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In this video Ciarán O’Connor for the Institute of Strategic Dialogue guides us through a case study of how false information was used to undermine confidence in the Irish local elections in June 2024.

In today’s digital age, information spreads fast—yet not all of it is true or trustworthy. Knowing the differences between misinformation, disinformation, and malinformation is key to thinking critically online.
In the video below Ciarán O’Connor from the Institute of Strategic Dialogue discusses the disinformation ecosystem in Ireland.

A video that discusses how Artificial Intelligence is impacting the way disinformation is created and spread to manipulate public opinion. It also outlines importance of Media Literacy education and regulatory measures, referencing Ireland’s Online Safety and Media Regulation Act and the EU’s Digital Services Act.

AI and Regulation

CC BY-NC

This interactive online resource is a set of eight units to support learners in their online information ecosystem. It is a mix of text, images, video, audio and interactive tasks. The resource can be accessed directly via the link provided or embedded in any Learning Management System compatible with SCORM files.

This resource showcases initiatives from both academic and professional support areas across DCU, which have been funded under SATLE – the Strategic Alignment of Teaching and Learning Enhancement Funding in Higher Education. Examples are provided under the themes of Education for Sustainable Development, Digital transformation & Academic Integrity

This toolkit draws on our experiences facilitating a SATLE-funded community-engaged learning project that brought students of the School of Languages, Literatures, and Cultures (UCC) together with people in Cork seeking international protection for a series of three wellbeing and creativity workshops.

BSEditor is a multi-platform software tool designed to aid educators in the creation of computer-based quiz questions. It provides a powerful editor to easily control every detail of a question, from integration of files and images, to elaborate scoring approaches.

Blender is a free and open-source 3D creation suite that supports Windows, macOS, Linux, and other platforms. It is widely used for creating animated films, visual effects, 3D models for printing, motion graphics, video games, and virtual reality content. This guide acts as an introduction to becoming familiar with Blender.

The Data Loom: Crafting Stories with Code, Yarn and Print is an open educational resource that reimagines data visualisation through tangible, artistic, and embodied practices. Instead of visualising numbers on screens, this project guides learners to materialise datasets using yarn, a miniature 3D-printed loom, and the art of weaving.

The resource is a template for surveying students about their timetabling experiences. The survey was deployed in MTU, but the template is free to be copied and adapted as needed.

Contested development is an educational game about urban planning and the environment.
It is designed for use with college students and the public.

Play through stages of the planning process, encounter the real life challenges and solutions faced by teams and try to be first to market!

This resource is for basic introduction team play.

Ideation Arcana is a visual ideation tool designed to assist learners—especially those new to open-ended creative projects—in generating and refining ideas. It does so by offering a structured yet playful approach to thinking, inspired by the layout and concept of tarot cards.

Ffrendi is an online, browser-based tool that makes it easier to learn and generate CSS visually. The name comes from the idea to provide a friendly frontend for learning and applying CSS.

Ffrendi

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The HTML & CSS Cheat Sheet is a quick-reference site designed to support first-year web development students. It gathers together all the key terminology and concepts introduced during the semester, making it easier to revise and apply them when building websites.

HTML & CSS Cheatsheet

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This e-book reports on a SATLE-funded project to explore the use of immersive technologies in Higher Education. It includes case studies, practical guidance and a brief review of the literature on immersive learning from the project team. It is intended for those considering using VR in their teaching, and for those who support learning.