Events
  • Sitting in Sound

    Jul 15| Special Event
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    Jesse Fleming, A Theory of Everything, 2015, Installation view.
     
  • Opening Reception

    Jul 15| Special Event
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    L: Nora Slade, Kate Mouse Mickey Moss, 2014, Photo transfer and fabric paint on sweatshirt, cardboard and found objects. R: Marisa Takal, I Love My Sister, 2016, Oil on canvas, 65 x 50 inches.

    Opening Reception for the two-person exhibition of work by the Los Angeles-based artists Nora Slade and Marisa Takal

    Light snacks and refreshments.

    Exhibition on view July 15 - August 19, 2017.

    Bolsky Gallery located across from Ben Maltz Gallery, ground floor, Galef Center for Fine Arts.

  • Amelia Gray is the author of the short story collections AM/PM, Museum of the Weird, and Gutshot, as well as the novels Threats and, most recently, Isadora, published by Farrar, Straus and Giroux. Her fiction and essays have appeared in The New Yorker, the New York Times, the Wall Street Journal, Tin House, and VICE. She is winner of the New York Public Library Young Lions Award, of FC2's Ronald Sukenick Innovative Fiction Prize, and a finalist for the PEN/Faulkner Award. 

  • Image: BijaRi, On the rooftops of Santa Domingo-Savio neighborhood as part of the project Contando con Nosotros, 2011

  • Luis J. Rodriguez was Los Angeles Poet Laureate from 2014-2016. The twenty-fifth edition of his first book, Poems Across the Pavement, won a 2015 Paterson Award for Sustained Literary Achievement. He has written fourteen other books of poetry, children’s literature, fiction, and nonfiction, including the best-selling memoir Always Running: La Vida Loca: Gang Days in L.A. Rodriguez is also founding editor of Tia Chucha Press and co-founder of Tia Chucha’s Centro Cultural & Bookstore in the San Fernando Valley. In 2016 Tia Chucha Press produced the largest anthology of L.A.-area poets, Coiled Serpent: Poets Arising from the Cultural Quakes & Shifts of Los Angeles. Rodriguez’s last memoir It Calls You Back: An Odyssey Through Love, Addiction, Revolutions, and Healing was a finalist for the 2012 National Book Critics Circle Award. His latest poetry collection Borrowed Bones appeared in 2016 from Curbstone Books/Northwestern University Press.

  • Raised in Philadelphia, with roots in South Africa and Trinidad, Zinzi Clemmons’ writing has appeared in Zoetrope: All-Story, Transition, The Paris Review Daily, and elsewhere. She has received fellowships and support from the MacDowell Colony, Bread Loaf, the Fine Arts Work Center in Provincetown, and the Kimbilio Center for African American Fiction. She is co-founder and former Publisher of Apogee Journal, and a Contributing Editor to LitHub. She teaches literature and creative writing at the Colburn Conservatory and Occidental College. Her debut novel, What We Lose, as well as a second title, are forthcoming from Viking.

  • Louise Sandhaus is a graphic designer and graphic design educator. She was previously Director of the Graphic Design Program at CalArts where she currently is faculty. Her recent book on California graphic design, Earthquakes, Mudslides, Fires and Riots: California and Graphic Design 1936-1986, co-published by Metropolis Books and Thames & Hudson, has received laudatory reviews from The New York Times, The Guardian, Eye, and Creative Review. The book received the Palm d’Argent for best art book at FILAF (International Festival of Art Books and Films on Art).

O-Tube

"Gamification is the application of game elements in non-gaming situations, often to motivate or influence behavior. The rewards or the spirit of competition can spur students’ concentration and interest and lead to more effective learning. The use of gamification is wide-ranging in higher education, from extra-credit awards and in-class team competitions to complex multi-level schemes that can pervade a course."

See the Educause publication: 7 Things You Should Know About Gamification

Games and Learning: Teaching as Designing (Huffington Post)

 

Alternate Reality Games (ARGs)

-- weave together real-world artifacts with clues and puzzles hidden virtually any place, such as websites, libraries, museums, stores, signs, recorded telephone messages, movies, television programs, or printed materials.

ARGs are not computer or video games, but electronic devices are frequently used to access clues. Players can meet and talk with characters in the narrative and use resources like postal mail, e-mail, the web, or the public library to find hints, clues, and various pieces of the puzzle. ARGs open doors into the future of students’ professional lives, where they will be expected to solve complex problems by taking necessary raw materials from multiple resources, thinking critically and analytically, and putting their individual skills, interests, and abilities at the disposal of a group dedicated to a common goal.

7 Things You Should Know About Alternate Reality Games

 

Achievements and Incentives (Game Layer)

-- adding achievements and incentives to influence behavior.

Watch Seth Priebatsch's TEDxBoston 2010 talk on The Game Layer on Top of the World.

 

Digital Badges

We already have a game layer in education - it's called GRADES.

But grades are so insubstantial. A letter in a database. The only physical representation is a boring piece of paper. Easily forgotten, added to GPA calculations, there is no jazzy sense of ownership when you get a letter grade. Wasn't it much more satisfying to get a GOLD STAR in elementary school? You had physical, visual proof of what you had accomplished.

Badges - the web equivalent of gold stars

Credly.com - create your own digital badges

How else can we encourage.motivate students to participate and complete a class

  • Make each module a "game level." Whenever a student "levels up" they get some reward.
  • Create a visual representation of the progression of a class.
  • The submissions module can do this - students can quickly see whether they have completed an assignment.

More fun - create a progress bar with percentages. People want to reach 100%.

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