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Humanities

Humanities

Measuring and Supporting Learning in Video Games

To succeed in today’s interconnected and complex world, workers need to be able to think systemically, creatively, and critically. Equipping K-16 students with these twenty-first-century competencies requires new thinking not only about what should be taught in school but also about how to develop valid assessments to measure and support these competencies. In Stealth Assessment, Valerie Shute and Matthew Ventura investigate an approach that embeds performance-based assessments in digital games.

School Knowledge in the Digital Age

Although ideas about digital media and learning have become an important area for educational research, little attention has been given to the practical and conceptual implications for the school curriculum. In this book, Ben Williamson examines a series of contemporary curriculum innovations in the United States, Great Britain, and Australia that reflect the social and technological changes of the digital age.

Experiment in Art
Edited by Vincent Katz

Although it lasted only twenty-three years (1933-­1956) and enrolled fewer than 1,200 students, Black Mountain College was one of the most fabled experimental institutions in art education and practice. Faculty members included Anni Albers, Josef Albers, Ilya Bolotowsky, John Cage, Harry Callahan, Merce Cunningham, Buckminster Fuller, Walter Gropius, Clement Greenberg, Lou Harrison, Franz Kline, Willem de Kooning, Jacob Lawrence, Robert Motherwell, Roger Sessions, Ben Shahn, Aaron Siskind, Esteban Vicente, and Stefan Wolpe.

A Big-Brand Takeover of Sustainability

McDonald’s promises to use only beef, coffee, fish, chicken, and cooking oil obtained from sustainable sources. Coca-Cola promises to achieve water neutrality. Unilever has set a deadline of 2020 to reach 100 percent sustainable agricultural sourcing. Walmart has pledged to become carbon neutral. Today, big-brand companies seem to be making commitments that go beyond the usual “greenwashing” efforts undertaken largely for public relations purposes.

Mapping, Technology, and Politics

The maps in this book are drawn with satellites, assembled with pixels radioed from outer space, and constructed from statistics; they record situations of intense conflict and express fundamental transformations in our ways of seeing and of experiencing space. These maps are built with Global Positioning Systems (GPS), remote sensing satellites, or Geographic Information Systems (GIS): digital spatial hardware and software designed for such military and governmental uses as reconnaissance, secrecy, monitoring, ballistics, the census, and national security.

The assembly line was invented in 1913 and has been in continuous operation ever since. It is the most familiar form of mass production. Both praised as a boon to workers and condemned for exploiting them, it has been celebrated and satirized. (We can still picture Chaplin’s little tramp trying to keep up with a factory conveyor belt.) In America’s Assembly Line, David Nye examines the industrial innovation that made the United States productive and wealthy in the twentieth century.

Computer Models, Climate Data, and the Politics of Global Warming

Global warming skeptics often fall back on the argument that the scientific case for global warming is all model predictions, nothing but simulation; they warn us that we need to wait for real data, "sound science." In A Vast Machine Paul Edwards has news for these skeptics: without models, there are no data. Today, no collection of signals or observations—even from satellites, which can "see" the whole planet with a single instrument—becomes global in time and space without passing through a series of data models.

Radical Game Design

For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture.

The Fate of American Colleges and Universities

The vast majority of American college students attend two thousand or so private and public institutions that might be described as the Middle--reputable educational institutions, but not considered equal to the elite and entrenched upper echelon of the Ivy League and other prestigious schools. Richard DeMillo has a warning for these colleges and universities in the Middle: If you do not change, you are heading for irrelevance and marginalization.

Art and Politics

Contemporary art is increasingly part of a wider network of cultural practices, related through a common set of references in cultural theory. Within Europe, relations between national theoretical traditions have become more fluid and dynamic, creating an increasingly transnational—or postnational—space for European cultural and art theory.