Ad*Access Anonymous (not verified) Fri, 01/25/2008 - 22:21
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Image, Timken Roller Bearing Company ad supporting war bonds, 1943, Ad*Access
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Images of more than 7,000 advertisements printed primarily in newspapers and magazines in the United States from 1911 to 1955 appear on this well-developed site. The material is drawn from a collection of one of the oldest and largest advertising agencies, the J. Walter Thompson Company.

Advertisements are divided into five main subjects areas: Radio (including radios, radio parts, and programs); television (including television sets and programs); transportation (including airlines, rental cars, buses, trains, and ships); beauty and hygiene (including cosmetics, soaps, and shaving supplies); and World War II (U.S. Government-related, such as V-mail and bond drives). Ads are searchable by keyword, type of illustration, and special features. A timeline from 1915 to 1955 provides general context. "About Ad Access" furnishes an overview of advertising history, as well as a bibliography and list of advertising repositories.

The Jewish Americans

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women on strike
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This PBS documentary provides many useful resources for teaching the long and influential history of Jewish Americans. At the heart of this video production is the struggle between identity and assimilation. While Jews in America often faced struggles integrating into new communities, their story is common to other immigrant groups and at the same time a "quintessentially American story."

The site is divided into six main sections. Educators will be particularly interested in the historical background offered in Jewish Life in America (which is divided into eleven subsections), the 30 video segments from the documentary, four lesson plans in For Educators, and links to online resources for teaching Jewish American history.

One noteworthy section of the site is Share Your Story. By allowing Jewish American viewers to submit recipes, immigration stories, or family traditions, this site provides an interactive platform that could enhance any classroom. Students can investigate, research, and conduct interviews with family or friends of Jewish heritage and submit their investigations online. Teachers will also find that the video segments, textual information, and online submission tool can work well together to compliment thematic units on immigration, ethnic identity, and moments in history specific to the Jewish experience.

Yale Digital Commons

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Painted lead, Lead dinosaur, 1947, Yale University Art Gallery
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The Yale Digital Commons provides access to sources from the Yale Center for British Art, Yale Peabody Museum of Natural History, Yale University Art Gallery, Yale University Library, and Yale University on iTunes U.

Getting acquainted with the commons can be somewhat daunting. Arrival on the homepage simply offers a keyword search with only a slight indication of the extent or content types of the collections you can search. The description states the contents include "art, natural history, books, and maps, as well as photos, audio, and video documenting people, places, and events that form part of Yale's institutional identity and contribution to scholarship."

The best way to proceed is to select Advanced Search. From here, you can limit a search to items available online. You can also pick one or more of the aforementioned institutions to search within, or choose specific collections which range from African Art or American Decorative Arts to Vertebrate Zoology or Yale University.

Sources you can find using this system include apparel; architectural elements; arms and armor; books, coins, and medals; calligraphy; containers; drawings and watercolors; flatware; fossils; furniture; hardware; inscriptions; lighting devices; jewelry; manuscripts and documents; masks; minerals; miniatures; models; mosaics; musical instruments; packaging; paintings; photographs; plant and animal remains; print templates; scientific instruments; stained glass; textiles; tools and equipment; timepieces; toys and games; sculpture; and wallpaper.

The Gaming Evolution

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Photography, Atari 2600, 26 May 2002, Joachim S. Müller, Flickr CC
Question

How have video games evolved over time?

Answer

The topic of how video games have evolved over the years is massive. There have been millions of games created in the 50 years since creation of 1962’s Spacewar!, the first true video game. So the best way to approach this topic briefly is to select a genre and survey the main trends. This essay will focus on games in the adventure/roleplaying genre in which players take the role of one or more heroes on a quest of some sort.

The earliest adventure video games were, in a sense, not video at all. Instead they used text to create worlds for the player to explore. The first of these was Adventure, designed by Will Crowther and enhanced by Don Woods. The player read text descriptions of a cave and typed in simple noun-verb commands (“go north” “take lantern”, etc.) to navigate through the cave and interact with its denizens. Text-based games worked around the limited RAM (random-access memory) in early computers by focusing on story and setting at the expense of graphics.

The earliest adventure video games were, in a sense, not video at all.

A major evolution in the adventure genre (or step back, as text-game purists might claim) was the translation of the text-adventure to a visual format. In 1980 the Atari 2600 released its own Adventure. Adventure included the exploration, loot gathering, and simple monster fighting of the early text adventures. Given the limitations on computer processing power, however, the main character had to be represented as a colored square. Objects and monsters, swords and dragons, were all represented by crude pixelated graphics. Still, the use of a joystick and a visual environment gave players the ability to explore more widely and in real time rather than in the turn-based format of text adventures.

