If you take any given link (or all outgoing links on the blue [or a triage of links as suggested in a modified “MoSCow” method here, starting with the places that always kill links quickly, like, if any still get posted, yahoo!]), and paste it in the box HERE (wayback machine, Beta), and click “show latest”, it automatically has Archive.org take a snapshot, at that time, and then in a month or so, it will be permanently in the archive (which looks like this)… which can then be queried by any of many tools. So, basically, is there a way to get a computer to strip and copy links, paste them there, and then “press” a button on a web-page? Or is one of these tools more appropriate for this “archiving” task (Web Curator tool, Firefox Page-Saver/Scrapbook plugin).
-these resources might help anyone who is looking at this major problem with web architecture, and thinking they want to “do something”. Links via “A Guide for Archiving Web Pages”
Web Curator Tool, an easy to use, but not easy to install, comprehensive web harvesting toolset.
A Year of Selective Web Archiving with the Web Curator at the National Library of New Zealand, by Gordon Paynter et al; D-Lib Magazine, May/June 2008, Volume 14 Number 5/6. “The Web Curator Tool is an open-source tool for managing selective web archiving developed as a joint project between the National Library of New Zealand and the British Library. It has now been in everyday use at the National Library of New Zealand since January 2007. This article describes our first year of selective web archiving with the new tool. The National Library of New Zealand is reaping the benefits of the Web Curator Tool development and will continue our selective harvesting program with the Web Curator Tool for the foreseeable future.”
The following terms specific to the Memento framework are introduced here: Original Resource: An Original Resource is a resource that exists or used to exist, and for which access to one of its prior states is desired.
Memento: A Memento for an Original Resource is a resource that encapsulates a prior state of the Original Resource. A Memento for an Original Resource as it existed at time Tj is a resource that encapsulates the state that the Original Resource had at time Tj.
TimeGate: A TimeGate for an Original Resource is a resource that supports negotiation to allow selective, datetime-based, access to prior states of the Original Resource.
TimeMap: A TimeMap for an Original Resource is a resource from which a list of URIs of Mementos of the Original Resource is available.
At Unease, in The New Republic, at 41 (September 6, 1999) (Book Review of Don’t: A Reader’s Guide to the Military’s Anti-Gay Policy by Janet E. Halley) (Word version)
Cash and Citizenship, in The New Republic, at 42 (May 24, 1999) (Book Review of The Stakeholder Society by Bruce Ackerman and Anne Alstott) (Word version)
The Courts’ Perilous Right Turn, in The New York Times, at 25 (June 2, 1999) (discussing current judicial activism by conservative courts) (Word version)
Vanity Fair, in The New Republic (March 29, 1999) (Book Review of Luxury Fever: Why Money Fails to Satisfy in an Era of Excess by Robert H. Frank) (Word version)
Originalism for Liberals, in The New Republic, at 31 (Sept. 28, 1998) (Book Review of The Bill of Rights by Akhil Reed Amar & For the People by Akhil Reed Amar and Alan Hirsch) (Word version)
More is Less, in The New Republic, at 37 (May 18, 1998) (Book Review of Seeing Like A State: How Certain Schemes to Improve the Human Condition Have Failed by James Scott) (Word version)
Even Beef Can Be Libeled, in The New York Times, at 29 (January 22, 1998) (discussing the “mad cow disease” lawsuit against Ophrah Winfrey) (Word version)
Reinforce The Walls Of Privacy, in The New York Times at 23 (September 6, 1997) (discussing the issue of celebrities’ privacy in the aftermath of Princess Diana’s death) (Word version)
Porn on the Fourth of July, in The New Republic at 42 (January 9, 1995) (Book Review of Defending Pornography: Free Speech, Sex, and the Fight for Women’s Rights by Nadine Strossen) (Word version)
“A Conversation with Henry Jenkins,” Interview on the intersections of fan and academic criticism, for Taylor Harrison and Sara Projansky, Enterprise Zones: Critical Positions on Star Trek (Boulder: Westview Press, 1997).
With Mary Fuller, MIT, “Nintendo and New World Travel Writing: A Dialogue,” in Steven G. Jones (ed.) Cybersociety: Computer-Mediated Communication and Community (Thousand Oaks: Sage Publications, 1995): 57-72.
The Education Arcade explores games that promote learning through authentic and engaging play. TEA’s research and development projects focus both on the learning that naturally occurs in popular commercial games, and on the design of games that more vigorously address the educational needs of players. Our mission is to demonstrate the social, cultural, and educational potentials of videogames by initiating new game development projects, coordinating interdisciplinary research efforts, and informing public conversations about the broader and sometimes unexpected uses of this emerging art form in education.
Education Arcade projects have touched on mathematics, science, history, literacy, and language learning, and have been tailored to a wide range of ages. They have been designed for personal computers, handheld devices and on-line delivery.
Background
The Education Arcade was established by leading scholars of digital games and education. Researchers at MIT explored key issues in the use of a wide variety of media in teaching and learning through the Games-to-Teach Project, a Microsoft-funded initiative with MIT Comparative Media Studies that ran between 2001 and 2003. The project resulted in a suite of conceptual frameworks designed to support learning across math, science, engineering, and humanities curricula. Working with top game designers from industry and with faculty across MIT’s five schools, researchers produced 15 game concepts with supporting pedagogy that showed how advanced math, science and humanities content could be uniquely blended with state-of-the-art game play.
Future Focus
Having sponsored several annual conferences with the Entertainment Software Association at its E3Expo in Los Angeles and having now completed a series of landmark research projects in the field, the Education Arcade looks ahead to help drive new innovations by partnering with educational publishers, media companies, and game developers. Several challenges have severely limited broader development and availability of educational games in the market, including the collapse of the CD-ROM software market, the failure of educational media in retail spaces, strict state adoption requirements, expensive production costs, and limited collaboration across the variety of disciplines needed to create compelling and educationally viable interactive media. By working with partners in a variety of media, the Education Arcade aims to help overcome these formidable challenges by focusing on an initial set of strategically targeted, educationally proven, and expertly developed and produced on-line computer games that will be distributed through desktop computers and mobile devices.
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Interesting and related MIT discussions, debates, lectures and panels.