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Information Technologies and Digital Cultures

45 sessions. A heading name lists the sessions printed under it that year; a family name lists every session in the family.

YearCodeSession
2020A.32Double-Tap to Like: Availability, Kairos, and Invention in the Instagram Classroom
2020A.33(Re)Shaping Disciplinary Boundaries, Bodies, and Power
2020B.32Writing with Recorded Voices and Soundwaves: Reconsidering Literacy through Podcast-Making
2020B.33Designing Accessible Online Writing Experiences
2020C.32Critical Making in Composition Studies
2020C.33Publics, Resistance, and Expertise in Digital Spaces
2020D.21The Pedagogy of Commonplaces: Invention and Anamnesis in User Data and Consent in Data Protection
2020D.32Programmed Literacies: Reconceptualizing
2020D.33Constructing Ethos Online: Social Media, Social
2020E.21From Metaphor to Material: Disrupting Commonplace
2020E.31Revisiting Commonplaces in Digital Rhetoric
2020E.32Disability Commonplaces in Online Activism, Health
2020F.23Questioning the Commonplaces of Digital Aggression: New Approaches for Researching and Teaching
2020F.24Reconsidering Commonplaces of Reading: A Social Approach Using Digital Annotation
2020F.25Coding Rhetorics and Digital Composing
2020F.26Reverberations: Emergent Commonplaces in Rhetorical Studies of Sound
2020FSIG.16Council for Play and Game Studies Standing Group
2020G.15Cultivating Conditions for Effective Online Writing
2020G.23Storytelling in Motion: Rhetorical Approaches to Filmmaking in the Classroom and Communities
2020G.24Emerging Commonplaces in Digital Literacies: Ethical
2020G.25Selves and Competencies in Digital Composing
2020G.26Composing Techno-Visual Commonplaces
2020H.15Multimodal Design for Social Advocacy: (Un)Common
2020H.23The Diversity of Online Writing Instruction Students: Challenging the Commonplaces about Online Student
2020H.24Changing Writing, Identities, and Resistance on Social
2020H.25Improving Graduate Writing Education Programmatically
2020I.15Information and Intellectual Property Literacy in an Age of Bots
2020I.23The Commonplaces of Gaming: In the Classroom, Community, and Its Rules
2020I.24Writing on the Move: Unsettling Commonplaces through Transliteracies
2020I.25Digital Rhetorics and Resistant Pedagogies: Open-Access Journals, Inclusivity, and Justice
2020J.1Revealing Values and Commonplaces around Digital
2020J.23Objective, Beautiful, and Accessible: Challenging
2020J.24#Digital Commonplaces: Collision as Commentary
2020J.25Expanding Commonplaces in Online Writing Instruction: Considering Student Backgrounds to Achieve Inclusivity
2020K.22Viral Knowledge-Making: Circulation, Identities, and Digital Commonplaces
2020K.23Teaching (Digital) Ethics in Shared and Streamed
2020L.22What They Do in the Shadows: Audience, Interpretation, and Identity in Internet Memes
2020L.23Using Digital Technologies to Disrupt—or Not— Classroom Practices
2020M.22Situating a “New” Kairos in Online Communications: Analyzing the Opportune Moment in Digital Network
2020M.23Toward Greater Inclusivity in Digital Projects and Online
2020N.22Shifting Big Data Commonplaces: Text Mining
2020N.23TechnoMaterial Environments: Distributed Agency, Information Flows, and Technological Consumption
2020TSIG.24Special Interest Group on the Writing and Rhetorics of Code
2020TSIG.32CCCC Standing Group on Online Writing Instruction: Considering Commonplaces Online
2020W.8Reimagining Commonplaces through Twine Design