The SSH Training Discovery Toolkit provides an inventory of training materials relevant for the Social Sciences and Humanities.

Use the search bar to discover materials or browse through the collections. The filters will help you identify your area of interest.

 

Didactics

Source
Title Body
IIIF - International Image Interoperability Framework

The International Image Interoperability Framework (IIIF) is a group of standard APIs around sharing and reuse of media. It is also a growing community of galleries, libraries, archives, museums, companies, and others who develop the standards and interoperable software implementations. Content includes helpful links around each of the standards, demonstrations of their use, and tutorials and presentations. The list is especially helpful for orienting new community members and developers.

ESS EduNet

ESS EduNet is a training resource mainly developed for use in higher education. The ambition is to create a social science laboratory where theoretical questions can be explored using high quality empirical data.The resource is based on the European Social Survey. There are 10 subtopics and all of them would be useful to be included. The texts and data available from ESS EduNet are available without restrictions, for not-for-profit purposes. The producers (NSD and the ESS), the authors and the dataproducer should be cited.

DigCurV - Digital Curator Vocational Education Europe Project

DigCurV, was a project funded by the European Commission’s Leonardo da Vinci programme to establish a curriculum framework for vocational training in digital curation launched today.

Europe’s digital sector has seen strong growth in recent years. The pace of development and change in the information technology sector presents challenges to cultural institutions responsible for management and long-term preservation of digital collections. Ensuring that staff gain access to the necessary training is a challenge that institutions face. A Market and Trend Analysis Report completed by DigitalPreservationEurope shows that digital preservation is becoming one of the main strategic priorities for institutions – they are increasingly aware that digital resources are fragile and that they are at risk.

DigCurV addressed the availability of vocational training for digital curators in the library, archive, museum and cultural heritage sectors needed to develop new skills that are essential for the long-term management of digital collections.

School of Simulation and Visualisation at The Glasgow School of Art

The School of Simulation and Visualisation is a state of the art research centre at The Glasgow School of Art focussing on cutting-edge real-time 3D visualization and interaction technologies. Research is multi-disciplinary and is integrated with postgraduate academic activities. Core research focusses on interaction, haptics, gesture, 3D sound, real-time photorealistic 3D visualisation, digital heritage, medical visualisation, and serious games.

ICPSR Teaching & Learning

ICPSR is the world's largest archive of digital social science data. They acquire, preserve, and distribute original research data and provide training in its analysis. They also offer access to publications based on their data holdings.The training resources were created especially for undergraduate faculty and students. While any of ICPSR's data and tools can be used in the classroom, the ones provided on their webpage make it easy for instructors to set up data-driven learning experiences. The materials can be used as the basis for assignments, as an in-class or study exercise, for lecture content, or any other way you see fit. All resources are provided under a Creative Commons (attribution) License.

Item
Title Body
Videos on Teaching: Conceptualizing and Visualizing Conflict Data with Shiny

ICPSR has a number of video presentations that address a variety of topics on their YouTube Channel. Including Drs. Dave Armstrong's and Christian Davenport's video on a real-world example of data visualization using Shiny. They discuss conceptualization and measurement of conflict in quantitative data and demonstrate how to produce graphics to convey their findings. 

 

CURATE! The Digital Curator Game

The CURATE game is designed to be used as an exercise that prompts players to put themselves into digital project scenarios in order to address issues and challenges that arise when institutions engage with digital curation and preservation.

Developed as a means to highlight the importance of training in digital curation among practitioners and managers working in libraries, museums and cultural heritage institutes, the game has been used as a self-assessment tool, a team-building exercise and a training tool for early career students.

"Exercise Modules: Exploring Data Through Research Literature Investigating Community and Social Capital Voting Behavior: The 2016 Election (SETUPS) Exercises at the Social Science Research & Instructional Center, using the 2014 General Social Survey"

These resources are made up of sequenced activities. While assignments may be created using a few of the exercises in a set, the full package must be used to meet the stated learning objectives for each. Exercise Sets are often appropriate for Research Methods courses and more substantively focused courses.

Data-Driven Learning Guides

These standardized exercises introduce (or reinforce) key concepts in the social sciences by guiding students through a series of questions and related data analyses. Analyses are preset so students can focus on content rather than mechanics of data analysis. To assist instructors with selection, guides are also categorized by the most sophisticated statistical test presented in the exercise.

How to Fail Your PhD

How to Fail Your Research Degree was created to deliver knowledge and understanding of research processes and techniques, within the context of a postgraduate training programme at Glasgow School of Art. Development was in relation to the concepts of encouraging creativity and risk-taking within a safe game environment and of learning by (potentially) failing. Game characteristics and intended learning outcomes were defined, leading to game mechanics and text that emphasise player agency, working within a time limit, and humour. Evaluation shows that the game is highly successful at delivering the intended learning outcomes and is a memorable and enjoyable complement to the existing course curriculum.