It is time to address the Public Communication of DH
This introduction addresses two facets of the communication of Digital Humanities (DH) that have framed this special edition of DHQ. I begin by discussing a number of articles about DH that have relatively recently appeared in mainstream newspapers. I then observe that a number of these articles not only show an impoverished understanding of the field’s frame of reference but also misrepresent various aspects of it, for example, its interrelationship with the Humanities. Given that many academic publications on the question "what is DH?" have appeared in recent years, yet DH is, nonetheless, misrepresented in this way, I propose that the field must look again at the communication of its activities "in the round." Now that DH is arguably moving from the margins to the mainstream I propose that the time has come to address what we might call the "Public Communication of DH" so that we can better communicate to the general public and academics working in other disciplines what it is that we do. As the nature of DH’s relationship to the Humanities is one that is frequently misrepresented in the mainstream media I propose that this would be an important area for endeavours in the "Public Communication of DH" to address and explore as early as possible. The articles included in this special edition enrich and expand ongoing conversations about the nature of this relationship. In doing so they make available a wealth of case studies, arguments and insights that can, in due course, be drawn on to further the "Public Communication of DH."
The Design of an International Social Media Event: A Day in the Life of the Digital Humanities
A Day in the Life of the Digital Humanities (Day of DH) is a community documentation project that brings together digital humanists from around the world to document what they do on one day, typically March 18. The goal of the project, which has been run three times since 2009, is to bring together participants to reflect on the question, "Just what do computing humanists really do?" To do this, participants document their day through photographs and commentary using one of the Day of DH blogs set up for them. The collection of these journals (with links, tags, and comments) is, after editing, made available online. This paper discusses the design of this social project, from the ethical issues raised to the final web of journals and shares some of the lessons we have learned. One of the major challenges of social media is getting participation. We made participating easy by personally inviting a seed group, choosing an accessible technology, maintaining a light but constant level of communication prior to the event, and asking only for a single day of commitment. In addition, we tried to make participation at least rewarding in formal academic terms by structuring the Day of DH as a collaborative publication. In terms of improvements, we have over the iterations changed the handling ethics clearances for images and connected to other social media like Twitter.
Communicative Competence: Theory and Classroom Practice
ABSTRACT Within the framework of viewing communicative competence as a prerequisite to linguistic competence, rather than vice versa, this paper considers the following: (1) the nature of communicative competence; (2) the implications of communicative competence for second language teaching; and (3) ways in which the teacher can begin to make a foreign language program more meaningful. Communicative competeuce is defined as what native speakers know which enables them to interact effectively with each other. Implications for the language teacher include: (T) the need for tests which measure the ability to use language; (2) the irrelevancy of sequencing surface features; (3) the need for emphasis on non-lizguistic aspects of communication; and (4) the need to re-examiLe attitudes toward students and language teaching. Practical suggestins for implementing communicative competence in the classroom include the use of spontaneous role-playing, discussions, games, radio, and the telephone. (AM)