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Credits: 3 Prerequisites: 04:189:101, 04:192:200, 04:192:201, 04:192:300; Open only to Major Corequisites: None
Independent study projects in communication requires application. Does not count toward the major.
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Credits: By arrangement Prerequisites: 04:189:101, 04:192:200, 04:192:201, 04:192:300; Open only to Major. Requires Application. Corequisites: None
Ranges from 1 to 3 credits.
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Credits: By arrangement Prerequisites: 04:189:101, 04:192:200, 04:192:201, 04:192:300; Open only to Major. Requires Application. Corequisites: None
Ranges from 1 to 3 credits.
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Credits: 3 Prerequisites: 04:189:101, 04:192:200, 04:192:201, 04:192:300; Open only to Major. Corequisites: None
Supervised study in communication pedagogy. Reserved for tutors. Requires application. Does not count toward major.
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Credits: 3 Prerequisites: None Corequisites: None
This course is a quantitative and mathematically rigorous introduction to concepts that underlie the Internet and Web search engines. A challenging problem will introduce each topic, and the exposition of principles and relevant theorems will be followed by an application to the Internet, and at least one other application in the Social Sciences (e.g. social networks) or the Humanities (e.g. author identification).
The course counts as one of the two mathematics courses that must be taken in order to meet the Rutgers graduation requirements in quantitative reasoning.
Learning Objectives
Upon successful completion of this course, students will be able to:
- Do and explain elementary examples of the quantitative processes underlying the internet information environment.
- Discuss the relations of these processes to the social and economic impacts of that environment.
- Be better prepared to contribute in the information environment, understand its strengths and weaknesses.
- Serve as leaders in an ever-changing world of technology.
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Credits: 3 Prerequisites: 04:189:103 with a grade of C or better Corequisites: None
This course provides a survey of the key social issues related to information technology development, decision-making and use. Its focus is on the critical analysis of social, cultural, philosophical, ethical, legal, public policy and economic issues relating to information technologies, and how these interactions shape workplace decisions and technology use.
Learning Objectives
Upon successful completion of this course, students will be able to:
- Analyze social aspects of information technology including benefits and drawbacks of technology implementation.
- Identify and evaluate sources and tools they can use to support decision-making and discussion in the work place.
- Identify approaches to resolving social dilemmas surrounding information technology development, decision-making and use.
- Develop documents on best practices with information technology for organizational use.
- Demonstrate new information technologies in such a way as to convey both the social assumptions built into the system and potential impacts of the system on social relations, work-life and productivity.
- Describe the value of social informatics in professional and intellectual disciplines.
- Apply skills of persuasion, argument and effective written communication in relation to social issues.
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Credits: 3 Prerequisites: 189:103 with a grade of C or better; Some sections open only to ITI majors. Corequisites: None
As the introductory course to the technological concentration/area in the ITI program, Introduction to Computer Concepts explains the basic principles of computer systems and applications. It covers the basic mathematical-theoretical principles that govern the functioning of computers, the architecture and organization of computer systems, the role of hardware and software, and the role of creative thinking and problem solving in building software applications.
Learning Objectives
Upon successful completion of this course, students will be able to:
- Understand the difference between hardware and software, the architecture of the computer and the functioning of software.
- Use a variety of applications to organize, process, store and retrieve data.
- Understand the principles of computer programming and write simple applications such as macros and Web scripts.
- Use the computer in a networked environment and access remote resources and services.
- Create and publish simple webpages.
- Demonstrate competency with technical terminology and ability to communicate with IT professionals.
- Develop creative thinking and problem solving skills.
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Credits: 3 Prerequisites: 04:547:201 Corequisites: None
This course introduces students to the principles of object-oriented analysis, design and programming. The focus is on developing creative thinking for analyzing a problem domain and designing a solution, and on using the Java programming language (or other appropriate programming language) to implement it.
Learning Objectives
Upon successful completion of this course, students will be able to:
- Apply critical thinking to analyze the requirements of a simple application and build a model of the problem.
- Use the Unified Modeling Language (UML) and object-oriented design principles to develop a conceptual solution.
- Use the Java programming language to implement the designed solution.
- Use visual programming tools to sketch and build simple user interfaces.
- Apply testing and debugging to ensure the correctness and efficiency of the application.
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Credits: 3 Prerequisites: 04:547:201 Corequisites: None
This course focuses on the relationship among information, technology, and people in an applied context. Students will learn to define design-problem spaces, represent the problem, and suggest sociotechnical solutions.
Learning Objectives
Upon successful completion of this course, students will be able to:
- Explain challenges in developing sociotechnical systems for diverse individual, group, and societal stakeholders.
- Explain how sociotechnical systems affect how professionals communicate, collaborate, and interact.
- Identify a design problem and score a design space.
- Model sociotechnical systems to bridge the needs requirement as identified by designers and the features to develop by engineers or developers (specifically, using Unified Modeling Language).
- Demonstrate presentation construction and delivery skills that effectively communicate design problems and proposed solutions.
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Credits: 3 Prerequisites: Some sections are open only to ITI majors. Corequisites: None
This course will examine video games from a cultural and social perspective. Rather than focusing on game design, it will explore the ways culture, socialization, and values are a part of gaming. Using a variety of theoretical & methodological approaches a range of topics will be discussed in an attempt to understand not only the internal workings and social dynamics of computer games, but their place in the broader culture. Topics include: community management and maintenance in games; social processes and interaction; games as communication spaces and virtual worlds; intellectual property and commodification in games, players as producers of game content, political/ideological analysis of games; gender and race in gaming; and design & values.
Learning Objectives
Upon successful completion of this course, students will be able to:
- Analyze the social impacts of video games including the historical and cultural influence video gaming has had on society.
- Identify approaches to understanding the social and technical components within a video game in regards to design, production, marketing, and play.
- Deconstruct the video game playing experience in such a way as to convey both the social assumptions within video game design and the cultural reconfigurations performed by players as they adapt games to meet their goals.
- Synthesize arguments related to issues of gender, race, class, desire, pleasure and play when viewing video games as artifacts.
- Apply skills of persuasion, argument and effective written communication in relation to the social impacts of video games.