Interacting with History


Book Description

This book persuasively demonstrates how the online resources of the Library of Congress can be used not only to enhance a sense of history but also to teach information literacy, online searching, and critical thinking skills to elementary, middle, and high school students.




National Geographic History Book


Book Description

A chronological journey through world history from the beginnings of man becomes interactive with reproductions of historical documents, including pages from the Gutenberg Bible, William Shakespeare's will, and blueprints for the Titanic.




Info We Trust


Book Description

How do we create new ways of looking at the world? Join award-winning data storyteller RJ Andrews as he pushes beyond the usual how-to, and takes you on an adventure into the rich art of informing. Creating Info We Trust is a craft that puts the world into forms that are strong and true. It begins with maps, diagrams, and charts — but must push further than dry defaults to be truly effective. How do we attract attention? How can we offer audiences valuable experiences worth their time? How can we help people access complexity? Dark and mysterious, but full of potential, data is the raw material from which new understanding can emerge. Become a hero of the information age as you learn how to dip into the chaos of data and emerge with new understanding that can entertain, improve, and inspire. Whether you call the craft data storytelling, data visualization, data journalism, dashboard design, or infographic creation — what matters is that you are courageously confronting the chaos of it all in order to improve how people see the world. Info We Trust is written for everyone who straddles the domains of data and people: data visualization professionals, analysts, and all who are enthusiastic for seeing the world in new ways. This book draws from the entirety of human experience, quantitative and poetic. It teaches advanced techniques, such as visual metaphor and data transformations, in order to create more human presentations of data. It also shows how we can learn from print advertising, engineering, museum curation, and mythology archetypes. This human-centered approach works with machines to design information for people. Advance your understanding beyond by learning from a broad tradition of putting things “in formation” to create new and wonderful ways of opening our eyes to the world. Info We Trust takes a thoroughly original point of attack on the art of informing. It builds on decades of best practices and adds the creative enthusiasm of a world-class data storyteller. Info We Trust is lavishly illustrated with hundreds of original compositions designed to illuminate the craft, delight the reader, and inspire a generation of data storytellers.




My Teacher's Secret Life


Book Description

Everyone knows that teachers belong in school. But one day, Mrs. Quirk is spotted in the supermarket. And, as if that isn't bad enough, she is later seen trying on skates at the mall. Does she have a secret life? And just who is that girl that looks just like her -- only smaller? In this delightfully zany picture book, every child's curiosity is made wonderfully plain as Mrs. Quirk and her cohorts are found out at last!




Ellis Island


Book Description

You choose which path you would take if you were an immigrant arriving at Ellis Island.




White Love and Other Events in Filipino History


Book Description

In this wide-ranging cultural and political history of Filipinos and the Philippines, Vicente L. Rafael examines the period from the onset of U.S. colonialism in 1898 to the emergence of a Filipino diaspora in the 1990s. Self-consciously adopting the essay form as a method with which to disrupt epic conceptions of Filipino history, Rafael treats in a condensed and concise manner clusters of historical detail and reflections that do not easily fit into a larger whole. White Love and Other Events in Filipino History is thus a view of nationalism as an unstable production, as Rafael reveals how, under what circumstances, and with what effects the concept of the nation has been produced and deployed in the Philippines. With a focus on the contradictions and ironies that suffuse Filipino history, Rafael delineates the multiple ways that colonialism has both inhabited and enabled the nationalist discourse of the present. His topics range from the colonial census of 1903-1905, in which a racialized imperial order imposed by the United States came into contact with an emergent revolutionary nationalism, to the pleasures and anxieties of nationalist identification as evinced in the rise of the Marcos regime. Other essays examine aspects of colonial domesticity through the writings of white women during the first decade of U.S. rule; the uses of photography in ethnology, war, and portraiture; the circulation of rumor during the Japanese occupation of Manila; the reproduction of a hierarchy of languages in popular culture; and the spectral presence of diasporic Filipino communities within the nation-state. A critique of both U.S. imperialism and Filipino nationalism, White Love and Other Events in Filipino History creates a sense of epistemological vertigo in the face of former attempts to comprehend and master Filipino identity. This volume should become a valuable work for those interested in Southeast Asian studies, Asian-American studies, postcolonial studies, and cultural studies.




MyWorld Interactive


Book Description




Gaming the Past


Book Description

Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.




Critical Gaming: Interactive History and Virtual Heritage


Book Description

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.




World History Grades 9-12


Book Description