'Informacy', the learning of information technology skills, is now a key element of all Social Work curricula in the U.K. following the General Social Care Council's accreditation requirements. These stipulate that all undergraduates acquire computer literacy skills to the level of the European Computer Driving Licence (ECDL) or its equivalence and require that all accredited Social Work courses assess students to ensure that this is achieved. However, many universities do not have the support of information technology departments in order to ensure that their students are taught how to use a computer. Nor do they have access to interactive web-based packages that assist the students in teaching themselves IT skills to the high levels required by the European Computer Driving Licence. The research suggests that an integrated e-learning teaching and assessment strategy can help to promote computer literacy among Social Work students. This paper explores some of the challenges that arise from integrating e-learning into the teaching and assessment of a Social Work degree, based on the experience of the Social Work Department at Buckinghamshire Chilterns University College (now Bucks New University).
integrating computer literacy in the new Social Work degree
A Political Experiment with IBM Machines during the Algerian War
The Paris police faced considerable problems in trying to identify migrant workers who, during the Algerian War, provided a support base for the Front de libération nationale. In order to overcome the failings of manual card-index systems (fichiers) the Préfecture of Police experimented in 1959-62 with IBM punch-card machines. The origin of these powerful identification techniques can be traced back to the inter-war statistical services headed by René Carmille. Although such methods were banned after the Liberation because of their repressive potential, they were discretely revived to track Algerians. Although the experiment proved successful, the proliferation of numerous decentralized fichiers continued to make the process of identifying wanted Algerians slow and cumbersome and this enabled FLN clandestine networks to survive intact to the end of the Algerian War. However, while rapidly superceded by true computers, the punch-card experiment was a precursor of contemporary, high-speed "Panoptican" systems and the computer driven" "révolution identitaire".
Human-computer interaction in the late twentieth and early twenty-first century has been aided by the graphical user interface (GUI). Cinematic representations of the GUI have reflected its pervasive quotidian presence and expanded beyond to create spectacular technophilic Hollywood blockbusters. The screen-based interaction, which computers and the cinema share, offers an important point of reflection upon the embodied relationship among screen, spectator, and the onscreen computer user. By examining cinematic representations of hackers, experts, and users and the extent to which they manipulate or submit to the computer's vision, this article considers the possible future interaction between spectator and the digital medium of cinema.
Kata Szita, Paul Taberham, and Grant Tavinor
game design and storytelling (Eichner, Fahlenbrach, Niedenthal, Schröter, Thon), human–computer interaction (Nacke et al.), and affective and embodied player experience (Gregersen, Nørgård, Rambusch). Several of these inquiries may be of interest to
Collaborative Digital Mapping with the Itelmen Peoples
Brian Thom, Benedict J. Colombi, and Tatiana Degai
undertake this kind of computer-aided cultural mapping using Google’s geo tools in several indigenous villages in Kamchatka, working with youth and elders to map out the histories of special cultural places, document contemporary and historic land use and
never in their three-millennial diaspora history have had it so good as they do now in the USA. We have passed through a major paradigm change; the computers, smart phones etc. have greatly reduced the perception of young people that they need groups and
Toward a Queer Sinofuturism
Ari Heinrich, Howard Chiang, and Ta-wei Chi
science to envision—and indeed to fabulate —non-normative gender and erotic expressions in relation to the corporeal future of humanity. By investigating visions of the future that incorporate queerness and creative applications of computer and
all just live in computers,’ joked Jill. A round of laughter is shared, serving to lighten up the heaviness of our conversation. As the coresearchers responded to each other’s analyses and interpretations, they seemed to shift confidently from one
Andrew J. Ball
, biotechnology, computer science, digital culture, and digital humanities. The journal will continue to prioritize matters of the body and screen media, both in terms of representation and engagement, but will emphasize research that critically reexamines those
Mark Sandle, Gary Taylor, and Penny Welch
Geoff Timmins, Keith Vernon and Christine Kinealy (2005) Teaching and Learning History Review by Mark Sandle
Lorraine McIlrath and Iain Mac Labhrainn (eds) (2007) Higher Education and Civic Engagement: International Perspectives Review by Gary Taylor
Joanna Bull and Colleen McKenna (2004) Blueprint for Computer-Assisted Assessment Review by Penny Welch
Peter Redman (2006) Good Essay Writing Review by Penny Welch