[New games] took advantage of gaming hardware’s increasing capabilities.

With the advent of computers and consoles that could render video, adventure games, and all other video games, began to develop in similar ways. First, they took advantage of gaming hardware’s increasing capabilities. The Atari 2600 had no hard drive to store programs, virtually no RAM, and ROM (read-only memory) game cartridges with only two to four kilobytes of memory. Graphics could only be displayed at a resolution of approximately 160 by 228 pixels in 128 colors. Modern PCs have hard drives measuring in gigabytes, onboard RAM averaging four gigabytes (one gigabyte is approximately a trillion kilobytes). Perhaps more important, modern gaming PCs have dedicated chips for rendering video, allowing for graphics verging on photorealism.

Second, controllers gradually developed into the modern forms. The classic Atari joystick had a directional control and a single button. The NES (Nintendo Entertainment System) controller had a four-way directional pad and two buttons: more inputs meant potentially more actions one could take in a game. Current consoles such as the Xbox 360 and Playstation 3 have controllers with a directional pad, one or more thumb-sized joysticks, and a series of triggers and buttons that can be combined to create a large number of different player inputs. In the PC gaming realm, the development of the mouse and keyboard combination allowed for an even greater number of player inputs.

Players of the adventure genre came to demand more sophisticated stories and moral choices.

These and other changes affected adventure games in unique ways, as well. The original text and Atari Adventure games had bare-bones stories. As the art of game design developed and the representational abilities of computers increased, players of the adventure genre came to demand more sophisticated stories and moral choices.

One of the better-known games to focus on moral elements was Bioware’s Star Wars-based roleplaying game (or RPG, a hybrid of adventure and combat games) Knights of the Old Republic. In this game players could choose to follow the “light” or “dark” side by making choices that helped or hurt in-game characters. In contrast, Bethesda’s popular Elder Scrolls RPG series, the most recent of which is Skyrim, focused on consequences to actions rather than an overarching morality system. The game’s designers created a sandbox-like environment where players could even avoid the main story altogether and focus instead on exploring the simulated world.

Video game history has not been a straight line towards larger, more complicated, more graphics-heavy games.

However, video game history has not been a straight line towards larger, more complicated, more graphics-heavy games. Text-based adventure games have not disappeared. For instance, the company Infocom developed and released text-based adventures throughout the 1980s. They actively compared their games to the crude graphics available on consoles and computers at the time: “We draw our graphics from the limitless imagery of your imagination—a technology so powerful that it makes any picture that’s ever come out of a screen look like graffiti in comparison.” When commercial sales of text-based adventures trailed off in the 1990s, fans of the format began developing text-based games themselves and distributing them for free.

For more information

Atarimania. Last modified October 7, 2012. Accessed October 10, 2012.

National Museum of Play. Online collections. Accessed October 10, 2012.

PBS. The Video Game Revolution. Accessed October 10, 2012.

Demaria, Rusel and Johnny L. Wilson. High Score! The Illustrated History of Electronic Games. 2nd ed. New York: McGraw-Hill/Osbourne, 2004.

Kent, Steven L. The Ultimate History of Video Games. New York: Three Rivers Press, 2001.

Illinois Digital Archives

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Photo, Gordon Ray on the farm, Gordon Ray, 1915, Digital Past
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This website offers an archive of more than 35,000 items from 75 individual collections at nearly 30 institutions in Illinois. Items include black-and-white and color photographs, post cards, audio recordings, maps, books, newspaper articles, newsletters and bulletins, handbills, and film clips. The focus of all the collections is the history of Illinois, its places, and people. A strength of the collections is the large number of photographs of residential and commercial buildings from cities and towns throughout Illinois.

Visitors can browse the contents of all collections by city, organization, or proper name. Once in a collection, other collections can be individually browsed by selecting from the collections dropdown menu. All collections are searchable by such fields as subject, description, creator, publisher, contributors, date, type, or format. Clicking on the thumbnail image brings up a new window with a large image and descriptive data. There are also 14 exhibits on various topics such as "History of Park Ridge, 1841-1926" and "Brides of Yesteryear." This is a useful collection of primary source material on the social and cultural history of Illinois.

