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In 2010, the Queens College Center for Teaching & Learning in conjunction with the Ed Tech Lab launched a series of teaching, learning, and technology. Some of those presentations are available here (select from the accordion menus below).
Nancy Foasberg, Humanities Librarian, Benjamin Rosenthal Library
Kelly Blanchat, Electronic Resources Librarian, Benjamin Rosenthal Library
Open access is a publishing model in which readers have free access to the full text of scholarly journal articles online. The open access movement arose in response to the rising costs of academic journal subscriptions, and provides many benefits to scholarly authors, including wider distribution of their work, less lag time between writing and publication, and a greater opportunity to retain the rights to one’s own work.
This workshop was part of Open Access Week at CUNY. For more Open Access Week events, please see the Open Access @ CUNY blog
Publishers often ask authors to sign away some rights as a condition of publication. When you publish your works, what rights do you retain? Can you repost it on your website? Who owns your copyright? How can you retain the rights you want? Should you consider publishing in open access journals?
Aiming to strengthen your knowledge about intellectual property, the speakers covered several aspects of academic publishing with a focus on authors’ rights, including:
• Considering the benefits of retaining copyright
• Assessing the types of contracts you may be offered
• Negotiating a better contract
• Accessing alternatives to traditional academic publishing
• Recognizing current problems with the academic publishing environment
Scientist meets Publisher - explanatory video
JAMA - Authorship Responsibility, Conflicts of Interest and Funding, and Copyright Transfer/Publishing Agreement (pdf)
Wiley-Blackwell - copyright transfer agreement (pdf)
BioMed Central - copyright and license agreement (pdf)
SHERPA/ROMEO - searchable list of publisher policies
SPARC (The Scholarly Publishing and Academic Resources Coalition) Guidelines and Tools for negotiating contracts
Columbia University Libraries’ Copyright Advisory Office - guide to negotiating ccopyright agreements
Funding models for OA journal
SPARC guide "How Open Is It?" (pdf)
Directory of Open Access Journals
SPARC - Author Addendum
Open Access Pledge
The Millennium Village Simulation -- Rob Garfield, Instructional Technologist, Center for Teaching and Learning
Created as an investigative study tool for students in a core undergraduate course in sustainable development, the Millennium Village Simulation is a web-based simulation of economics and survival for one family and their village in a sub-Saharan African village. In a virtual world of extreme poverty, disease, and environmental variability, students are challenged to help a family of two survive and prosper over a fifty-year period. By making decisions regarding the family's allocation of time and financial resources, students develop a greater understanding of the manifold disciplines -- such as agronomy, nutrition, economics, epidemiology, public health and development management -- that constitute sustainable development and how those disciplines interact with each other in "real world" scenarios. By immersing themselves in the daily life of a family, students also tend to identify more deeply with the local experience of extreme poverty.
Country X -- Tucker Harding, Educational Technologist, Columbia Center for New Media Teaching and Learning (Columbia University)
Country X is a web-based educational simulation created in response to challenges surrounding the training and education of prospective genocide prevention practitioners and is designed to integrate with class discussions facilitated by an instructor. The simulation, developed in partnership with Professor Aldo Civico of the Center for International Conflict Resolution, takes place in a fictitious nation experiencing rapid instability called Country X. Students work in groups of four, with each student assuming the identity of one of four characters representing the perspectives of diplomatic, intelligence, military, and civil society communities.
Why Digital Writing? -- Kevin L. Ferguson, English & Writing at Queens
Kevin will discuss his experimental class "Introduction to Literary Study," which meets on Mondays face-to-face and on Wednesdays digitally. Especially challenging is the fact that this is a "W" or writing-intensive course, and Kevin will demonstrate some of the ways that technology enhances the teaching of writing. The title "Why Digital Writing?" is thus not so much a justification of incorporating digital technologies into the classroom (why you should use digital technologies in general) as it is a question of rationale (why specific digital technologies can help you achieve writing-based learning goals).
In this presentation, Ted discusses work he does with his preservice graduate students and with public school students in upper elementary and middle school grades to integrate technology for the teaching of reading and writing in purposeful ways. Ted will connect these uses of technology with multimodal and new literacies theories. Participants will come away with ideas for using technology to promote their own students' literacy development.
You supply the script, Xtranormal will create an animation. Watch this example on YouTube.
Glogster -- Build an online scrapbook. See Ted Kesler's Glog.
Animoto -- Create videos with images, music and text. Educators can apply for a free Pro account to make videos of unlimited duration.
Carlos Hernandez (Deputy Chair, English, Borough of Manhattan Community College / CUNY)
Maura Smale (Assistant Professor, Information Literacy Librarian, New York City College of Technology, CUNY)
Since the turn of the millennium, a growing number of researchers in the humanities, social and natural sciences have begun to investigate the ways in which games, particularly video games, can effect better learning. Far from being a stultifying experience, games and simulations have been found by researchers to encourage their players to retain a great deal of complex information and apply that information in novel and challenging ways. This presentation--created by the steering committee of the CUNY Games Network, an interdisciplinary and inter-campus organization investigating the theories and best practices of using games and simulations in the classroom--will explore the research behind games-based learning and provide practical pedagogical applications of some of the discipline's most fundamental tenets.
Speaker: Rowena Li (Graduate School of Library & Information Studies)
Rowena Li will demonstrate the use of social media tools in adapting traditional courses to hybrid learning environment. She will examine for us the transformed role of both the instructor and the students, and as a consequence, the ever-changing instructional needs of the instructor as well as the social and psychological needs of the students. She will also demonstrate how these tools can be used to meet the challenges of online as well as hybrid instruction.
Speaker: George Otte (University Director of Academic Technology and Associate Dean for Academic Affairs for the School of Professional Studies, CUNY)
With specific reference to online and hybrid learning, but with more general reference to the use of academic technologies in higher education, some thoughts (and caveats) about where we're heading -- and how we might make general drifts in directions significantly better for all concerned (or worse).