L
Language Learning Technology International (LLTI)
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- Visit http://iallt.org/iallt_services/llti_listserver.html
Laptops in the Classroom
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- Visit http://ctl.stanford.edu/Tomprof/index.shtml
LC Draft Report on the Future of Bibliographic Control
Library of Congress Working Group on the Future of Bibliographic Control that emphasizes the crucial need to enable smart connections between currently separate silos of cataloging. Here's the heart of the project:
Different communities of bibliographic practice have grown up around different resource types: library collections of books and journals, archives, journal articles, and museum objects and images. As these resources and others become increasingly accessible through the Web, separation of the communities of practice that manage them is no longer desirable, sustainable, or functional. Bibliographic control is increasingly a matter of managing relationships—among works, names, concepts, and object descriptions—across communities. Consistency of description within any single environment, such as the library catalog, is becoming less significant than the ability to make connections between environments: Amazon to WorldCat to Google to PubMed to Wikipedia, with library holdings serving as but one node in this web of connectivity. In today's environment, bibliographic control cannot continue to be seen as limited to library catalogs. [Report on the Future of Bibliographic Control PDF]
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- Visit http://www.loc.gov/bibliographic-future/news/draft-report.html
Learning and Technology: Implications for Liberal Education and the Disciplines
The American Association of Colleges and Universities is holding a three-day conference:
Learning and Technology: Implications for Liberal Education and the Disciplines
Network for Academic Renewal Conference
April
20-22, 2006
Seattle, Washington
Early Registration Deadline: March 29,
2006
Learning from Video Games: Designing Digital Curriculums: A NERCOMP SIG Event
Not so long ago, the stereotypical computer gamer was a geeky adolescent male who basked in the glow of a computer screen for days at a time, living on nothing but junk food and soda. But these days, as I observe my two daughters, I know that computer-mediated games can be a healthy pursuit and that they are now central to the lives of many youth. For example, my 10-year-old spends hours playing online Webkinz games to earn "cash†so she and her 9 year-old sister can purchase furniture for the house of their stuffed animals' avatars. The youngest also desperately covets the Wii, longing for something to do that's more "active and interesting†than TV.
My daughters are teaching me that digital games can be multi-faceted, social, compelling, and intellectually stimulating worlds. In comparing the richness of good digital games with the mind-numbing worksheets that my daughters bring home each day from school, it's apparent that educators have a great deal to learn from computer games. In early October, 2007, a group of NERCOMP workshop participants met in Southbridge to do just that.
Learning Outcomes Related to the Use of Personal Response Systems in Large Science Courses
Learning the Blues in Video Games
Learning the Love of Learning: Newman's Ideal Updated
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- Visit http://liberalarts.wabash.edu/cila/home.cfm?news_id=3470
Lectures in Your Pocket: iTunes Goes to College
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- Visit http://chronicle.com/free/2006/01/2006012501t.htm?rss
LiberalArtsOnline
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- Visit http://liberalarts.wabash.edu/liberalartsonline
Library and Information Technology Association (LITA) blog
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- Visit http://www.litablog.org/
Linkers of the World Unite
LIS News
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- Visit http://www.lisnews.com/
