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The complete history of UNLV in celebration of its 50th anniversary. In 1951, the rapidly growing population of Las Vegas was demanding teachers for the city's burgeoning schools and an opportunity for local high school graduates to earn a university degree close to home. That year, Nevada's Board of Regents, the governing board of the state's system of higher education, initiated a post-high school program in Las Vegas as an extension branch of the University of Nevada in Reno. Few people at the time anticipated the fledgling institution's remarkable future. With an initial enrollment of twelve full-time students taking evenings-only classes in the cramped dressing rooms of the Las Vegas High School auditorium, the school struggled for survival. It was not until September 10, 1957, that UNLV finally opened for classes on its own campus and began a new era of higher education in the state. In The University of Nevada, Las Vegas, noted historian Eugene P. Moehring recounts UNLV's phenomenal growth. Here are the personalities who created and guided the school, from Maude Frazier, the visionary educator who fought to bring higher education to southern Nevada, to the professors, administrators, coaches, and other campus personalities who helped shape the institution and its traditions. Moehring discusses the decisions and controversies that influenced the University's location, goals, programs, and personnel, as well as the significant role played by its students. He also examines the unusual relationship between the University and the city, which has developed since the 1955 campaign that raised money to purchase land for a permanent campus by sending students door-to-door to solicit donations. Today, the remarkable synergy between UNLV, Las Vegas's business community, and private philanthropists has been instrumental in creating and supporting many of the University's most important academic programs. Published in conjunction with UNLV's celebration of its fiftieth anniversary, The University of Nevada, Las Vegas is the account of one of the country's most vibrant institutions of higher learning, a major public research university that reflects and contributes to the booming modern metropolis around it.
Accompanying CD-ROM contains customizable patient self-care guides.
Serves as the official center of World Wide Web information for the University of Nevada at Las Vegas (UNLV). Offers a tour of UNLV. Provides access to the UNLV Alumni Association, the telephone directory, the campus map, news and publications, and the Nevada Education Online Network (NEON). Provides information about research opportunities at UNLV.
A leading educational thinker argues that the American university is stuck in the past -- and shows how we can revolutionize it for our era of constant change Our current system of higher education dates to the period from 1865 to 1925. It was in those decades that the nation's new universities created grades and departments, majors and minors, all in an attempt to prepare young people for a world transformed by the telegraph and the Model T. As Cathy N. Davidson argues in The New Education, this approach to education is wholly unsuited to the era of the gig economy. From the Ivy League to community colleges, she introduces us to innovators who are remaking college for our own time by emphasizing student-centered learning that values creativity in the face of change above all. The New Education ultimately shows how we can teach students not only to survive but to thrive amid the challenges to come.
Cultural stereotypes to the contrary, approximately half of all video game players are now women. A subculture once dominated by men, video games have become a form of entertainment composed of gender binaries. Supported by games such as Diner Dash, Mystery Case Files, Wii Fit, and Kim Kardashian: Hollywood—which are all specifically marketed toward women—the gamer industry is now a major part of imagining what femininity should look like. In Ready Player Two, media critic Shira Chess uses the concept of “Player Two”—the industry idealization of the female gamer—to examine the assumptions implicit in video games designed for women and how they have impacted gaming culture and the larger society. With Player Two, the video game industry has designed specifically for the feminine ideal: she is white, middle class, heterosexual, cis-gendered, and abled. Drawing on categories from time management and caregiving to social networking, consumption, and bodies, Chess examines how games have been engineered to shape normative ideas about women and leisure. Ready Player Two presents important arguments about how gamers and game developers must change their thinking about both women and games to produce better games, better audiences, and better industry practices. Ultimately, this book offers vital prescriptions for how one of our most powerful entertainment industries must evolve its ideas of women.