53,601 research outputs found

    Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values

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    The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Moral Turbulence and the Infusion of Multimodal Character Education Strategies in American Elementary Schools

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    Pockets of American society are marked by increase in violent crime with concurrent decline in moral character. This phenomenon is infiltrating the nation’s school system as evidenced by growing numbers of aggressive incidents in the classroom. As a result, there is an increasingly accepted need for effective character education programs in the schools as a means to help change the dĂ©colletĂ© trajectory of the behavior of the nation’s school children. While more money and growing numbers of legislation have been put forth to support such an endeavor, research is still lacking as to what activities, skills, goals, and approaches would be best incorporated for optimal outcomes. This article makes a case for assessing the effectiveness of a multimodal approach incorporating cognitive, social, and sociocultural learning elements is than a single approach using cognitive elements alone, and considers the complexity of a Christian perspective on character education in schools

    Ecological Landscape Planning : A Gaming Approach in Education

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    An understanding of the complex problems of land use competition requires an appreciation of natural processes, cultural values, economic imperatives and political agendas. This integrated understanding is an important component of the study program for tertiary students about to complete their professional qualification in landscape architecture at the Queensland University of Technology. This paper introduces a repertoire of game templates as an initial step in formulating a conceptual framework for the curriculum/games designer to explore the potential of play in ecological landscape planning. The concepts of social action space, permissible action space and motivational action space are used to investigate the qualities of each template for further game design development. The abstraction of these concepts may assist the designer to move beyond the usability of games into viewing their value as a learning method

    Leading schools in the digital age: A clash of cultures

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    A cultural gap is widening in English secondary schools: between a twentieth-century ethos of institutional provision and the twenty-first century expectations and digital lifestyles of school students. Perhaps disaffected by traditional teaching methods and the competitive target culture of schools, many students have turned to social networking through the cluster of computer-based applications known as Web 2.0. Here, they can communicate, share and learn informally using knowledge systems their elders can barely understand. Some of their contemporaries have turned away altogether, rejecting school and contributing to record levels of truancy and exclusion. This paper identifies a set of challenges for school leaders in relation to the growing digital/cultural gap. The government agenda for personalised learning is discussed, alongside strategies which schools might adopt to support this through the use of ICT, and both figure in scenario projections which envision how secondary education could change in the future. The paper concludes by recommending three priorities for school leaders

    A children’s rights perspective on the responsibility of social network site providers

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    It is the aim of this paper to analyse this issue from a children’s right perspective and to identify a theoretical, broader basis that can be used by policymakers to persuade social network site providers to enhance their Corporate Social Responsibility efforts to provide young users with a communication and interaction platform that respects and helps realising their fundamental rights.status: publishe

    New learning opportunities in a networked world: developing a research agenda on innovative uses of ICTS for learning and teaching

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    IDRC Project Title: Developing a Research Agenda on Expanding New Digital Learning Opportunities in Developing Countries;IDRC Project Number: 107628The report describes outcomes of the activities carried out for the project “New Learning Opportunities in a Networked World: Developing a Research Agenda on Innovative uses of ICTs for Learning and Teaching”. The research consists of three main activities, namely desk research, written expert consultation and group concept mapping study involving a 2-day workshop and a follow-up with experts who could not attend the workshop. These activities are interconnected elements of the consultative approach to establishing a research agenda.International Development Research Centre (IDRC), Canad
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