Great Lakes Maritime History Project

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Photo, Crew standing on the shipwrecked George M. Cox, May 1933
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Dedicated to recording the maritime history of Wisconsin (especially Lake Michigan and Lake Superior), this site features more than 7,000 documents, advertisements, and photographs of ships associated with Wisconsin waters since 1679. Geared toward the specialist as well as the beginner, the site contains a list of the more than 400 ships registered in Wisconsin over the years, as well as useful descriptions of the types of ships.

The collection is searchable by keyword and browsable. The quality of the photographs varies; some are small files, while others are quite large. The site recommends six related outside resources. This site would be very useful to anyone interested in the history of Wisconsin maritime shipping, passenger cruises, or naval history.

Freedom's Story: Teaching African American Literature and History

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Photo, Frederick Douglass, head-and-shoulders portrait, facing right, LoC
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This collection of 20 essays on African American history and literature, commissioned from leading scholars and written for secondary teachers, is part of the larger TeacherServe site. The essays are designed to deepen content knowledge and provide new ideas for teaching. These 3,000-7,000-word essays cover three time periods: 1609-1865, 1865-1917, and 1917 and Beyond.

Essays begin with an overview of the topic. A “Guiding Discussion” section offers suggestions on introducing the subject to students, and “Historians Debate” notes secondary sources with varied views on the topic. Notes and additional resources complete each essay. Each essay includes links to primary source texts in the National Humanities Center’s Toolbox Library.

Essays in "1609-1865" focus on topics related to slavery, including families under the slavery system, slave resistance, types of slave labor, the end of slavery, analyzing slave narratives, and the work of Frederick Douglass and Harriet Jacobs. Essays also look at African American arts and crafts and African influence on African American culture.

Essays in "1865-1917" focus on topics that fall between the eras of slavery and the Civil Rights Movement, including Reconstruction, segregation, trickster figures in African American literature, and issues of class and social division.

Essays in "1917 and Beyond" focus on literature and the Civil Rights Movement, including protest poetry, the Harlem Renaissance, and jazz in literature.

Black Mask Magazine

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Detail, Black Mask cover
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In 1920, journalist H. L. Mencken and drama critic George Nathan launched Black Mask, a pulp magazine designed to finance the literary magazine Smart Set, and set out to publish "the best stories available of adventure, the best mystery and detective stories, the best romances, the best love stories, and the best stories of the occult." The magazine went on to become famous for popularizing hard-boiled detective fiction, written most notably by Dashiell Hammett, Erle Stanley Gardner, and Raymond Chandler.

This website celebrates the "pulp revival" with the full-text of 20 stories published in the 1920s and 1930s in Black Mask, as well as other similar magazines, including Adventure, Detective Fiction Weekly, and Dime Mystery Magazine, including Walt Coburn's "The Notched Gun" and "Scotty Scouts Around” by Raoul Whitfield. Accompanying these stories is a gallery of magazine covers and photographs of famous authors, as well as guidelines to writing Black Mask-style fiction, and essays on the pulp fiction era.

Around the World in the 1890s: Photographs, 1894-1896 Anonymous (not verified) Fri, 01/25/2008 - 22:21
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Photo, North African man on horseback, W H Jackson, 1894, Around the World...
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This photograph archive contains more than 900 images made by American photographer William Henry Jackson (1843–1942) during his tour of North Africa, Asia, Russia, Australia, and Oceania from 1894 to 1896. The World's Transportation Commission, an organization formed to aid American business interests abroad, commissioned Jackson for this trip.

The photographs, originally exhibited in Chicago's Field Columbian Museum, focus on transportation systems, especially railroads, as well as tourist sites, indigenous life, wildlife, and locations of natural beauty. Nearly 687 of the images are from lantern slides, many of which were hand-colored. Many of the photographs appeared in Harper's Weekly. This collection is valuable for those interested in late 19th-century photography, colonialism, and industrialization.

Comic Books in the History Classroom

Date Published
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Freddy Marvel asks readers to buy war stamps
Freddy Marvel asks readers to buy war stamps
Freddy Marvel asks readers to buy war stamps
Freddy Marvel asks readers to buy war stamps
Freddy Marvel asks readers to buy war stamps
Freddy Marvel asks readers to buy war stamps
Article Body

The summer of 2011 offers moviegoers several productions based on superheroes and comic books. Thor. X-Men: First Class. Green Lantern. Captain America: The First Avenger. Cowboys & Aliens. Hollywood has discovered that comic book movies are more than a passing fad, resonating with audiences who connect with the humanity behind the costumes. As a result, comic book-based films have grown over the last decade—both in production and ticket sales— with many more movies to be released over the next few years (The Dark Knight Rises, The Amazing Spider-man, Iron Man 3, and The Avengers to name a few.)

