Monthly Archives: May 2016

Creating a Smart Writing Environment with Academic Markdown

In January, Tobias Pester, postgraduate students in the department of International History at the LSE, was awarded an LTI Grant for his project to “develop, document, and teach a Workshop for Sustainable Authorship for students of the LSE that familiarizes and equips them with the writing environment of Academic Markdown”. The workshop will take place on Tuesday, 7th June and a recording will be made available afterwards. Read about his experience of this handy tool.

PESTER-profilepicIn the spring of 2015 I finished my first year of American grad school. Coming from the German university system I knew it was going to be a Protestant re-education camp in terms of work load and ethic. By the end of that spring I had to write three sizeable papers in short succession and ‘time is of the essence’ took on a new meaning. Lucky for me some of my friends had just started using this writing set-up that streamlines all the things that take no brain but lots of time: citations, the bibliography, and worrying about the different format of citations when in footnotes vs. when in the bibliography.

Enter Academic Markdown and Pandoc. So-called markup languages like LaTeX have long been used by authors in the sciences. They’re great to handle formulas, diagrams and other sciences-specific requirements. For humanist writers, however, the upside to learning a markup language had been comparatively small. All we really need are basic formatting options, block quotes, and citations.

That’s where Markdown comes in handy. It’s designed to satisfy those requirements and be easy to pick up at the same time. It only takes five minutes to learn how to mark a header or a footnote as such and the text remains visually intact and perfectly readable in its raw form. And because formatting, citation management, and bibliography are almost entirely automated it affords an utterly distraction-free work flow. I work on crafting my text and crafting my text only. The last line in my manuscript is the header ‘Bibliography’. When I’m done pouring my blood, sweat, and tears onto the screen, I run it through a simple program called Pandoc once and, voilà, I get a ready-made ´pdf´ or ´docx´ with citations and bibliography according to whichever citation style language I specified.

AcademicMarkdown

The text in Academic Markdown and after formatting

Using that particular set-up last spring I became a writing machine. And the many hours freed from formatting could go into refining my argument or polishing my prose. I am since doing all my writing this way, from response papers to my dissertation, from personal letters to invoices. American grad school, however, still kicked my ass.

To share the benefits of this work flow I am developing and teaching a class with the generous help of an LSE Learning Technology and Innovation Grant. The workshop will take place on Tuesday, 7th June, 2-5 p.m. in 32L.LG.18 alongside the Teaching and Learning Centre’s Dissertation Week. Spread the word and join us!

Click on the picture for more information and to book

Click on the picture for more information and to book

Hit me up on Twitter at @philomonk. I’d love to hear your thoughts! #SmartWriting16

 

Do games improve learning? Jane tells us more…..

Jane-Secker-photo-for-blogEveryday people rely on Google for answers to their most personal, important and most trivial questions. How do you know if the information is reliable? A good place to start is with an information expert. This post, from LTI’s Copyright and Digital Literacy Advisor Dr Jane Secker to investigate “Do games improve learning?” was originally posted by CILIP as part of their Ask a librarian series. It’s been re-posted here as LTI are currently funding a number of projects to investigate the value of games in learning as part of their IGNITE and LTIG funding streams.

I’ve been reflecting a lot on whether games improve learning, partly in the run up to LILAC 2016, where I’d rashly agreed to take part in the games competition Lagadothan, organized for the first time by the conference committee.

My interest in games and learning goes back several years but really started in earnest when I worked with Chris Morrison from the University of Kent, to help develop a game to teach librarians about copyright and the new exceptions to UK copyright law in 2014. It was a card game, you might have heard of it? You might have played Copyright the Card Game?  I use this in the Introduction to Copyright workshop at LSE that I run each term and it’s changed the way I think about teaching people about copyright, for the better!

The game been downloaded over 2500 times, and the general consensus seems to be it’s a fun and engaging way to learn about copyright. But has it led to people retaining more knowledge about copyright and can they transform what they have learnt into practice? These are important questions to consider on the real value of games in learning.

