19,050 research outputs found

    Designing online role plays with a focus on story development to support engagement and critical learning for higher education students

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    Online role plays, as they are designed for use in higher education in Australia and internationally, are active and authentic learning activities (Wills, Leigh & Ip, 2011). In online role plays, students take a character role in developing a story that serves as a metaphor for real-life experience in order to develop a potentially wide range of subject-related and generic learning outcomes. The characteristics of these stories are rarely considered as factors in the design―and success―of these activities. The unspoken cultural assumptions, norms and rules in the stories that impact on the meanings students make from their experiences are also rarely scrutinised in the online role play literature. This paper presents findings from a case study of an asynchronous text-based online role play involving politics and journalism students from three Australian universities. The findings highlight the centrality of students’ collaborative story-building activity to their engagement and learning, including their development of critical perspectives. The study underlines the importance of certain aspects of the role play\u27s design to support students\u27 story-building activity

    Either, Or. Exploration of an Emerging Decision Theory.

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    A novel decision theory is emerging out of sparse findings in economics, mathematics and, most importantly, psychology and computational cognitive science. It rejects a fundamental assumption of the theory of rational decision-making, namely, that uncertain belief rests on independent assessment of utility and probability, and includes envisioning possibilities within its scope. Several researchers working with these premises, independently of one another, arrived at the conclusion that decision is made by highlighting the positive features of the alternative that will be chosen while opposing it to a loosing alternative, whose unpleasant aspects have been stressed. This article frames together contributions from different disciplines, often unknown to one another, with the hope of improving the coordination of research efforts. Furthermore, it discusses the status of the novel theory with respect to our current idea of rationality.Rationality; Shackle; Shafer; Search for Dominant Structure; Differentiation -- Consolidation; Constraint Satisfaction Networks; Construction of Narratives

    DEATH, FREEDOM AND NARRATIVE THINKING: EXISTENTIAL ANALYTICS

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    In this thesis, I focus on the relation between individuals’ awareness of their mortality and freedom from a phenomenological perspective, which is based on making sense of our temporality with the tools of narrative thinking. I argue that this perspective will shed light on the neglected question, of how the awareness of the fact that every individual will die would have a bearing upon an individual’s freedom. In the first chapter, I argue that a linear understanding of time paves the way for the grand narratives, which eclipse the meaning of death and individual freedom. In the second chapter, I argue that Heidegger’s primordial conception of time is the proper way to see death as a phenomenon. This view is based on the distinction, I offer, between conceiving death as an event and an eventuality. I argue that, whereas conceiving death as an event reveals the temporal finitude of one’s existence; conceiving death as an eventuality discloses the finitude of possibilities at one’s disposal. In the fourth chapter, after introducing Berlin’s two conceptions of freedom in the third, I apply the negative conception of freedom in analysing individuals’ freedom with respect to the event of death and the positive conception respectively to the eventuality of death. This, firstly, leads me to discussing whether an immortal life-span would be a freer one, in the light of the suggestion of the negative conception that indexes the range of one’s freedom to the absence of external constraints and, secondly, whether the anxiety caused by the presence of death as an (ever-present) eventuality constrains one’s freedom, in the light of the suggestion of the positive conception that indexes one’s freedom to the presence of mechanisms which enable individuals to exercise control over their life. In the last chapter, I conclude that anxiety caused by the eventuality of death might actually constrain one’s freedom to a larger extent. I demonstrate that narrative thinking would be helpful to alleviate the influence of anxiety into a lesser degree and it might actually transform this potential constraint on a motivating factor for one’s authenticity

    Using Video Games to Develop Graduate Attributes: a Pilot Study

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    It may be argued that most higher education courses are not explicitly designed to teach or develop desirable soft skills such as critical thinking, communication, resourcefulness or adaptability. While such skills – often referred to as ‘graduate attributes’ – are assumed to be developed as a by-product of a university education, there is little empirical evidence to support this assumption. Furthermore, traditional didactic teaching methods do not typically require students to exhibit such skills, while prevalent assessment methods such as examinations are ill-suited to measure them. Many commercial video games, on the other hand, require players to exercise a range of very similar skills and competencies in order to progress. The pilot project described here sought to explore the use of video games to develop graduate attributes and to identify suitable instruments for measuring such elusive conceptions. A small group of undergraduate students were recruited and asked to play selected video games for two hours per week over an eight week period. A range of psychometric tests were administered at the beginning and the end of the experiment period in order to gather empirical data relating to the participants’ graduate attributes. Mean differences in the pre- and post-intervention scores associated with each measure were obtained and 95% confidence intervals calculated to provide an indication of whether results obtained might be indicative of a wider population. Participants were also asked to discuss their experience as a group following each session and to blog about it if they were so inclined. Despite the small scale of the pilot, the results were sufficiently encouraging to warrant a larger study, which is now underway. The challenges involved in obtaining empirical data on the effectiveness of a game-based intervention such as this are addressed and implications for the subsequent study are discussed

    The IRIS network of excellence: future directions in interactive storytelling

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    The IRIS Network of Excellence (NoE) started its work in January 2009. In this paper we highlight some new research directions developing within the network: one is revisiting narrative formalisation through the use of Linear Logic and the other is challenging the conventional framework of basing Interactive Storytelling on computer graphics to explore the content-based recombination of video sequences

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    From Offshore Operation to Onshore Simulator: Using Visualized Ethnographic Outcomes to Work with Systems Developers

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    This paper focuses on the process of translating insights from a Computer Supported Cooperative Work (CSCW)-based study, conducted on a vessel at sea, into a model that can assist systems developers working with simulators, which are used by vessel operators for training purposes on land. That is, the empirical study at sea brought about rich insights into cooperation, which is important for systems developers to know about and consider in their designs. In the paper, we establish a model that primarily consists of a ‘computational artifact’. The model is designed to support researchers working with systems developers. Drawing on marine examples, we focus on the translation process and investigate how the model serves to visualize work activities; how it addresses relations between technical and computational artifacts, as well as between functions in technical systems and functionalities in cooperative systems. In turn, we link design back to fieldwork studies

    Arachne Challenges Minerva: The Spinning Out of Long Narrative in World of Warcraft and Buffy the Vampire Slayer

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    My focus here is to explore the ways in which World of Warcraft can be said to have a long narrative. Core to my argument is that 'worldness' is key to understanding how it is that long narrative can be sustained and make sense. I will historicise long narrative formats through reference to epic poetry--taking as my starting point the battle of narrative form between Arachne and Minerva in Ovid's Metamorphosis, as well showing that world-based long narratives are often driven by media economics and especially franchising. Using Buffy the Vampire Slayer as a point of comparison, I show that because the 'World' of Warcraft is driven ludically, a rather different type of long narrative is produced than found in other media formats
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