DigitalGeorgetown is the unified portal for Georgetown University’s institutional repository and digital collections, providing online access to scholarly academic resources, rare and unique digitized special collections, and more.
The Teaching, Learning & Innovation Summer Institute (TLISI) brings together Georgetown faculty and staff each year to participate in numerous sessions, keynotes, social hours, lunch presentations, and multi-day workshops on topics related to teaching and learning, including (but not limited to) innovative pedagogy, technology enhanced-learning strategies, teaching to the whole person, and the intersections of diversity, inclusion, teaching, and learning.
This collection contains filmed workshop sessions and keynote addresses that were produced and made available to Georgetown faculty, staff, and students.
Image: Still from "Direction of Diversity" Lunch Plenary, 2018
The Georgetown College Journal was the first printed newspaper produced by Georgetown students. A monthly publication, its inaugural issue appeared in December 1872. The paper was a combination of student newspaper, literary publication, and alumni bulletin and the printing of letters and reminiscences from "Old Boys" extended its coverage of campus life and events to well before the Civil War. Athletics received particularly extensive coverage in its pages, with a recurring Athletic Notes section with team rosters and scores beginning in the late 1880s. Commencement ceremonies for the Medical School and the Law School, as well as for the College of Arts and Sciences, are also very well documented.
Image: Detail of Georgetown College Journal, Vol. 48, no. 08
Yearbooks were first produced by Georgetown university students in 1901. Several of the pre-WWI volumes were created by Law School students; for these coverage is limited to that school. Varying titles were used initially but from 1908, a yearbook known as Ye Domesday Booke was produced.
The contents of the yearbooks provide a wealth of information about student life. Through images and text, they document athletics, student organizations and activities, and physical changes to campus, as well as individual students and faculty members.
Image: Detail of Domesday Booke, 2007
Featured Scholarly Publications
This thesis explores how contemporary clone narratives explicate human-made ethical dilemmas, and how the nonhumans seem to stay in the periphery even if they appear human-like. Central to this thesis is the idea of an Ecobildungsroman: a development narrative which focuses on nonhuman subjects rather than human ones. I examine David Mitchell's Cloud Atlas and Kazuo Ishiguro's Never Let Me Go in order to detail how both novels critique the traditional genre of the Bildungsroman in order to show how the category of personhood needs to be challenged in order to permit space for nonhuman personhood.
Throughout game studies scholarship, the term “gameworld” has often been used to contain two notions simultaneously: the navigable virtual space of a videogame and the collection of characters, settings, and events represented by a videogame’s audiovisual output. Resisting this haphazard use, this study closely examines five videogames in the Super Mario series and presents its findings in context of two theories of gameworld: Seth Giddings’s theory of gameworld and Kristine Jørgensen’s theory of gameworld interfaces. This study employs two methods of analysis: iterative game analysis, a method that strategically utilizes the save state affordance of console emulators, and comparative game analysis, a method that uses a wide range of analytic tools across sets of other media forms and videogames. Chapter 1 offers an analysis of Super Mario World, the most salient feature of which is its interface metaphor: the world map. Chapter 2 investigates techniques used to segment gameplay, space, time, challenge, and narrative across Super Mario Bros. 1, Super Mario Bros. 2, Super Mario Bros. 3, Super Mario World, and Super Mario World 2: Yoshi’s Island. By investigating techniques of segmentation across a range of games that constitute the same gameworld, a method of analysis I am calling “desegmentation,” this study aims to make more robust the theorization of gameworld and future study of videogames.
DigitalGeorgetown is a repository service offered and administered by the Georgetown University Library that provides access to scholarly content and unique digital resources. In production since 2009, the repository includes over 500,000 unique digital objects across more than 100 collections, and serves as a central place where Georgetown faculty, researchers, students, staff members, and librarians entrust the stewardship of their scholarship and other digital content. With an emphasis on curation and preservation, DigitalGeorgetown furthers the Library’s mission to shape the creation of knowledge, conserve culture for posterity, and transform learning and research. DigitalGeorgetown is powered by DSpace open source repository software.
There are many benefits to depositing works in DigitalGeorgetown, including:
- Stable and continual open access to works through redundant storage infrastructure and persistent URLs
- Visibility and exposure of content through Google Scholar, HoyaSearch, and other search engines and databases
- Long-term preservation and archiving of collections, data sets, and scholarly works that ensures the authenticity of digital content
- A suite of tools and features that displays a multitude of content types, including articles, books, journals, photographs, films, and audio files
- Options for embargo and public access controls and support for intellectual property rights
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