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Todd Suomela

Digitally Endangered Species - Digital Preservation Coalition - 0 views

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    "The DPC's 'Bit List' of Digitally Endangered Species is a crowd-sourcing exercise to discover which digital materials our community thinks are most at risk, as well as those which are relatively safe thanks to digital preservation. By compiling and maintaining this list over the coming years, the DPC aims to celebrate great digital preservation endeavors as entries become less of a 'concern,' whilst still highlighting the need for efforts to safeguard those still considered 'critically endangered.' "
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.
Todd Suomela

Jaron Lanier on VR and empathy - the double-edged sword | Digital Bodies - 0 views

  • What Lanier doesn’t say here – though he is well aware of the issue from his work on social media – is that the way content production is funded will impact how VR is used.In social media, the loudest voices get promoted through the algorithms (and get the views). We’ve been fortunate in the early stages of VR that the medium has been in the hands of artists who care deeply about humanity. They’ve been self-funded, backed by grants from film festivals and other organizations, and relied on a lot of goodwill.That’s not a sustainable environment for creating immersive content. VR content is not going to be free but outside of specific professional areas (e.g., medical education) and corporate use (eg., Wal-Mart’s training program) we don’t have a working business model. Resolving this issue is not just a business question – it’s a content question. It will directly shape the types of virtual environments and experiences we’ll have in the future.Lanier makes the point in another interview on UnDark,Let’s suppose that after Gutenberg, there was this movement to say all books must be free. Nobody can charge for a book. But it’s okay for books to have advertisements. What we would have ended up with is advertisers determining what books there were.
Todd Suomela

The Promise and Disappointment of Virtual Reality | Literary Hub - 0 views

  • Of course, whether it is using VR for the treatment of vertigo and PTSD, or drawing our attention to unconscious biases like racism, it is possible that VR does have the ability to change our perception of the world around us, that the knowledge we gain from this technology can be transformative. But Plato’s Cave presupposes that those freeing the prisoner from their chains to reveal the true nature of “reality” are altruistic in their intent—that the world being shown the freed prisoners is indeed the truth. It is an allegory that does not allow for the world as it is today, or the pervasive desire to escape it. The continued commercial failure of VR may represent an unconscious resistance to jettisoning our connection to the real. Maybe we are waiting for that blockbuster game to drive mass-market appeal. Perhaps the technology simply is not good enough yet to simulate a truly authentic—and profitable—experience. In this sense we are trapped. We crave authenticity of experience but, despite the efforts of philosophers, authors and auteurs, our imaginations appear limited to what we can individually consume and identify with. While capitalism lumbers on, we cannot see anything but the shadows on the wall.
Todd Suomela

From Good Intentions to Real Outcomes - Connected Learning Alliance - 0 views

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    "The growth of online communication, media, and gaming is driving dramatic changes in how we learn. Responding to these shifts, new forms of technology-enhanced learning and instruction, such as personalized learning, open online courses, educational games and apps, and tools for learning analytics, are garnering significant public attention and private investment. These technologies hold tremendous promise for improving learning experiences and outcomes. Despite this promise, however, evidence is mounting that these new technologies tend to be used and accessed in unequal ways, and they may even exacerbate inequity. In February and May 2017, leading researchers, educators, and technologists convened for in-depth working sessions to share challenges and solutions for how learning technologies can provide the greatest benefits for our most vulnerable learners.The aim was to develop guiding principles and a shared agenda for how educational platforms and funders can best serve diverse and disadvantaged learners. These principles include inclusive design processes, ways of addressing barriers, and meth- ods to effectively measure impact. This report synthesizes the research, learnings, and recommendations that participants offered at the two workshops. After framing the nature of the challenge, the report then describes promising strategies and examples, and it ends with recommendations for next steps in research and coalition building."
Todd Suomela

The State of Open Data Report 2017 - 0 views

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    "Figshare's annual report, The State of Open Data 2017, looks at global attitudes towards open data. It includes survey results of 2,300 respondents and a collection of articles from industry experts, as well as a foreword from Jean-Claude Burgelman, Head of Unit Open Data Policies and Science Cloud at the European Commission. Its key finding is that open data has become more embedded in the research community - 82% of survey respondents are aware of open data sets and more researchers are curating their data for sharing."
Todd Suomela

Digital History & Argument White Paper - Roy Rosenzweig Center for History and New Media - 0 views

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    "This white paper is the product of the Arguing with Digital History Workshop organized by Stephen Robertson and Lincoln Mullen of George Mason University, with funding from the Andrew W. Mellon Foundation. The two-day workshop, which involved twenty-four invited participants at different stages in their careers, working in a variety of fields with a range of digital methods, was conceived with a focus on one particular form of digital history, arguments directed at scholarly audiences and disciplinary conversations. Despite recurrent calls for digital history in this form from digital and analog historians, few examples exist. The original aim of the workshop was to promote digital history that directly engaged with historiographical arguments by producing a white paper that addressed the conceptual and structural issues involved in such scholarship. Input from the participants expanded the scope of the white paper to also elaborate the arguments made by other forms of digital history and address the obstacles to professional recognition of those interpretations. The result was a document that aims to help bridge the argumentative practices of digital history and the broader historical profession. On the one hand, it aims to demonstrate to the wider historical discipline how digital history is already making arguments in different forms than analog scholarship. On the other hand, it aims to help digital historians weave the scholarship they produce into historiographical conversations in the discipline."
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