16,701 research outputs found

    Towards a framework for investigating tangible environments for learning

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    External representations have been shown to play a key role in mediating cognition. Tangible environments offer the opportunity for novel representational formats and combinations, potentially increasing representational power for supporting learning. However, we currently know little about the specific learning benefits of tangible environments, and have no established framework within which to analyse the ways that external representations work in tangible environments to support learning. Taking external representation as the central focus, this paper proposes a framework for investigating the effect of tangible technologies on interaction and cognition. Key artefact-action-representation relationships are identified, and classified to form a structure for investigating the differential cognitive effects of these features. An example scenario from our current research is presented to illustrate how the framework can be used as a method for investigating the effectiveness of differential designs for supporting science learning

    The threshold of the real: A site for participatory resistance in Blast Theory's Uncle Roy all around you (2003)

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    This article examines the collision of virtual and real spaces through simultaneous live and online play in Uncle Roy All Around You, and how this disruption of immersion is used to expose the habitual engagements associated with the digital interface. The nature of the participants' immersion and the subsequent reintegration into the real will be explored, before attempting to articulate what defines this piece as politically resistant, through discussion of a self reflexive participation, which undermines what Baudrillard terms the 'simulated response' (Baudrillard 1985/1988 p.216

    Inquiry-based learning in the arts: a meta-analytical study

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    This report summarises learning about inquiry-based learning (IBL) in the arts and humanities disciplines at the University of Sheffield during the period in which the Centre for Inquiry-based Learning in the Arts and Social Sciences (CILASS) has been in operation. It draws upon impact evaluation data from curriculum development projects that have been funded by CILASS in departments in the Faculty of Arts and Humanities

    Building Collaborative Capacities in Learners: The M/cyclopedia Project Revisited

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    In this paper we trace the evolution of a project using a wiki-based learning environment in a tertiary education setting. The project has the pedagogical goal of building learners’ capacities to work effectively in the networked, collaborative, creative environments of the knowledge economy. The paper explores the four key characteristics of a ‘produsage’ environment and identifies four strategic capacities that need to be developed in learners to be effective ‘produsers’ (user-producers). A case study is presented of our experiences with the subject New Media Technologies, run at Queensland University of Technology, Brisbane, Australia. This progress report updates our observations made at the 2005 WikiSym conference

    Contemplative interaction in mixed reality artworks

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    We propose a method of approaching contemplative interaction through an understanding of affect and embodiment that is multi layered and multi-sited across the physical and the virtual. Such an assemblage may be found in so-called mixed reality artworks that we define as software-driven works that engage with a specific physical environment and explicitly mediate the boundary between physical and virtual space. Notions of contemplation have traditionally been associated with the viewing of static visual art rather than an engagement with interactive media, although a number of researchers and artists have recently articulated connections between these two ostensible opposites. We further develop an understanding of how contemplative interaction operates with mixed reality artworks. Through a critical analysis of several contemporary mixed reality artworks, we identify the nature and quality of the affect cycle in relation to a distributed and hybrid expression of embodiment and its role in contemplative interactive experiences. We also examine the role of reflection, engagement and meaning in this assemblage. Finally, we assert that a meaningful experience of contemplative interaction is constituted when an interactor engages in a collaborative feedback cycle of affect between themselves and the artwork

    Learning Design: reflections on a snapshot of the current landscape

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    The mounting wealth of open and readily available information and the swift evolution of social, mobile and creative technologies warrant a re-conceptualisation of the role of educators: from providers of knowledge to designers of learning. This need is being addressed by a growing trend of research in Learning Design. Responding to this trend, the Art and Science of Learning Design workshop brought together leading voices in the field and provided a forum for discussing its key issues. It focused on three thematic axes: practices and methods, tools and resources, and theoretical frameworks. This paper reviews some definitions of Learning Design and then summarises the main contributions to the workshop. Drawing upon these, we identify three key challenges for Learning Design that suggest directions for future research

    Designing ‘Critical’ Heritage Experiences: Immersion, Enchantment and Autonomy

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    This article investigates the critical potential of newly emerging approaches to heritage experience design. Moving away from a familiar critique of heritage experiences as inauthentic or overly commercial, I consider three aspects of the experiential that might (re)shape critical engagements with the past in the present. Building on the work of Kidd (2018), the first engages with the growing trend for ‘immersive’ experiences in museums and heritage sites. The second draws on Perry’s notion of archaeological ‘enchantment’ (2019) as a new ‘moral model’ for the field. The third applies Bishop’s (2012) reading of artistic ‘autonomy’ to specially designed heritage experiences. These concepts are then explored in relation to Critical Heritage Studies and tested against four micro case studies that engage in different ways with the experience of heritage. The theorisation put forward here serves as a point of departure for the two-year research project New Trajectories in Curatorial Experience Design (Feb 19–Jan 21), which aims to document and analyse emerging trends in experiential design within the heritage sector. In particular, this position paper highlights specific points of intervention where new forms of critical-creative practice might open up heritage interpretation to alternative experiential strategies and outcomes
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