I don’t know the origin of the “write what you know” logic. A lot of folks attribute it to Hemingway, but what I find is his having said this: “From all things that you know and all those you cannot know, you make something through your invention that is not a representation but a whole new thing truer than anything true and alive.” If this is the logic’s origin, then maybe what’s happened is akin to that old game called Telephone. In the game, one kid whispers a message to a second kid and then that kid whispers it to a third and so on, until the message circles the room and returns to the first kid. The message is always altered, minimized, and corrupted by translation. “Bill is smart to sit in the grass” becomes “Bill is a smart-ass.” A similar transmission problem undermines the logic of writing what you know and, ironically, Hemingway may have been arguing against it all along. The very act of committing an experience to the page is necessarily an act of reduction, and regardless of craft or skill, vision or voice, the result is a story beholden to and inevitably eclipsed by source material.
there is still no widely-accepted gender-neutral pronoun. In part, that’s because pronoun systems are slow to change, and when change comes, it is typically natural rather than engineered.
Game developers and players have critiqued gamification on the grounds that it gets games wrong, mistaking incidental properties like points and levels for primary features like interactions with behavioral complexity. That may be true, but truth doesn't matter for bullshitters. Indeed, the very point of gamification is to make the sale as easy as possible.
I have never been much for handheld games, cell-phone games, or smaller games in general, but after spending several weeks playing games on my iPad, I can say that the best of them provide as much, if not more, consistent engagement than their console brethren. In fact, a really fine iPad game offers an experience in which many of the impurities of console gaming are boiled away.
Games are based on problems to solve, not content. This doesn't mean that game-based problem-solving should eclipse learning content, but I think we are increasingly seeing that a critical part of being literate in the digital age means being able to solve problems through simulations and collaboration.
Videogames, and the type of learning and thinking they generate, may serve as a cornerstone for education and economies of the future.
Simply put, we can’t keep preparing students for a world that doesn’t exist. We can’t keep ignoring the formidable cognitive skills they’re developing on their own. And above all, we must stop disparaging digital prowess just because some of us over 40 don’t happen to possess it. An institutional grudge match with the young can sabotage an entire culture.
Everyone benefits from more education. No one benefits from an educational system that defines learning so narrowly that whole swaths of human intelligence, skill, talent, creativity, imagination, and accomplishment do not count.
Thesis Whisperer is part of a growing trend for PhD students to meet and support each other through social media as they pursue the long, demanding and often draining journey to a completed thesis.
At first glance, digital preservation seems to promise everything: nearly unlimited storage, ease of access and virtually no cost to making copies. But the practical lessons of digital preservation contradict the notion that bits are eternal. Consider those 5 1/4-inch floppies stockpiled in your basement. When you saved that unpublished manuscript on them, you figured it would be accessible forever. But when was the last time you saw a floppy drive?