65,266 research outputs found
Designing the audience journey through repeated experiences
We report on the design, premiere and public evaluation of a multifaceted audience interface for a complex non-linear musical performance called Climb! which is particularly suited to being experienced more than once. This interface is designed to enable audiences to understand and appreciate the work, and integrates a physical instrument and staging, projected visuals, personal devices and an online archive. A public premiere concert comprising two performances of Climb! revealed how the audience reoriented to the second performance through growing understanding and comparison to the first. Using trajectories as an analytical framework for the audience âjourneyâ made apparent: how the trajectories of a single performance are embedded within the larger trajectories of a concert and the creative work as a whole; the distinctive demands of understanding and interpretation; and the potential of the archive in enabling appreciation across repeated performances
Designing the audience journey through repeated experiences
We report on the design, premiere and public evaluation of a multifaceted audience interface for a complex non-linear musical performance called Climb! which is particularly suited to being experienced more than once. This interface is designed to enable audiences to understand and appreciate the work, and integrates a physical instrument and staging, projected visuals, personal devices and an online archive. A public premiere concert comprising two performances of Climb! revealed how the audience reoriented to the second performance through growing understanding and comparison to the first. Using trajectories as an analytical framework for the audience âjourneyâ made apparent: how the trajectories of a single performance are embedded within the larger trajectories of a concert and the creative work as a whole; the distinctive demands of understanding and interpretation; and the potential of the archive in enabling appreciation across repeated performances
Rituals, Our Past, Present & Future. Glimpses of Islamic Enrichment
A Muslim should be encouraged to comprehend the benefit
and value behind every aspect of Islamic practice and wisdom,
and not just practice their religion because they were told to do
so. The products proposed in this thesis aim to achieve this by
inviting and encouraging a Muslim to practice The Five Pillars
of Islam while comprehending their value through the use of
modern means such as Arduino technology, 3D printing and
visual computing programing.
I am provoked by the fact that the circle of Gulf-region Muslims
Iâm surrounded by, and have been exposed to since childhood,
belong to one of two stereotypes: those against or afraid of
change who force adherence to religious chapter and verse,
or those straying further and further away from our religionâs
rituals and traditions. Can the practice of religion, and the
values that it teaches us, be made more accessible and
engaging by incorporating the very technology that is often
accused of distracting us from its practice
Inchcolm project
Inchcolm Project is part of an interdisciplinary research project which develops new ways of designing for the moving body across media, by combining aesthetics and design methods from contemporary performance practice and video games. As such, it brought a video game (Dear Esther, The Chinese Room, 2012) to life on a Scottish island (Inchcolm island in the Firth of Forth). During the two hour experience on Inchcolm the audience/players wander freely on the island encountering geo-tagged audio, live music, performers and installation spaces evocative of the game world, a playthrough of the game projected in the 12th century Inchcolm abbey, and an orchestral performance of the video gameâs soundtrack (composed by Jessica Curry, arranged by Luci Holland and David Jamieson, performed by Mantra Collective)
Contours of Inclusion: Inclusive Arts Teaching and Learning
The purpose of this publication is to share models and case examples of the process of inclusive arts curriculum design and evaluation. The first section explains the conceptual and curriculum frameworks that were used in the analysis and generation of the featured case studies (i.e. Understanding by Design, Differentiated Instruction, and Universal Design for Learning). Data for the cases studies was collected from three urban sites (i.e. Los Angeles, San Francisco, and Boston) and included participant observations, student and teacher interviews, curriculum documentation, digital documentation of student learning, and transcripts from discussion forum and teleconference discussions from a professional learning community.The initial case studies by Glass and Barnum use the curricular frameworks to analyze and understand what inclusive practices look like in two case studies of arts-in-education programs that included students with disabilities. The second set of precedent case studies by Kronenberg and Blair, and Jenkins and Agois Hurel uses the frameworks to explain their process of including students by providing flexible arts learning options to support student learning of content standards. Both sets of case studies illuminate curricular design decisions and instructional strategies that supported the active engagement and learning of students with disabilities in educational settings shared with their peers. The second set of cases also illustrate the reflective process of using frameworks like Universal Design for Learning (UDL) to guide curricular design, responsive instructional differentiation, and the use of the arts as a rich, meaningful, and engaging option to support learning. Appended are curriculum design and evaluation tools. (Individual chapters contain references.