There has been a lot of interest in the last few years in games-based learning in two of my fields of professional interest: learning technology and information literacy. I started off thinking that games were all about livening up your teaching, and finding a way of engaging students in what could otherwise be a rather dry subject. However, following the keynote at this year’s LILAC from Alex Moseley and Nic Whitton, I felt the time had come to do some serious research into whether games improve learning and why that might be.

I’d been intrigued to hear about the idea of a ‘magic circle’ where new rules can apply and failure is acceptable. I’ve also learnt that designing good educational games is really hard work, and takes a lot of time and effort. So are the rewards really worth it? I decided to turn my attention to what Google can find for us on this topic:

Screenshot of Google search for \"Do games improve learning\". Results include articles from telegraph.co.uk, rochester.edu and neuronethlearning.com

May 26th, 2016|Ed-Tech news and issues, games, LTI Grants, Projects, Tools & Technologies|Comments Off on Do games improve learning? Jane tells us more…..|

Announcing the IGNITE! Grant Winners!

Successful projects funded through the IGNITE scheme are now underway. We had over 20 project applications put to the committee and after much deliberation projects were chosen for their innovation, scalability and alignment to the School’s Education Strategy. Here are the winners:

Enhancing Your Moodle 

  • Jennifer Jackson-Preece, European Institute
    • (Re)designing  Moodle courses EU450, EU457 and Eu458 to maximise their pedagogical aims and deliver with a more distinct look and feel with clear links to Mahara for professional skills development.

Online Blended Learning

  • Lourdes Hernandez-Martin, Language Centre
    • A multilingual platform of audio and audio-visual materials to develop students’ interactive aural skills and increase their language exposure.
  • Nancy Holman, Geography and Environment
    • Developing professional skills the use of Participatory Action Research to deliver a practice-based learning project which provides engagement, consultation and Research in Urban Geography and Planning, especially when partnering with organisations such as a local authority.
Innovation, by Boegh on Flickr

Innovation, by Boegh on Flickr (CC)

 Feedback and Assessment with Technology 

  • Edgar Whitley, Management
    • Developing a scalable feedback system that integrates with Moodle and works effectively for the three constituencies affected by feedback: students, faculty and professional service staff.

Gamification 

  • Jose Javier Olivas and Jessica Templeton, LSE100
    • Experiencing the Dynamics and Limitations of Market and Regulation through Gaming by incorporating game design mechanics and techniques aimed at encouraging knowledge, skills development, collaboration and discussions in reference to the academic literature.
  • Andrea Pia, Anthropology
    • The Long Day of Young Peng is a point and click serious game exploring key themes in the study of contemporary China through the eyes of a young Chinese Migrant.

Integrating Digital & Information Literacies Into the Curriculum

Would you like to know more about the concepts of information and digital literacies and how they relate to student learning? Wondering how they can be incorporated into courses and programmes?

May 25th, 2016|Uncategorized|Comments Off on Integrating Digital & Information Literacies Into the Curriculum|

Edtech: The student view on educational technology

Given the limited amount of innovative tools used in their studies, it is hard for students to actually know how technology could better their education.

Having reviewed all the interviews from our Student Voice project, we created a video highlighting a few of our key findings.

As the video suggests, a majority of students stated that PowerPoints are the main “technology” used in the classroom. Many added that, given the limited amount of innovative tools used in their studies, it was hard for them to actually know how technology could better their education.

That being said, students believed that technology – if used correctly – could challenge the current “one to many [educative] system”. The expression “one-to-many” refers to lectures where teachers talk and students listen, often giving the impression of a unidirectional information flow. Students stated that technology could be implemented to make lectures and classes more interactive, to foster teacher-students and student-student collaboration.

The video also suggests that students expect an increase in online pedagogical content. This includes more online courses and online exercises but also online exams. Students suggested that, to prepare them for the use of technology in their future career, more tasks should be carried out on line.

All findings are currently being written up and the full report will be available shortly!

The previous post can be found here