Teachers can use the popularity of superhero films to expand students' understanding of American culture. University of Idaho professor of history Katherine Aiken explored the use of comic books to teach U.S. history in a recent essay published by the Organization of American Historians' Magazine of History (Vol.24, no.2-April 2010). Aiken concluded that because comic books reflect larger social issues in U.S. society, they can help students examine how U.S. artists addressed issues of race, gender, nationalism, and conflict in popular publications.

Some educational publishers, for their part, have produced illustrated history stories and graphic novels to capture younger readers' attention, such as tales from the Revolutionary War. While history-based graphic novels are a useful supplement to course materials, studying comic books provides a different focus in the classroom. Analyzing U.S. popular culture can help teachers and students contextualize the origins of comic books, explore how events in history shaped the evolution of this medium, and assess the ability of comics to address larger social concerns.

A few approaches for connecting comic books to U.S. history include:

  1. Chronological comparative study
    Students can create timelines, decade-level synopses, or graphic organizers that align U.S. historical events with the dates of creation of specific comic books, and show how these titles reflected social concerns. (For a nice overview on the history of comic books, Michigan State University's Ethan Wattrell's course website contains lecture slides and podcasts that can help orient educators.)

    For example:
    • 1920–30s: Comic books developed as a form of fantasy and escapism during the 1920s and the Great Depression.
    • 1940s: Superheroes went to war. Did comic books become tools for wartime propaganda, or did they simply reflect a period of national pride?
    • 1950s: Fantasy, horror, Westerns, and other genres overshadowed superhero stories. Is this a case of "hero" fatigue or socio-political concerns?
    • 1960s: The Marvel and Silver Ages: The Cold War, space race, and civil rights shaped a new era of heroes. The space race, for example, influenced the creation of the Fantastic Four and other interstellar heroes. The nuclear arms race, in turn, influenced the creation of Iron Man and the Hulk. Civil rights also played a significant role in the development of characters with social struggles, from the mutant X-Men to the blind superhero known as Daredevil and the increasing number of female heroines beyond Wonder Woman.
    • DC comics' attempt to deal with drug abuse among teens

    • 1970s–1980s: Comic books became more mature. Serious issues such as drug abuse and apartheid influenced storylines in teen-centered titles such as the Teen Titans and X-Men/New Mutants. Specific stories, such as The Dark Knight Returns and Watchmen, tapped into the economic and political anxieties during the Reagan era. Titles such as Sandman also introduced comic books to a new generation of female readers during the late 1980s. All three titles appeared on the New York Times Bestseller list.
  2. Addressing social issues
    Popular culture has often been able to deal with serious issues in an accessible manner. The story of Genosha in the pages of the X-Men extended the theme of genetic discrimination against mutants to issues of slavery and oppression—much like apartheid in South Africa. In this vein, comic books are an accessible way to address other social issues.

    For example:
    • Gender studies: How did the feminist movements of the 1970s affect characters like Wonder Woman and the Invisible Girl/Woman? What changes are visible in the depiction of female superheroes? How has the growing visibility of female artists, such as Louise Simonson, Lynn Varley, and Gail Simone, changed a male-dominated industry?
    • Activism: Students can study the effects of larger events such as the Vietnam War, September 11th, and the passage of the Patriot Act on comic book storylines. Recent stories such as Marvel's Civil War and World War II-era comics are useful starting points to examine individual rights and nationalism respectively.
    • Intellectual Property: Why was DC Comics unable to use the names "Superboy" and "Captain Marvel?" How did the founding of Image Comics become a significant development for independent comic books and the idea of creator rights? How do copyright and fair use laws affect the use of comic book characters in education?
  3. "Golden Age," "Silver Age," and "Modern Age" of comic books
    What characterized each of these eras? Using long-running characters like Batman and the Joker, students can assess changing social norms, expectations, and trends in the 20th-century U.S. through the evolution of specific characters.
  4. logo for Comics Code authority

