43,511 research outputs found
The impact of a game-based approach to Bourdieu on learners training to teach in post-compulsory education at an English University
The delivery of theory alongside practice in teacher education is inherently challenging and prone to failure, leaving trainees ill-prepared to problematise the social and cultural realities that shape their classrooms. Finding new and productive ways for trainees to engage with theoretical concepts is, therefore, an important educational and social outcome. This paper explores the use of a game-based approach to the teaching of Bourdieu's notions of field and habitus to two small groups, training with a University in the North of England to become teachers in post-compulsory education. Critical and learning theories are used to explain and justify the design decisions and strategies employed and critical participatory action research is used to evaluate the impact of the game. The paper reports encouraging findings and recommends extension and wider use of such strategies in the teaching of theory to resistant groups
London Creative and Digital Fusion
date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000The London Creative and Digital Fusion programme of interactive, tailored and in-depth support was designed to support the UK capitalâs creative and digital companies to collaborate, innovate and grow. London is a globally recognised hub for technology, design and creative genius. While many cities around the world can claim to be hubs for technology entrepreneurship, Londonâs distinctive potential lies in the successful fusion of world-leading technology with world-leading design and creativity. As innovation thrives at the edge, where better to innovate than across the boundaries of these two clusters and cultures? This booklet tells the story of Fusionâs innovation journey, its partners and its unique business support. Most importantly of all it tells stories of companies that, having worked with London Fusion, have innovated and grown. We hope that it will inspire others to follow and build on our beginnings.European Regional Development Fund 2007-13
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Participatory online environmental education at the Open University UK
The role of education in helping our societies put sustainability into practice is crucial. The motivation, awareness and empowerment, necessary for citizens to understand the concept and take part in its operationalisation, ought to emerge from environmental education, since we might encounter some difficulty when trying to teach, or impose these notions in a theoretical way. In developing environmental courses, we therefore ought to progressively replace pedagogical approaches based on (relatively 'authoritarian') transfers of information with more interactive and collaborative learning processes: citizens' participation can start with the creation of communities of learners. This paper describes the construction of two web courses: a first level teaching module on environmental systems and a third level interdisciplinary environmental course, both developed at the Open University, specialised in distance and open learning. The themes of the course include participatory processes in decision-making, the perception and representation of environmental systems, alternative leadership, biodiversity, climate change and integrated water management, environmental action and governance. The concepts focused on include sustainability, complexity, uncertainty, globalisation and 'systemic problem solving'. In both courses, the overall pedagogical process is based on the notion of environmental governance. This means that the web has been chosen as a learning platform, because
- it provides various types of up to date information as well as archives,
- it allows various types of users to communicate between different countries, and also
- it encourages collaborative and interactive learning.
This paper describes the experience of the author in creating web environmental courses at the Open University. Components of the courses such as interactive activities are discussed, as well as the pedagogical focus progressively shifted towards more participatory processes of learning
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Researching and enhancing athlete welfare: Proceedings of the Second International Symposium of the Brunel International Research Network for Athlete Welfare (BIRNAW) 2013
Copyright @ 2014 Brunel University. All rights reserved by the authors who assert their rights under the Berne Convention. Copyright rests with Brunel University London. All research designs, concepts, models and theories herein are the intellectual property of the contributing authors. No part of this document may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise without the prior written permission of Dr Daniel Rhind via Brunel University London.The chapters within this book are based on presentations delivered at the 2nd BIRNAW Symposium which was held at Brunel University London in November 2013.Sport is a cultural phenomenon that touches the lives and captures the imagination of many people. Most people assume that sport is âa good thingâ and that participation in sport will bring physical, psychological and social benefits to participants and societies. However, as this body of work shows, this is not necessarily or always the case. Abuse and exploitation can and does occur in sport â a fact that sports enthusiasts and sports organisations have been slow to acknowledge. The Brunel International Research Network for Athlete Welfare (BIRNAW) is a remarkable initiative that brings together researchers and policy makers from a variety of disciplines, organisations and countries. The activities and publications of this group have successfully provided an evidence base that has drawn attention to the issues in a powerful and convincing way. Its impact on the world of sport has been significant and is an excellent example of research informing sport policy and improving the practice of sport. Through the work of those involved in BIRNAW, inspired by the vision of Celia Brackenridge and her colleagues at Brunel University London, awareness has been raised, and safeguarding measures are being put in place to ensure the welfare of athletes. There is still much to be done, but the world of sport, and those athletes whose welfare is now safeguarded, already have much to thank them for
Foundations of GAM Research. Methodological Guidelines for Designing and Conducting Research that Combines Games and Agent-based Models
This thesis presents the development of the games and agent-based model methodology and provides methodological guidelines for using GAM research, i.e., combining games and agent-based models in research.
