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TOP STORIES FOR MONDAY, MAY 16, 2005
  Replacing Books with Computers in Libraries
  Clicking on Campus
  Gaming Degrees on the Rise


REPLACING BOOKS WITH COMPUTERS IN LIBRARIES
As digital delivery of printed material becomes increasingly efficient
and common, some colleges and universities are relocating books from
libraries to make room for facilities where students access content on
computers. The University of Southern California was one of the first
to create such a digital learning laboratory in 1994, and in the past
few years it has been joined by schools including Emory University, the
University of Georgia, the University of Arizona, the University of
Michigan, and the University of Houston. The University of Texas at
Austin has recently decided to move all of the books from its
undergraduate library to other facilities and create an "electronic
information commons." No one expects books to disappear completely,
but, according to Geneva Henry, executive director of the digital
library initiative at Rice University, libraries should be primarily
concerned with the exchange of ideas rather than simply storage of
books. As colleges and universities work to provide appropriate
services to students who have grown up with computers, the trend to use
electronic resources is likely to continue.
New York Times, 14 May 2005 (registration req'd)
http://www.nytimes.com/2005/05/14/education/14library.html

CLICKING ON CAMPUS
Faculty at hundreds of colleges and universities are using small
electronic devices similar to television remote controls as part of
their in-class instruction. Commonly referred to as "clickers," the
devices allow students to respond to instructor questions by choosing
one of several options or, in some cases, by entering a numeric answer.
Answers are transmitted by either infrared or radio frequency signal to
a receiver connected to a computer, which logs the responses and can
track individual students' responses, as for a quiz, or display
responses from the entire class anonymously. Faculty who use the
devices said that because they allow students to respond anonymously,
they encourage participation from students who might be too shy to
answer verbally in class, and they elicit more honest answers on
controversial subjects. Stephen Bradforth, a chemistry professor at the
University of Southern California, said that after he began using
clickers in his classes, attendance and participation increased. He
also noted that the devices force professors to think differently about
how they teach their courses.
Wired News, 14 May 2005
http://www.wired.com/news/culture/0,1284,67530,00.html

GAMING DEGREES ON THE RISE
Students at a growing number of colleges and universities have the
opportunity to study video-game development, even as supporters of
studies differ on whether the value of such programs lies in practical
or theoretical application. At some campuses, such as the University of
Wisconsin-Madison, students in gaming programs use video games as a
foundation for understanding sociology, anthropology, economics, or
pedagogy. Kurt Squire, who teaches at Wisconsin, said, "Our school is
not in position a of turning out people for industry." Programs at
schools such as the University of Denver, on the other hand, focus
their efforts on preparing students to work as video-game developers.
Officials at that university credit the program with reversing the
declining number of applicants to the computer science department.
Scott Leutenegger, head of the university's undergraduate gaming
program, said that like academic film programs in the 1930s and 1940s,
gaming programs were initially met with skepticism but have begun to
earn wider respect. Still, he said, gaming programs are not for
everyone. "This is an industry with high burnout rates, long hours, and
incredibly tight deadlines," said Leutenegger.
CNET, 16 May 2005
http://news.com.com/2100-1043_3-5706921.html

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