Käthe Kollwitz and the Women of War: Femininity, Identity, and Art in Germany during World Wars I and II
The art of German printmaker and sculptor Kathe Kollwitz (1867-1945) is famously empathetic; Kollwitz imbued her prints, drawings, and sculpture with eloquent and often painful commentary on the human condition, especially the horrors of war. This insightful book, the first English-language catalogue on Kollwitz in more than two decades, offers the singular opportunity to examine her work against the tumultuous backdrop of World Wars I and II. The societal cost of war became an enduring subject for Kollwitz after her youngest son died on the battlefield in Flanders in 1914. She dedicated much of the remainder of her career to creating images that questioned the efficacy of war, exposed its devastation, and promoted peace. The essays discuss the motifs she developed in this pursuit-young widows, grieving parents alongside maternal figures that serve as defenders, guardians, activists, and mourners-within the context of German visual culture from 1914 to 1945.
About the Author
Claire C. Whitner is associate curator at the Davis Museum at Wellesley College.
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About the Author
Sarah Lazarovic is a writer, illustrator, and artist based in Toronto. She is the founding editor of the popular website torontoist.com.
This is a renaissance moment for video games — in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples — drawn from popular, indie, and art games — that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
About the Author
Katherine Isbister is Professor of Computational Media at the University of California, Santa Cruz, and is the author of Better Game Characters by Design. She was the founding Director of the Game Innovation Lab at New York University.
This practical text helps student teachers develop their confidence, understandings and skills so that they can effectively and authentically teach arts in primary and middle school classrooms. Delivering Authentic Arts Education outlines the true nature of arts education and its importance in the curriculum, emphasising the arts as forms of creative activity, meaning-making and expression in a cultural context. Written in the context of the Australian Curriculum: The Arts, this new edition makes it easy for students to connect to curriculum documents. Chapters discuss how to recognise and build on your existing artistic abilities and pedagogical skills, how to encourage children???s creativity, and the general principles of planning and assessment. It then examines the five arts areas: dance, drama, media arts, music and visual arts. The final part of the text contains sample learning activities and resources that demonstrate how to plan an effective lesson within a unit of inquiry. Practical tips, classroom ???snapshots???, example activities and ideas for programs show you the links between theory and practice so you can develop arts education experiences that are purposeful, stimulating and engaging for everyone.
Organized around common rhetorical situations that occur all around us, INVENTING ARGUMENTS shows you that argument is a living process rather than a form to be modeled. Through the text’s prominent focus on invention, you will learn to recognize the rhetorical elements of any argumentative situation and apply the tools of argument effectively in your own writing. The basic layers of argument are introduced in early chapters, with material arranged into increasingly sophisticated topics beginning with the most obvious or explicit layers (claims) and moving to more implied or “hidden” layers (assumptions, values, beliefs, ideology). By the time you finish Part I, you will have a thorough understanding of argument, which you can then apply not just to the invention projects in Chapters 7-12, but also to your writing for other college courses and beyond.
About the Author
John Mauk has a Ph.D. in rhetoric and writing from Bowling Green State University and a Masters in language and literature from the University of Toledo. Scholarship includes an article on critical geography and composition (COLLEGE ENGLISH, March 2003). Mauk now teaches composition and rhetoric courses at Northwestern Michigan College. In 2007, he served on the NCTE Nominating Committee. John Metz has a B.A. in English from Slippery Rock University of Pennsylvania (1983) and an M.A. in English from the University of Toledo (1985). He has taught first-year writing for over 20 years and currently teaches at Kent State University at Geauga in Twinsburg, Ohio.