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In this introduction to a special issue of Computers and Composition, the authors critically review current literature on computer-assisted writing pedagogies that grapple with issues of sexuality. Although this body of work is small, it points to provocative ways to develop our students’ critical and rhetorical sensibilities about the constructions of sexuality in our culture. Further, such work innovatively addresses the place of networked communication technologies in the interrogation of such constructions. The authors conclude with both an introduction of the work in this special issue that addresses the intersection of sexuality studies and computer-assisted writing studies and with a call for additional work in this field.  相似文献   
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科技论文的写作规范及顺利发表   总被引:1,自引:0,他引:1  
为帮助年轻的科研、教学人员提高论文写作水平,以有关国家标准、行业标准为依据,介绍了供期刊发表的科技论文的组成部分,比较详细地阐明了论文各部分的写作要求和写作中应注意的一些问题,并指出怎样才能使论文顺利发表。  相似文献   
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特征提取是文字识别中很重要的环节。藏文字识别中特征提取的方法有很多,但由于藏文字的字型有很多种特点,可以探索出适合藏文识别的最优特征提取方法。该文简述了藏文字型的特征及印刷体藏文字识别原理,主要讨论了符合藏文字的一种特征提取方法--网络点阵图形投影法。  相似文献   
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针对大学数学课程的特点,结合教学实践,从教案书写、课堂教学设计、课件的制作三个方面探讨运用多媒体课件的教学体会。  相似文献   
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Redesigning Purdue's Online Writing Lab (OWL) presented the opportunity for collaboration among Writing Center and Professional Writing Program members. While the article briefly describes the OWL redesign process, the argument focuses on collaboration and presents a model for sustainable intraprogram collaboration. Following Hawhee, usability research is defined as “invention-in-the-middle,” which offers a model for understanding research process as part of the infrastructure of new media instruction as described by DeVoss, Cushman, and Grabill. This article offers four stakeholder perspectives on the process of participatory technology design: of writing center administrators, graduate students, technical writing practitioners, and writing program graduate faculty members. The model asserted by this article presents a dynamic understanding of expertise and of fluidity in the roles of participants. Collaborative usability research, seen as invention-in-the-middle, contributes both to long-term sustainability of technological artifacts as well as the discursive interactions among stakeholders whose work supports these artifacts.  相似文献   
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Distance learning's interfaces—from corresponding through the postal service to the televised talking head—have traditionally been designed from the top down, supporting banking models of learning or, in writing instruction, current-traditional rhetoric pedagogies. Due to temporal and spatial constraints, these interface designs often support (or encourage) one-way communication from the instructor to the student. Students mostly interact with the instructor by asking questions or submitting work, and they tend to have little correspondence with other peers. These methods clearly privilege the instructor's knowledge and evaluation. Furthermore, these interface designs empower the instructor to gaze upon the students and assess them—often not as a corporeal body but as a corpus of texts. Thus, each interface adopted for distance learning sets up a power dynamic in which the capability to share the roles of creating knowledge is juxtaposed with the instructor's capability to normalize the students and reify their own authority through their gaze. In this article we examine the traditional classroom interface through the correspondence course interface, the simulated classroom interface, and the synchronous video interface to raise questions about the infrastructures of distance learning and their implications for student learning.  相似文献   
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When students use computers as learning tools, the whole process of learning, and, indeed, the learners themselves, are transformed. This article illustrates some techniques that foster transformative learning in computer-assisted first-year literature classes: first, a lesson plan on A Valediction: Forbidding Mourning that uses Microsoft Word functions, including format painter, tables, and annotation to explore meaning in context; second, a plan for learners to use subconference options in the Daedalus Interactive Writing Environment to analyze Oedipus Rex; finally, a demonstration of how students engage in a meta-reflection process as they explore Barn Burning with Freelance Graphics.Marguerite Jamieson is an English instructor at Anne Arundel Community College in Arnold, Maryland, and a doctoral student at George Mason University. Her research interests include forming bridges between adult learning theory and contemporary literary theory — especially drawing on transformational learning theory and the work of Mikhail Bakhtin and Lev Vygotsky.Rebecca Kajs holds a doctorate in English from Texas Woman's University with a concentration in rhetoric. For ten years, she taught the use of heuristic tools for reading analysis at the University of Texas at Arlington. She is currently an associate professor of English and Philosophy at Anne Arundel Community College.Anne Agee holds a doctorate in rhetoric from The Catholic University of America. A professor of English and formerly director of the Humanities Computer Center at Anne Arundel Community College, she is currently the college's Coordinator of Instructional Technology. Dr. Agee and Professor Jamieson have collaborated in a study of the learning environment in a computer classroom, the results of which were published in the Fall 1995 issue of Teaching/Learning Conversations. Dr. Agee has also published Using [Daedalus] InterChange as a Teachers' Journal in the Fall 1995 issue of Wings.  相似文献   
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This article focuses on the pendulum-like change in the way people read and use text, which was triggered by the introduction of new reading and writing technologies in human history. The paper argues that textual features, which characterized the ancient pre-print writing culture, disappeared with the establishment of the modern-day print culture and has been “revived” in the digital post-modern era. This claim is based on the analysis of four cases which demonstrate this textual-pendulum swing: (1) The swing from concrete iconic-graphic representation of letters and words in the ancient alphabet to abstract phonetic representation of text in modern eras, and from written abstract computer commands “back” to the concrete iconic representation in graphic user interfaces of the digital era; (2) The swing from scroll reading in the pre-print era to page or book reading in the print era and “back” to scroll reading in the digital era; (3) The swing from a low level of authorship in the pre-print era to a strong authorship perception in the print era, and “back” to a low degree of authorship in the digital era; (4) The swing from synchronic representation of text in both visual and audio formats during the pre-print era to a visual representation only in print, and “back” to a synchronic representation in many environments of the digital era. We suggest that the print culture, which is usually considered the natural and preferred textual environment, should be regarded as the exception.  相似文献   
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Traditional distinctions between work/play and classroom/gamespace create barriers to computer games’ integration into academic settings and the writing classroom in particular. For a writing class, the work/play distinction often relegates games to an object of analysis in which students critique the games but have little invested in the gameplay itself. After examining briefly how historical changes in education created these distinctions, we offer an alternative position that places play and gamespace within the realm of the classroom. In so doing, we open up a gap for computer game theory to inform the pedagogy that can be practiced in a writing classroom. We show one such example of game theory informing writing pedagogy—the theory of emergent gaming. We then offer an example of an enacted emergent pedagogy in which students play the massively multiplayer online role-playing game World of Warcraft throughout the term, composing self-determined, rhetorically focused writing projects informed by play and written for other game players.  相似文献   
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