32 research outputs found

    Medulla: A 2D sidescrolling platformer game that teaches basic brain structure and function

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    This article explores the design and instructional effectiveness of Medulla, an educational game meant to teach brain structure and function to undergraduate psychology students. Developed in the retro-style platformer genre, Medulla uses two-dimensional gameplay with pixel-based graphics to engage students in learning content related to the brain, information which is often pre-requisite to more rigorous psychological study. A pretest posttest design was used in an experiment assessing Medulla’s ability to teach psychology content. Results indicated content knowledge was significantly higher on the posttest than the pretest, with a large effect size. Medulla appears to be an effective learning tool. These results have important implications in the design of educational psychology games and for educational game designers and artists exploring the possibility of using a two-dimensional retro-style structure

    In defense of “slacktivism”: The Human Rights Campaign Facebook logo as digital activism

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    This paper examines the Human Rights Campaign (HRC) Marriage Equality logo as an example of a meme to further understandings of memetic transmission in social media technologies. The HRC meme is an important example of how even seemingly insignificant moves such as adopting a logo and displaying it online can serve to combat microaggressions, or the damaging results of everyday bias and discrimination against marginalized groups. This article suggests that even small moves of support, such as changing one’s Facebook status to a memetic image, assist by demonstrating a supportive environment for those who identify with marginalized groups and by drawing awareness to important causes. Often dismissed as “slacktivism,” I argue instead that the digital activism made possible through social media memes can build awareness of crucial issues, which can then lead to action

    Turning the Lens of Belief to the Classroom: Undergraduates’ Critical Engagement with Research

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    Students sometimes take for granted that peer-reviewed research automatically confers a scholarly ethos that is not always supported by the content of the piece. In this poster session, I argue for the inclusion of work related to “the lens of belief” in the undergraduate classroom, asking students to engage with published research through a critical rhetorical lens in order to move away from blind acceptance of any peer-reviewed work, and instead approach all research by attending to its rhetorical situation. The poster describes an exercise that can be adapted for undergraduate courses that asks students to engage critically with research

    Effective Social Media Use In Online Writing Classes Through Universal Design For Learning (Udl) Principles

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    This article explores how universal design for learning (UDL) principles can be used to effectively scaffold social media in online writing courses. It offers proposed best practices for user-centered design in online environments when using social media. These include offering alternative assignments, using accessible social media technologies, and encouraging students to critique social media\u27s affordances and constraints. Thus, readers may take away from this article some practical suggested approaches that can help support technologically enhanced classroom environments involving social media

    Training Online Technical Communication Educators To Teach With Social Media: Best Practices And Professional Recommendations

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    The author reports on social media research in technical and professional communication (TPC) training through a national survey of 30 professional and technical communication programs asking about their use of social media in technical communication. This research forms the basis of recommendations for training online TPC faculty to teach with social media. The author offer recommendations throughout for those who train online TPC faculty as well as for the teachers themselves

    Policies, Terms Of Service, And Social Networking Games

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    Social networking games are embedded within the complex networks of online social networking spaces (Juul 2010, 20). They are not simple, mindless puzzle games but instead require sophisticated levels of information literacy and fluency from players. Based on the popular television series franchise CSI: Crime Scene Investigation (Zuiker 2000), CSI: Crime City is one of two social networking games offered by game developer Area/Code and distributor Ubisoft in an overall series of 13 different CSI franchise games. Kitchen Scramble is a time-management casual game that allows players to manage the kitchen of a food truck. Based on the popular card game Yu-Gi-Oh! (Konami 1999), the Facebook version, Yu-Gi-Oh! BAM, is described as an “online social dueling app [wherein] you can challenge your friends, build a Deck from over 600 specially adapted cards, collect rewards and duel opponents of all abilities”

    Social Media As Multimodal Composing: Networked Rhetorics And Writing In A Digital Age

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    Social media, once considered a niche technology that few people used, is now ubiquitous worldwide. Social networks in particular have become increasingly prominent in the past decade, with technologies such as Facebook (launched in 2004), Reddit (2005), and Twitter (2006) becoming an indispensable part of daily life for many in the intervening ten years
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