Because elementary teachers have limited amounts of time for social studies, if they teach it at all, they need powerful direct experiences that allow them to introduce a topic and provide some context for it, a game or activity that helps the students learn a concept
Contents contributed and discussions participated by Chris Milando
March 10th Presentation Powerpoint and Notes - 3 views
-
Hi everyone,
Sorry for not being able to upload this yesterday. These are my notes (thematic summaries and the presentation outline) along with the powerpoint presentation and Morgan's Raid (if anyone wanted to give it a try).
http://www.mediafire.com/download/vbnr1yn61rlr1rk/March_10th_Presentation.rar
Highlights for Morris': The Future of the Civil War through Gaming: Morgan's Raid Video... - 2 views
-
-
All of this must occur in a block of about thirty minutes or the teacher will determine that it takes too much time
-
Since games are best at helping the player to understand processes, the historian has an important role on the design team in identifying the process to be explored through the game
- ...11 more annotations...
-
Quick Summary: Morris argues that video games can provide accurate historical information - as long as they are not presented as narratives. He argues that video games can (and should) be used for educational purposes, and can be effective tools in teaching history in a quick, engaging and fun way. He also advocates for the role of the historian and a general sense of collaboration in creating educational video games.
Highlights for Gibbs and Owens': Writing History in the Digital Age » Hermene... - 0 views
-
historical scholarship increasingly depends on our interactions with data, from battling the hidden algorithms of Google Book Search to text mining a hand-curated set of full-text documents.
-
Even though methods for exploring and interacting with data have begun to permeate historical research, historians’ writing has largely remained mired in traditional forms and conventions
-
In this essay we consider data as computer-processable information.
- ...69 more annotations...
» Highlights for McCall's: Historical Simulations as Problem Spaces: Criticis... - 0 views
-
The concept of problem space is a highly useful tool for studying historical simulations, teaching history, and using the former to help in the latter.
-
Simulation games are interpretations of the past designed as problem spaces
-
In the field of educational and cognitive research a problem space is a mental map of the options one has to try to reach a goal, the various states.
- ...54 more annotations...
»Highlights for Chapman's: Privileging Form Over Content: Analysing Historica... - 0 views
-
At this early stage in the serious study of historical videogames, we must be sure to adopt an approach that privileges understanding the videogame form (and the varying structures this entails) and its integral role in the production and reception of historical meaning, rather than solely, or even primarily, on the content of specific products as historical narratives.
-
-
Content cannot be separated from its form, just as history cannot be understood separately from the modes in which it is written, coded, filmed, played, read, or viewed.
- ...27 more annotations...
Highlights for de Peuter and Dyer-Witherford article: Mobilising and Counter-Mobilising... - 0 views
-
article
-
This article is a preliminary portrait of work in the video and computer game development industry, a sector of creative, cognitive labour that exemplifies the allure of new media work
-
there are promising signs of game designers and audiences creatively reorienting their playful dispositions and intellectual capacities toward the subversion of the very logics of expropriation, commodification, and corporatisation that sustain the digital play industry in particular and global capital in general.
- ...151 more annotations...
Small Assignment #2 - 74 views
-
I think the finality of essays is a really interesting topic, and something I think all students need to be thinking about seriously. Coming from the perspective of an English student, I would argue that about half of our program is centered around essay writing, and when we think about the incredibly short life-cycle of our essays, it comes as no surprise that we have difficulty finding jobs once we graduate. If we are not taught how to apply our work outside of the classroom, how can we ever know what we are capable of when we leave the security of our schools? Schools give us an audience (even if it is only an audience of one - the professor who grades our work), but once we graduate, it becomes very difficult to know who will have interest in reading our work, where to publish our work, and most importantly - what to do with our work.
So I think that thinking critically about this topic goes beyond our understanding of how our work is different in its digital format (i.e. how they can function as databases for topic mining or distant reading through tools, etc.), but what we can (and have to) do with this new format.
That being said, do you (or anyone else from the class) think that the finality of essays will be "fixed" in the way we will begin to read essays differently (by posting them online and allowing discussion and discourse to be created around them), or do you think that we can (or should) even change the way that they are written in the first place?
Just as Mark Sample wants to do away with essays entirely, do you think that we can counter finality by re-inventing the way we communicate our work? Would an English or Film Studies student's work garner a bigger audience by vlogging their analysis? Kelly Schrum, in her article "A Tale of Two Goldfish Bowls . . . Or What's Right with Digital Storytelling" states that "Several students adapted this approach to weekly assignments, submitting vlogs in place of blog postings. The blog discussion on copyright was thoughtful and lively, but [one student]'s vlog on the topic accomplished what a text-blog could not".
