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Note: This is a student project from a course affiliated with the Ethnography of the University Initiative. EUI supports faculty development of courses in which students conduct original research on their university, and encourages students to think about colleges and universities in relation to their communities and within larger national and global contexts.

Gaming on Campus

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PDF Research Process.pdf (78KB) Research Process PDF
Microsoft Word 2007 Final Paper.docx (22KB) Final Paper Microsoft Word 2007
Title: Gaming on Campus
Author(s): Herbig, Dillon
Subject(s): Video games College 2009 Spring RHET105
Issue Date: 2009
Series/Report: RHET105 Principles of ComposingProf. Kristin McCannThere are three main components to this course: reading, composition, research. Readings focused on issues related to ‘difference’ and higher education, and the composing students did for this class included in-class writing, reading responses, and essays that build toward a research project of students’ choosing. This course drew upon students’ expertise as current U of I students and provided a space for them to ‘inquire into’--to ask questions about—spaces they encounter on a daily basis. Throughout this course, we considered what the university ‘is’ and regarded ‘difference’ as an area of inquiry within the university’s narratives. Another area of concentration was “ethnography,” and students gained practice in the basic skills of ethnographic research—i.e., observation, interviewing, artifact analysis. Such practice was built into various assignments/students’ own research project.
Type: Text
URI: http://hdl.handle.net/2142/13111
Date Available in IDEALS: 2009-07-18
 

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  • Technology and Student Life
    This collection appreciates and investigates the meanings and impact of new technologies on students' social lives, learning, and group formation.

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