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Articles 1 - 7 of 7
Full-Text Articles in Communication Technology and New Media
Diy Connections And Collaborations: Mid-West To North-East, Ciarán Ryan
Diy Connections And Collaborations: Mid-West To North-East, Ciarán Ryan
Irish Communication Review
Alternative music cultures can be found in various Irish cities and towns outside of the capital Dublin. These scenes may retain their own local idiosyncrasies, but those subscribing to do-it-yourself (DIY) ideals in Ireland are clearly influenced by sounds and styles from further afield. As punk mutated into different forms from the 1980s onwards, political and musical cues came from the countries to the East and West of Ireland - hardcore (Fairchild, 1995) from the United States, and anarcho-punk (Dines, 2004) from Britain. The DIY aesthetics of the early punk movements have since translated to numerous music genres and practices …
Community Engaged Digital Initiatives: Building Academic Library Services And Infrastructure With Faculty And Community Collaborators, Shannon Lucky, Craig Harkema
Community Engaged Digital Initiatives: Building Academic Library Services And Infrastructure With Faculty And Community Collaborators, Shannon Lucky, Craig Harkema
Digital Initiatives Symposium
Community collaborations have become key drivers for the development of our library’s digital initiatives (DI) program. While collaborative partnerships can complicate the process of getting DI work completed, they can also positively contribute to decision making around digitization projects, metadata use, user interface (UI) design, and infrastructure development. This presentation outlines possibilities for iteratively developing digital infrastructure and service offerings to support community engaged research and discusses key issues to consider when developing such a program. We will describe how we have adapted DI systems to support a range of projects from photography collections to oral histories, to locally created …
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
Articles
This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …
Bible As Interface, Michael Paul Hemenway
Bible As Interface, Michael Paul Hemenway
Electronic Theses and Dissertations
The book is undergoing a major technological transition as print wanes in its dominance and the internet and mobile devices transform our reading and writing technologies. With the entangled histories of bible and book, our emerging technological age and its transformation of the materiality of bible forces us to engage bible as something irreducible to a book. The connections between the major technological transition from roll to codex in antiquity and the contemporary move toward the internet and mobile technologies as reading platforms encourage us to consider bible as an interface that affords high surface area, collaboration, and anarchy. Building …
Collaboration, Pedagogy, And Media: Short-Term Summer Program Emphasizes Project Based And Social-Emotional Learning., William R. Bowden
Collaboration, Pedagogy, And Media: Short-Term Summer Program Emphasizes Project Based And Social-Emotional Learning., William R. Bowden
Journal of Media Literacy Education
This article purports the idea that summer programs that experiment with media literacy and social-emotional learning could potentially affect students’ academic performance. Based on a six-week program, working with rising eighth grade students in a low-income school district, this program allowed students to work on media projects while trying to develop stronger capacities of self-awareness, positive decision-making, and stronger relationship development. The article intends to offer practitioners in media studies and pedagogy, insight of how to implement social and emotional learning into media classrooms.
Collaborative Games: Lessons Learned From Board Games, Jose Zagal, Rick Jochen, Hsi Idris
Collaborative Games: Lessons Learned From Board Games, Jose Zagal, Rick Jochen, Hsi Idris
Jose P Zagal
Collaborative mechanisms are starting to become prominent in computer games, like massively multiplayer online games (MMOGs); however, by their nature, these games are difficult to investigate. Game play is often complex and the underlying mechanisms are frequently opaque. In contrast, board games are simple. Their game play is fairly constrained and their core mechanisms are transparent enough to analyze. In this article, the authors seek to understand collaborative games. Because of their simplicity, they focus on board games. The authors present an analysis of collaborative games. In particular, they focus on Reiner Knizia’s LORDOFTHERINGS, considered by many to be the …
Interview: Joel Slayton, Christine Laffer
Interview: Joel Slayton, Christine Laffer
SWITCH
Interview with Joel Slayton, Professor of Computers in Fine Art at San José State University, and Director of the CADRE Institute. Slayton discusses the history of the Cadre Institute and details his views on the relationship between art and new technology. Slayton describes the role of artists in exploring the possibilities and ethical implications of emerging technologies such as genetic engineering, nano-techology, robotics, and artificial life. He describes installations and in-progress work focused on ubiquitous video surveillance. The interview concludes with a discussion of Slayton’s use of the DoWhatDo model for artistic collaboration and of his piece "Conduits," presented in …