245 research outputs found

    Educating the Net Generation

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    Edited by Diana G. Oblinger and James L. Oblinger. Includes a chapter by former College at Brockport faculty member Joan K. Lippincott: Net generation students and libraries. The Net Generation has grown up with information technology. The aptitudes, attitudes, expectations, and learning styles of Net Gen students reflect the environment in which they were raised—one that is decidedly different from that which existed when faculty and administrators were growing up. This collection explores the Net Gen and the implications for institutions in areas such as teaching, service, learning space design, faculty development, and curriculum. Contributions by educators and students are included.https://digitalcommons.brockport.edu/bookshelf/1278/thumbnail.jp

    Women’s Perspectives on Human Security: Violence, Environment, and Sustainability

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    Violent conflict, climate change, and poverty present distinct threats to women worldwide. Importantly, women are leading the way creating and sharing sustainable solutions. Women’s security is a valuable analytical tool as well as a political agenda insofar as it addresses the specific problems affecting women’s ability to live dignified, free, and secure lives. First, this collection focuses on how conflict impacts women’s lives and well-being, including rape and gendered constructions of ethnicity, race, and religion. The book’s second section looks beyond the scope of large-scale violence to examine human security in terms of environmental policy, food, water, health, and economics. Multidisciplinary in scope, these essays from new and established contributors draw from gender studies, international relations, criminology, political science, economics, sociology, biological and ecological sciences, and planning.https://ohioopen.library.ohio.edu/oupress/1012/thumbnail.jp

    A critical evaluation of linguistic minorities from a postmodern perspective: the case of Welsh

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    My aim in this thesis is to consider language policy and minority languages from the viewpoint of postmodernism – a theoretical framework that has much to offer beyond mere explanation and support for the concepts of diversity and pluralism. I argue there is a shortage of texts that interrogate language policy from a postmodern perspective – notwithstanding the contributions of a relatively small group of linguists including Pennycook (2000, 2006), Wright (2000, 2004), Cameron (1995) and Edwards (1985-2003). Thus, I combine some arguments from the domain of postmodernism articulated by theorists such as Foucault (1980), Lyotard (1997), and Connor (2004) with other arguments from the fields of language policy, language ideology and minority language rights formulated by theorists such as Phillipson (1993, 2003), Crystal (2000, 2003).In the first chapter I consider how language policy and planning has developed as a subject of academic inquiry since World War II. In the second chapter I focus on a primary objective for language policymakers, namely minority language maintenance. I conclude that characteristics and trends associated with postmodernism are neither wholly supportive nor wholly unsupportive of minority language maintenance. In the third chapter, I concentrate on the minority language Welsh, tentatively concluding that a truly bilingual Wales is not achievable. In this fourth chapter, I analyse findings from my ethnographic research into Welsh language usage in Newport. I tentatively conclude once more that the Welsh Assembly Government’s bilingual objective is unachievable. Finally, I argue that postmodernism is a useful theoretical perspective for academics in the field of language policy and planning

    Game-Playing-Role

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    This thesis explores the ways in which suspension of disbelief works in digital games. Primarily concerned with how players relate imaginatively to the often major dissonance between gameplay and narrative in digital games, this thesis questions how the literate players of games reconcile these complex texts imaginatively. Proposing that Samuel Taylor Coleridge's concept of suspension of disbelief is a complicated process often cited rhetorically rather than given its theoretical due, this thesis aims to rehabilitate the term and turn it into a useful, sharpened tool for games studies. Digital games themselves are also seen to be an intense new realm of possibilities for the suspension of disbelief, and textual analysis of games which approach the fourth wall or the suspension of disbelief on their own terms helps to make this clear. Beginning by defining the differences of games compared to other media, the thesis goes on to define suspension of disbelief in both its historical and modern contexts and see how it fits with games, isolating three key problems with uniting the concept with the medium. The three chapters which follow looked in more depth at the problems of the skilled reader, fundamental activity and dissonance through investigations into games’ textual construction, the mindsets they engender in players and their reformulation of the fourth wall. The final section looks at the conclusions working together to achieve the dual aims of proposing a new model for game reading which centres around a willed disavowal of presence on the part of the gamer combined with the gamer's taking up of a role offered by the game-text, and rehabilitating both the term and the concept of suspension of disbelief

    Scenography and new media technologies: history, educational applications and visualization techniques

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    The endemic presence of digital technology is responsible for numerous changes in contemporary Western societies. This study examines the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. In the cross-disciplinary literature review, I investigate such primary elements of contemporary media as interactivity, immersion, integration and hyper-textuality, and explore their characteristics in the performing arts before and during the digital epoch. I also discuss various IT applications that transformed the way we experience, learn and co-create our cultural heritage. In order to illustrate how computer-generated environments could change the way we perceive and deliver cultural values, I explore a suite of rapidly-developing communication and computer-visualization techniques, which enable reciprocal exchange between viewers, theatre performances and artefacts. I analyze novel technology-mediated teaching techniques that attempt to provide a new media platform for visually-enhanced information transfer. My findings indicate that the recent changes towards the personalization of knowledge delivery and also towards student-centered study and e-learning necessitated the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience. The analysis of questionnaires and two case studies (the THEATRON and the VA projects) demonstrate the need for further development of digital-visualization techniques, especially for studying and researching scenographic artefacts. As a practical component of this thesis, I have designed and developed the Set-SPECTRUM educational project, which aims to strengthen the visual skills of the students, ultimately enabling them to use imagery as a creative tool, and as a means to analyze theatrical performances and artefacts. The 3D reconstruction of Norman Bel Geddes' set for The Divine Comedy, first of all, enables academic research of the artefact, exposing some hitherto unknown design-limitations in the original set-model, and revealing some construction inconsistencies; secondly, it contributes to educational and creative practices, offering an innovative way to learn about scenography. And, thirdly, it fills a gap in the history of the Western theatre design. This study attempts to show that when translated into digital language, scenographic artefacts become easily retrievable and highly accessible for learning and research purposes. Therefore, the development of such digital products should be encouraged, but care should also be taken to provide the necessary training for users, in order to realize the applications' full potential
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