Teaching and Technology

From Age of Empires to Zork: Using Games in the Classroom

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In this new media age, online games are making their way into the classrooom. But with all those titles out there, how do you know what to use or how to use it? Todd Bryant breaks down the game world for class use and offers a wide range of ideas and resources on finding games that enhace student learning.

NERCOMP Event: "Collaboration: Empowering Active Learning through the Application of Technology

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Seats are still available for NERCOMP's upcoming workshop on May 13th:  "Collaboration: Empowering Active Learning through the Application of Technology." 

For a full schedule and registration information, please go to:
http://www.nercomp.org/events/event_single.aspx?id=1337

"Who Owns This Image?" Public Presentation and Debate: NYC Tues April 29, 6:30pm

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Who Owns This Image?

Art, Access, and the Public Domain after Bridgeman v. Corel

Public Panel Discussion Cosponsored by: Art Law Committee, New York City Bar Association, College Art Association, ARTstor Creative Commons

Panelists: Dr. Theodore Feder, President, Art Resource, Artists Rights Society Christopher Lyon, Executive Editor, Prestel Publishing William Patry, Senior Copyright Counsel, Google Hon. Richard A. Posner, United States Court of Appeals, 7th Circuit Maureen Whalen, Associate General Counsel, J. Paul Getty Trust Moderator: Virginia Rutledge, Chair, Art Law Committee, New York City Bar

Upcoming NERCOMP Workshop: "Preparing Faculty to Teach Online"

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Faculty are familiar with teaching in classrooms, but put them in a virtual classroom and they are often lost and unsure of how to proceed. The planning required to offer a quality online course is new to many faculty, as well as all of the delivery, communication, collaboration, assessment, and class management issues they will encounter. How can we prepare faculty to teach an online course? What are the obstacles to getting faculty to participate in preparation programs and how can they be overcome?

Instructional Design for Online Learning: A NERCOMP SIG Event

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One of the advantages of writing about your own workshop is that you can benefit from participant evaluations. Over seventy-five people attended the full-day workshop on Instructional Design that I led last October,[1] and at least twenty seven of those in attendance had never before enrolled in a NERCOMP event. Over twenty five of these people drove more than five hours roundtrip to participate. This leads me to believe that many people feel a compelling need to understand and benefit from instructional design, so much so that people will step out of their comfort zones and venture, literally, into new territories.

Learning from Video Games: Designing Digital Curriculums: A NERCOMP SIG Event

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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.

NERCOMP Workshop: Preparing Faculty to Teach Online

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Registration is now open for NERCOMP's upcoming workshop:
"Preparing Faculty to Teach Online"

For a full schedule and registration information, go to:
http://www.nercomp.org/events/event_single.aspx?id=1330
 

Beyond the ACLS Report: An interview with John Unsworth

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John Unsworth chaired the ACLS Commission that authored Our Cultural Commonwealth. In a conversation with Kevin Guthrie, he offers his own well-developed definition of cyberinfrastructure, talks about why and how the needs of the humanities should be considered separately, and explains how the report's framework has been useful already in developing new implementation strategies.

Cyberinfrastructure as Cognitive Scaffolding: The Role of Genre Creation in Knowledge Making

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This gripping account describes what the process and products of a new cyberscholarship might look like in the age of the Semantic Web, in which cyberinfrastructure’s potential as a "facilitator of a vast social process of meaning making" might be further developed.

The Future of Art History: Roundtable

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Three art historians discuss how their most urgent needs might be addressed by cyberinfrastructure. While they hold themselves responsible for fostering new forms of scholarship as they appear, the bottom line, they agree, is that CI will be useless if it can not revolutionize image access and metadata management, and cannot help us think differently about vision and objects: "what kind of image work is the work that matters most?"
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