Promoting Good Hygiene Practices: Key Elements and Practical Lessons
Summarizes papers and case studies about promoting hygiene in South and Southeast Asia, the Pacific, and Africa. Synthesizes lessons learned, including: know the focus groups, ensure opportunities for change, and enable and motivate good hygiene practice
Recommended from our members
Rethinking Research Partnerships: Discussion Guide and Toolkit
In recent years, there has been a drive towards research collaboration between academics and international non-governmental organisations (INGOs). These new partnerships offer exciting opportunities to improve learning and practice in international development, leading to innovation and deepened understandings of the world and, ultimately, a better impact on poverty eradication. However, they also present considerable challenges. How do organisations with different structures, goals and interests collaborate? Can they work together productively around these differences? What tensions exist and what is the impact of these? How is power distributed and which voices are amplified or lost in the process?
This guide does not seek to answer these questions, but offers a way of exploring them. It is aimed at people and organisations that are considering embarking on a research collaboration, or are already working in partnership. It introduces some of the key issues that arise when working collaboratively, and suggests tools and activities to help you to critically reflect on them. The guide is aimed at those at the forefront of these partnerships â academics, INGO staff and their respective institutions. However, the content will also be of relevance to funders and others seeking to support or encourage collaborative
research approaches.
This guide is a toolkit for critical reflection, rooted in the idea that research partnerships must be entered into with care. Attention needs to be given to contexts, power relations and the different interests involved in order to successfully deliver truly collaborative knowledge generation that serves everyoneâs interests. The risks are real â partnerships without serious considerations of the power dynamics risk reaffirming certain interests and voices and marginalising others, particularly those already experiencing structural disadvantage, undermining the real benefit that these partnerships can bring. In addition, they can end up placing unfunded and unsupported burdens on particular individuals or organisations, and reinforce existing structures that constrain the intended learning and growth
Gathering the Voices: disseminating the message of the Holocaust for the digital generation by applying an interdisciplinary approach
The aim of the Gathering the Voices project is to gather testimonies from Holocaust survivors who have made their home in Scotland and to make these testimonies available on the World Wide Web. The project commenced in 2012, and a key outcome of the project is to educate current and future generations about the resilience of these survivors. Volunteers from the Jewish community are collaborating with staff and undergraduate students in Glasgow Caledonian University in developing innovative approaches to engage with school children. These multimedia approaches are essential, as future generations will be unable to interact in person with Holocaust survivors. By students being active participants in the project, they will learn more about the Holocaust and recognize the relevance of these testimonies in todayâs society. Although some of the survivors have been interviewed about their journeys in fleeing from the Nazi atrocities, for all of the interviewees, this is the first time that they have been asked about their lives once they arrived in the United Kingdom. The interviews have also focused on citizenship and integration into society. The project is not yet completed, and an evaluation will be taking place to measure the effectiveness of the project in communicating its message to the public
Key competency development and students use of digital learning objects
The inclusion of key competencies in the New Zealand Curriculum (2007) has presented challenges for teachers in their efforts to gather evidence and detail student progress for reporting purposes. Research identifies the need to adopt different evaluation processes and systems, as outcomes and progression in key competencies is fundamentally different from those associated with more conventional learning. It also suggests the use of digital tools may assist in this process, but offers few suggestions as to how this might take place. This article introduces and describes a current research project utilising a thinking skills framework and screen-recording software to map studentsâ interaction with digital learning objects, and explore the extent to which they provide opportunities to develop thinking and relating to others competencies. It suggests the approach offers potential to make explicit for reporting purposes the nature and quality of studentsâ thinking, and how their interaction with others in groups, influences their ability to solve problems presented by the objects. However, it also suggests the approach may suffer from manageability challenges, and that student-led administration systems need to be developed to ensure its viability in whole class context
- âŠ