← dh+lib - 1 views

  • When infrastructure is understood as an irrational social formation, emotional labor tends to compensate for a perceived lack of resources. Scholars who are used to the invisibility of traditional library services, for instance, find that digital projects expose hierarchies and bureaucracies that they don’t want to negotiate or even think about, and the DH librarian or one of her colleagues steps in to run interference. Why can’t the dean of libraries just tell that department to create the metadata for my project? After all, they already create metadata for the library’s systems. Why can’t web programming be a service you provide to me like interlibrary loan? I thought the library was here to support my scholarship. Why can’t you maintain my website after I retire–exactly the way it looks and feels today, plus update it as technology changes? In some conversations, these questions may be rhetorical; it may take emotional labor to answer them, but doing so exposes the workings of the library’s infrastructure–its social stack.
    • jatolbert
       
      More conflation of DH with all digital scholarship
  • How does DH fit within this megastructure? According to some critics, DH is part of the problem of the neoliberal university because it privileges networked, collaborative scholarship over individual production. If creating a tool (hacking) or using computational methods has the same scholarly significance as writing a monograph, then individualized knowledge pursued for its own sake, the struggle at the heart of humanistic inquiry, is devalued. Yet writing a book always depended on invisible (gendered) labor in the academy. Word processing, library automation, and widespread digitization are just three examples of the support labor for traditional scholarly work that Bratton’s globalized technology Stack has absorbed. (And we know that the fruits of that labor are in no way distributed equitably.) What has changed in the neoliberal university is that the humanities scholar becomes one more node in a knowledge-producing system. Does it matter, then, whether DH work produces ideas or things, critics say, if all are absorbed into a totalizing system that elides the individual scholar’s privileged position? This is of course a vision of scholarship that is traditionally specific to the humanities; lab science and the performing arts, for example, have always been deeply collaborative (but with their own systems of privilege and credit).
  • DH librarians, whose highly collaborative work is dedicated to social justice and public engagement, may be one particularly vital community of practice for exposing the changing conditions that create knowledge.
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  • like the fish who asks “what is water?”–most scholars are unaware of the extent to which their work, professional interactions, and finances are imbricated with the global technology Stack.
    • jatolbert
       
      Also not sure that this is true.
  • Many DH programs, initiatives, and teams have arisen organically out of social connections rather than centralized planning.
  • the myth of scarcity
  • Scholars often presume that because libraries acquire, shelve, and preserve the print books that they write, that the same libraries will acquire, shelve (or host), and preserve digital projects.
    • jatolbert
       
      This is a natural assumption, and in fact is true in many cases.
  • digital scholarship
  • DH
  • digital scholarship
jatolbert

DLAx | The Digital Liberal Arts Exchange - 0 views

shared by jatolbert on 08 Jun 17 - No Cached
  • Many schools have recently embarked upon initiatives in digital scholarship – those forms of scholarship largely in the humanities and humanistic social sciences that emphasize digital tools and infrastructure, as well as accompanying expertise and support.
    • jatolbert
       
      Why is it "largely in the humanities and humanistic social sciences"? I don't buy this.
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

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.
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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

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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