  5. Government regulations and political concerns
    McCarthyism and moral issues threatened the comic book industry during the 1950s. Why? One fascinating story involves Fredric Wertham's Seduction of the Innocent, a bestselling book that eventually led to the policing and regulation of comic books and the creation of the Comic Code Authority. This is a good period to discuss government regulations, free speech, and what made comic books a "danger" to children in the 1950s. Another topic, dealing with moral issues, is human experimentation. In this video by Emory Bioethics professor Paul Root Wolpe, he uses the genetics in the X-Men comic books to talk about Nazi experimentation on humans, the Nuremberg trials, as well as U.S. testing on human subjects.
  6. The evolution of major characters
    While Batman is one of the easiest character to compare his own evolution to changes in American society, he is not the only one that shows the influence of time and place. Tony Stark (Iron Man) famously struggled with alcoholism in the 1980s. Captain America went from World War II hero to a man out of time after decades of frozen animation. Peter Parker's (Spider-man) journey from awkward teenager to a married professional may be an easy-to-relate-to story for students. Likewise, Superman's recent decision to forgo his American identity, in order to embrace a more "global" role, created renewed interest (and a bit of controversy) in the media.
  7. Comic book creators
    How did the personal lives of writers and illustrators like Stan Lee, Jack Kirby, Jerry Siegel, and Joe Schuster, among others, affect the tales they created? Many of these artists came from ethnic and working-class communities that shaped the setting and topics of their stories.

cover to an issue of Sheena the She-DevilComic books, therefore, can help diversify the teaching of American history and allows teachers to address important issues in a novel yet useful way. However, educators should take caution. Over the last few decades, comic books have shifted to a more mature audience and as a result the depiction of violence has become more graphic. Similarly, educators should be mindful of issues or artists that oversexualize characters.

As is the case with any material to be used in the U.S. history classroom, comic books should be previewed beforehand. Educators, however, can find plenty of "classroom-friendly" comics online or at a local comic book store. For example, the Pulitzer Prize-winning comic, Maus, commonly found at most school libraries, is a different take on Nazism and the Holocaust. Comic book companies have also increased their number of "kid-friendly" titles, easily found at bookstores like Barnes & Nobles and department stores such as Target. Finally, the first Saturday in May is "Free Comic Book Day" each year—a good chance to explore several titles at a local comic book store.

A final note:
Freddy Marvel and war stampsInterdisciplinary approaches to using comic books in the classroom are also helpful for the history teacher. Art educators often argue that reading and making comics encourages students to become more skilled at critically examining texts—full of complex concepts and human relations. Students and teachers can use comics to bridge the gap between personal experiences and history, examine the connection between comics and social groups (such as the "art world" and ethnic groups,) and to deconstruct the medium in order to gain a better sense of what issues affected society. The marriage of visuals and text also helps reach reluctant readers and bring the classroom teacher closer to youth culture. Similarly, language arts specialists find that engagement enhances reading fluency— even in the elementary years. Low-level readers, in various studies, demonstrate greater engagement with visual texts like comic books.

Captain America attacks HitlerHistory teachers can benefit from collaborative uses of comic books across disciplines. Either by working with a language arts or art teacher, or adapting diverse approaches to visual literacy in the history classroom, the use of comic books is helpful for working with others. Students will also find similar collaborative benefits in outside research and work. Whether they develop digital timelines using tools like Dipity or generate a Google Map to assess the geographic connections of comic book characters to U.S. history, digital tools are ideal for collaborations inside and outside the classroom. (Note: The Dipity and Google Map links show examples of how to use American comic books to teach U.S. History.)

Bibliography
  1. Aiken, Katherine. "Superhero History: Using Comic Books to Teach U.S. History." Organization of American Historians Magazine of History 24 (2010): 41-47.
  2. Annett, Doug. "Implementing Graphic Texts into the Language Arts Classroom". Minnesota English Journal 44 (Fall 2008): 150-179.
  3. Editorial. "Comic Books in the Classroom". New York Times January 3, 2008. Online.
  4. Hanson, Thomas J. "Holy Student Assessment, Batman! We've Hit the Schools!". Big Ideas: an Authentic Education E-Journal (March 2008).
  5. Morrison, Timothy G., Gregory Bryan, and George W. Chilcoat. "Using Student-Generated Comic Books in the Classroom". Journal of Adolescent & Adult Literacy 45 (May, 2002): 758-767.
  6. White, Ross. "Comics in the classroom". Learn NC.
  7. Williams, Rachel Marie-Crane. "Image, Text, and Story: Comics and Graphic Novels in the Classroom". Art Education (November 2008): 13-19. Reprinted on Iowa Research Online
For more information

Teacher James Carter offers a basic primer on how to help students create their own comic books, as well as a lesson plan that can be adapted to history content.

Comics in the Classroom offers some ideas on how to incorporate comic into social studies and how to develop lesson plans.