Tad Suiter's video discusses how vlogs can be used effectively (this link will make the video start right where he starts talking about it) http://youtu.be/rpe9c7BVPfo?t=4m19s, and I was thinking about this in relation to our own blog posts here on Diigo.
As you can see, I've only responded to your first point (the finality of essays), partially because it was the topic I was the most interested in, but also because I wanted to demonstrate the problem I think online discussion is going to have (for our class and all classes in general).
As much as I want to reply to everybody's Assignments, the problem is that I simply don't have time - and I doubt anybody else in this class does either. I think online discussion can work very effectively, but when we all have a bunch of readings to do, assignments to mark (for those of us who are TAs) and blog posts of our own to write, it's hard to read through everyone else's assignments and respond with thoughtful critiques of them all.
While I really liked Cathy Davidson's idea of crowdsourcing grading to her students, I think that assignments would need to be very short in order for us to be able to carefully read through all of them.
To really exemplify how problematic online discussion can be, I have to admit, it's probably not very likely that many (if any) will respond to this post and my question. As I mentioned, it's hard to find time to read through everyone's posts, and I think our own discussion will help us to both experience and observe these issues for busy students. Although I think online discussion is certainly the answer to eradicating the "finality" of essays, I don't think it's going to be possible within the format we're using. Maybe shorter posts would help, but I wonder if the answer is something like a vlog (as Schrum suggested)?
I think it is also important to think about whether our work will continue to be read and discussed outside of our class, and even after this semester is over. Although theoretically, posting our work online does eradicate its finality (since it has the possibility of always being read and commented on), in practice, I think that most of our work will cease to be read once the class it was written for is over. I'm certain that none of us will continue to comment on these blog posts after this semester, and this is a problem.
I think that our work needs to always continue to grow and change (to mimic the nature of the medium it is posted on - the internet), and we don't yet have a framework for online assignments to allow this (or, we're just not ready for this type of never-ending discourse and continual growth).
So, I wonder what everyone thinks about these questions:
Would continual online discussion work best if we had a word limit for our posts (like 150-200 words)?
Do we need to adopt vlogs or something that will allow us to grab the attention of other readers/viewers more easily?
Does the work for our classes need to transcend the audience of our classmates?
Is it important for our work to never stop growing and changing (and thus, important to ensure that our work is never really "finalized")? -
Alessandro, I certainly agree - I think having a week to test brief on-line discussion would be a great idea, especially if we can then discuss the benefits/drawbacks of our experience in-class as you suggested.
I also agree that we certainly can't assume everyone will be interested in our undergrad papers, and I've been thinking about what kind of platform our work could/should be published on (with this in mind).
I think that what we need is a database that functions similarly to Jstor, where students who have an interest in a certain topic can search any work that has been done on it (and this would allow much more work to be available - and much more quickly - since the peer review process would not stand in the way).
The homepage for this site could feature the latest essays/vlogs/etc. posted, and a voting system (similar to Reddit's) that allows both comments and reviews to be written for each paper, as well as allowing the most voted works to appear at the top of a search.
The reason I'm suggesting something like this is because you're exactly right - not everyone will be interested in what a 2nd or 3rd year student has to say, but some might, and those that are willbe searching for essays related to their topic of interest anyway, so I think this type of database would be the best way to ensure our essays have continued relevance long after they are graded, are open for discourse and criticism, are available for those interested in their topic and not promoted blindly to users who have no interest in them, and can help us to establish - as an academic community - what work is relevant, useful and well-written and what is not.
A platform like this could even provide students with top-rated essays something to put on their CVs (which is important, because a large number of undergrad students graduate without anything published or worth mentioning on their CVs). -
And Devin, not to worry - I only responded to your first point in your last post, so it's not a problem at all. If anything, I guess we're getting good experience in brief discussion and being able to focus on what's important!
I'll email Professor Greenspan and see what he thinks - I hope he won't mind?
I find that, as more and more (and more) essays, dissertations and books are being published each year, it's becoming impossible for any single student to read and engage with every source related to that topic, and I think that the same logic applies for online class discussion. It's simply impossible for any one student to read and respond to everything their other classmates post, so this allows discourse to form around what is most important without burdening us too much amidst our other responsibilities.
I also definitely agree with you - I think vlogs would be useless unless they're used the right way (which means that they have to be both entertaining and doing more than they would in the form of written text). In order for us to understand how vlogs function, how to make them interesting and how to employ their unique capabilities, I think we would need to be trained a bit to ensure that we would be using them effectively.
