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Full-Text Articles in History

The Necessity Of A Revolution: The 21st Century Battle For Equality In The Classroom: An Examination Of The History, Critiques And Effectiveness Of Teach For America, Wyatt D. Oroke Jun 2013

The Necessity Of A Revolution: The 21st Century Battle For Equality In The Classroom: An Examination Of The History, Critiques And Effectiveness Of Teach For America, Wyatt D. Oroke

History

This paper sets out to explore the controversy surrounding the program Teach For America. The paper sets out to argue whether or not Teach For America has been effective, in terms of its alignment with its goals and mission statement. I conclude that while TFA has been successful in some individual cases, the program as a collective has so far failed to make advancements within the opportunity gap experienced between low-income and high-income students within the American school system. The paper concludes by making several recommendations for the TFA program about how it can alter itself in hopes of being …


Gaman: How Japanese Americans Persevered In The Face Of Racial Injustice 1941-1988, Derek James Koehler Jun 2013

Gaman: How Japanese Americans Persevered In The Face Of Racial Injustice 1941-1988, Derek James Koehler

History

A look at the racial injustice of Japanese Americans during WWII including the internment camps and the 442nd Regimental Combat Team.


Printing Trends In Board & Card Games, Jessica Lee Riddell Jun 2013

Printing Trends In Board & Card Games, Jessica Lee Riddell

Graphic Communication

The board and card game industry are facing growing pressures from digital games, as video and social media games become more prevalent. Emerging print and media technologies, namely printed electronics and augmented reality, could provide a board and card gaming experience that would draw in gamers who typically play digital games. The expected outcomes of the literature research, industry and market surveys, and subsequent paper are an understanding of the history of games, the current state of the game manufacturing and publishing industry, and attitudes of gamers who would be playing games embedded with the emerging technologies.