GAM research is rooted in complexity sciences and transdisciplinary research, offering valuable insights into complex, adaptable systems. GAM research has particular relevance in decision-making and complex-system management, thus fostering collaboration among scientists and non-academics from various disciplines. It is an engaging platform for data collection and stakeholder processes, thus enriching causal explanations. It should be noted that GAM research has the potential to overcome the limitations of traditional methods by facilitating hypothesis testing with simulation-based observations of human behaviours. Investigations in GAM research can change how social science addresses pressing global challenges. The immersive nature of games combined with agent-based models offers an innovative approach that attracts diverse participants, making it a promising tool for science that reaches beyond the classic academic spheres.
As a comprehensive handbook, this thesis offers researchers inspiration and references for conducting GAM research across diverse application domains. This thesis presents an assessment of the state of research that combines games and agent-based models and proposes a structured approach to making progress in this field. Addressing the lack of a standardised methodology, this thesis is aimed at improving research practices, transparency, and replicability . Practical advice is provided for guiding researchers through designing and conducting GAM research, thus promoting rigorous and comprehensive studies
The Impact Challenge
This book explores the role of businesses in delivering positive societal and financial outcomes as they seek to bridge the gap between short-term organizational behaviors and long-range sustainability commitments. By addressing the inevitable data challenges associated with the strategic integration of a sustainability mindset, it enables faster adoption of social, environmental and governance metrics that generate lasting enterprise value. Inspired by the experience of practitioners that have successfully influenced the learning behaviors of complex organizations, this book helps readers drive systemic innovations as they leverage sustainability initiatives in a programmatic and intentional manner. Features: Defines a toolkit to generate sustainable business value by focusing on the organizational design underpinning sustainability-oriented initiatives. Provides a multidisciplinary lens on shaping the impact dialogue through applied frameworks. Discusses the need to analytically identify an organizational learning curve before developing impact targets and framing sustainability commitments around them. Combines theory and practice in a practical style by presenting a variety of real-life applications at a global level
Games for a new climate: experiencing the complexity of future risks
This repository item contains a single issue of the Pardee Center Task Force Reports, a publication series that began publishing in 2009 by the Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future.This report is a product of the Pardee Center Task Force on Games for a New Climate, which met at Pardee House at Boston University in March 2012. The 12-member Task Force was convened on behalf of the Pardee Center by Visiting Research Fellow Pablo Suarez in collaboration with the Red Cross/Red Crescent Climate Centre to âexplore the potential of participatory, game-based processes for accelerating learning, fostering dialogue, and promoting action through real-world decisions affecting the longer-range future, with an emphasis on humanitarian and development work, particularly involving climate risk management.â
Compiled and edited by Janot Mendler de Suarez, Pablo Suarez and Carina Bachofen, the report includes contributions from all of the Task Force members and provides a detailed exploration of the current and potential ways in which games can be used to help a variety of stakeholders â including subsistence farmers, humanitarian workers, scientists, policymakers, and donors â to both understand and experience the difficulty and risks involved related to decision-making in a complex and uncertain future. The dozen Task Force experts who contributed to the report represent academic institutions, humanitarian organization, other non-governmental organizations, and game design firms with backgrounds ranging from climate modeling and anthropology to community-level disaster management and national and global policymaking as well as game design.Red Cross/Red Crescent Climate Centr
My boy builds coffins. Future memories of your loved ones
The research is focus on the concept of storytelling associated with product design, trying to investigate new ways of designing and a possible future scenario related to the concept of death. MY BOY BUILDS COFFINS is a gravestone made using a combination of cremationâs ashes and resin. It is composed by a series of holes in which the user can stitch a text, in order to remember the loved one. The stitching need of a particular yarn produced in Switzerland using some parts of human body. Project also provides another version which uses LED lights instead of the yarn. The LEDs - thanks to an inductive coupling - will light when It will be posed in the hole. The gravestone can be placed where you want, as if it would create a little altar staff at home. In this way, there is a real connection between the user and the dearly departed
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