For our purposes, that makes it really difficult because (to my knowledge) we don't have any professors who could give us a crash-course on vlogging, but at the same time, if no one is available to teach us, maybe its best to just try it and (possibly) fail?
After all, isn't DH all about trying new things and being open to failure and criticism?
To respond to your last point, I think this question definitely needs to be answered before creating anything like the platform I suggested, and I'm not quite sure where I stand on this.
On the one hand, I think it has to be open to everyone, as potential future employers (who want to see examples of our work) and scholars (who could use our work) need to have access to it. At the same time, if we make access open to everybody, I feel that the comment section would succumb very quickly to the trolls from Youtube and 4chan.
That being said, I think it would make the most sense to allow everyone access to the essays/mutimedia work themselves, but only allow certain people the ability to contribute (i.e. the ability to vote, review and comment).
Who gets the ability to contribute? I'm not sure. I guess students and faculty from around the world could log in (the same way we log in to Jstor), but I think that would exclude a lot of college/university alumni who may want to contribute as well, so I'm not sure what sort of access system would make the most sense.
Debates in the Digital Humanities - 3 views
-
The alternativeness of careers in digital humanities has in fact been a subject of long debate and much concern; many early researchers in what was then termed “humanities computing” were located in liminal and academically precarious institutional spaces
-
how and whether this domain could become a discipline, with its own faculty positions and academic legitimation.
-
And although those faculty positions and degree programs are starting to appear, many jobs in what is now called “digital humanities” are still para-academic, though their funding and institutional position has been consolidated somewhat
- ...48 more annotations...
-
Julia Flanders explores what "work" means within academia, what is considered payable labour in comparison to what needs to be done first (that is not paid for and done on our own time) . She discusses means of redefining academic labour, what (and who else) it involves and strategies for changing the relationships between students, faculty and para-academic staff.
» Napster, Udacity, and the Academy Clay Shirky - 3 views
-
How did the recording industry win the battle but lose the war? How did they achieve such a decisive victory over Napster, then fail to regain control of even legal distribution channels?
-
Hey kids, Alanis Morisette just recorded three kickin’ songs! You can have them, so long as you pay for the ten mediocrities she recorded at the same time.
-
Napster told us a different story. Napster said “You want just the three songs? Fine.
- ...36 more annotations...
1 - 10 of 10
Showing 20▼ items per page
I was going to show a clip from the bonus features of God of War III - after you beat the game, you get to see a mini-documentary about the process of creating the game and what it was like to work at Santa Monica Studio.
You can watch a clip of it here: http://www.youtube.com/watch?v=uBHGs8HoYuo
It's strange because I can't tell if they actually have as much fun working as the video makes it seem, or if the higher ups cut out negative interviews or comments by members of the team. There is a point where they begin discussing crunch time (http://youtu.be/uBHGs8HoYuo?t=23m21s), but we don't get to hear any real complaints from the team, which I thought was kind of odd.
Brian and I discussed the video a few days ago and he mentioned that it wouldn't really make sense for the company to make the gamer feel bad about what they're playing , and I realized that if we knew about all of the labour involved in making the games we play, we probably wouldn't play them as much (just as we might stop eating most of our favourite foods if we knew how they were made).
I'm not very well versed in Marxist theory, but I'm pretty sure I read something about how this works with Capitalism - the labour that goes into a commodity is erased or made as invisible as possible so that the nicely packaged item you buy looks as if it hasn't been touched by human hands. This way, we don't have to think about what we're buying.
If anyone knows where I might have read this from, let me know - I'd like to get a refresher on Marxist theory.
The reddit link really helps to contextualize the idea of immaterial labour outside of the gaming industry, and it got me wondering if it exists outside the working world as well.
Do you think that schools operate in this manner to a degree? Can we consider homework as a sort of immaterial labour? There has already been scholarship and debates on whether students necessarily need to do work and readings outside of school, and although I'm not going to get into the topic much, these are a couple of neat things to look at: http://www.telegraph.co.uk/education/educationnews/10101361/School-bans-homework-to-give-pupils-more-family-time.html,
http://www.debate.org/opinions/should-schools-give-homework,
http://www.thedailyriff.com/articles/the-finland-phenomenon-inside-the-worlds-most-surprising-school-system-588.php,
and http://cdn.slowrobot.com/3420131500195.jpg.
(This isn't a topic that needs to be discussed, I just thought it was interesting to see how the concept of immaterial labour can be discussed outside the video game industry - and maybe could help us think of other ways immaterial labour affects our lives).