5,018 research outputs found

    In response to 'Celebrate citation: flipping the pedagogy of plagiarism in Qatar'

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    In her article (http://uobrep.openrepository.com/uobrep/handle/10547/335947) Molly McHarg makes several points that I agree with, particularly that for the majority of students the plagiarism is not deliberate but is due to a lack of understanding of how to reference correctly

    Producing Affection : Affect and Mediated Intimacy in Pokémon

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    Pokémon is a global multimedia franchise formed around a core series of videogames and a variety of characters to collect, learn about, and play with. Throughout its decades of development, Pokémon has grown into a media mix comprising of digital and analog games, animations, comics, toys, and a plethora of branded merchandize, all centering on the Pokémon characters and the audience’s relationship with them. In this thesis, I explore how affection is formed and distributed in Pokémon. I view the relationship with Pokémon characters as a form of mediated intimacy, theorizing it as feelings of affection and closeness expressed through and aimed at technology. Through this, I discuss how technological and fantastical bodies wield agency and actively participate in the formation of everyday affects. By drawing primarily on game studies and affect studies, I develop an interdisciplinary method for playing and reading media texts for their affects and use it to analyze the media mix of Pokémon and the affective relations therein. I focus primarily on the Pokémon videogames that serve as the core product of the entire media mix. I examine what it means to construct an entire media mix based on videogames and play and suggest this as a key interpretive arrangement for understanding the mediated intimacy of Pokémon. This study presents the mediated intimacy of Pokémon as the result of the ludic and technological foundations of the Pokémon media mix, at the heart of which is the role-playing form of the original videogames and the way they have positioned audiences as participants and characters in the world of Pokémon. In this playful environment that overlaps fiction and everyday reality, the media mix guides its players to conduct a form of affective labor to access and traverse the textual whole of Pokémon and furthermore aligns this effort with the diegetic theme of caretaking as captured on the transmedia bodies of Pokémon. Additionally, this work contributes to the theorization and rethinking of intimacies by exploring affection in human and non-human networks as an entanglement of biological and technological actors.Tuotettua kiintymystä. Pokémonin affekti ja medioitu intiimiys Pokémon on globaali monimediakokonaisuus. Sen keskiössä on joukko videopelejä sekä niiden hahmoja, joita kerätään, joista opitaan ja joiden kanssa leikitään. Pokémonista on vuosikymmenten mittaan kasvanut mediatuotteiden rypäs, media mix: monista tuote- ja julkaisukanavista koostuva kokonaisuus, joka sisältää digitaalisia ja analogisia pelejä, animaatioita, sarjakuvia, leluja ja brändituotteita, joissa kaikissa korostuvat Pokémon-hahmot sekä yleisön suhde niihin. Väitöskirjassani tarkastelen, miten kiintymystä rakennetaan ja levitetään Pokémonissa. Tutkin Pokémon-hahmoihin muodostettuja suhteita medioidun intiimiyden käsitteen kautta. Tutkimuksessani suhteet näyttäytyvät kiintymyksellisten tunteiden tiivistyminä sekä läheisyytenä, jota ilmaistaan teknologian avulla ja sitä kohtaan. Näin tarkastelen, miten teknologisten sekä fantastisten kehojen toimijuus näkyy arkipäiväisten affektien muodostumisessa. Ammentamalla pelitutkimuksesta ja affektitutkimuksesta kehitän monitieteisen metodin mediatekstien pelaamiseen ja lukemiseen, ja käytän sitä Pokémonin media mixin, sen affektien ja sen piirissä muodostettujen kiintymyssuhteiden analysointiin. Keskityn erityisesti Pokémon-videopeleihin, jotka toimivat koko media mixin ydintuotteena. Tutkin, miten Pokémonin media mix on rakennettu ensisijaisesti pelilliselle ja leikilliselle pohjalle, ja ehdotan tätä tulkintamallia keskeiseksi Pokémonin medioidun intiimiyden ymmärtämiselle. Tutkimuksen tuloksena esitän Pokémonin medioidun intiimiyden muodostuvan Pokémonin media mixin leikillisistä ja teknologisista juurista, joiden perustana on alkuperäisten Pokémon-videopelien roolipelillinen rakenne sekä se, miten sen avulla pelaajat on asemoitu hahmoiksi Pokémonin maailmaan. Fiktiota ja todellisuutta sekoittavassa leikillisessä ympäristössä Pokémonin media mix ohjaa pelaajia hoivan ja huolenpidon teemojen kautta tekemään tunnetyötä tuoteperheen mediatekstien parissa ja piirtää tämän työn tulokset Pokémon-hahmojen monimediakehoille. Lisäksi väitöstutkimukseni osallistuu intiimiyden laajempaan teoretisointiin ja uudelleenmäärittelyyn tarkastelemalla elollisten ja leikillisesti elävien toimijoiden suhteita biologisena ja teknologisena yhteenliittymän

    Interactions Between Humans, Virtual Agent Characters and Virtual Avatars

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    Simulations allow people to experience events as if they were happening in the real world in a way that is safer and less expensive than live training. Despite improvements in realism in simulated environments, one area that still presents a challenge is interpersonal interactions. The subtleties of what makes an interaction rich are difficult to define. We may never fully understand the complexity of human interchanges, however there is value in building on existing research into how individuals react to virtual characters to inform future investments. Virtual characters can either be automated through computational processes, referred to as agents, or controlled by a human, referred to as an avatar. Knowledge of interactions with virtual characters will facilitate the building of simulated characters that support training tasks in a manner that will appropriately engage learners. Ultimately, the goal is to understand what might cause people to engage or disengage with virtual characters. To answer that question, it is important to establish metrics that would indicate when people believe their interaction partner is real, or has agency. This study makes use of three types of measures: objective, behavioral and self-report. The objective measures were neural, galvanic skin response, and heart rate measures. The behavioral measure was gestures and facial expressions. Surveys provided an opportunity to gain self-report data. The objective of this research study was to determine what metrics could be used during social interactions to achieve the sense of agency in an interactive partner. The results provide valuable feedback on how users need to see and be seen by their interaction partner to ensure non-verbal cues provide context and additional meaning to the dialog. This study provides insight into areas of future research, offering a foundation of knowledge for further exploration and lessons learned. This can lead to more realistic experiences that open the door to human dimension training

    Surgeon Education, Engaging with the Immanence of Events of Practice: an exploration of the ontological and ethical dimensions of surgical training and practice

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    This thesis contrasts the construction of medical knowledge that surgeons must acquire to practice with the kind of knowing that arises unpredictably, through actual events of surgical practice. Such knowing is demonstrated through the research process in which surgeons discuss events of practice and their strategies for coping. As such, the thesis argues that this kind of knowing is central to the onto- epistemological task of becoming a surgeon and is therefore, a crucial pedagogic dimension of such becoming. In actual situations of practice, surgeons may be forced to respond, act and think in ways that exceed the approved teachings of surgical knowledge and technical skills. This is not to diminish or disregard the structured programmes of education and training. Instead, I advocate reconfiguring the dominant models of surgical teaching and learning to include pedagogies that are sensitive to the immanent nature of clinical relations and practice. Whilst established clinical knowledge may be said to be abstracted from actual occasions of practice, knowing that emerges through the contingencies of such occasions is grounded in the ‘thisness’ of practice. In this practical immediacy, affective experiencing is a critical precursor to clinical strategies. The thesis draws upon theories of affect and becoming from Alfred North Whitehead, Gilles Deleuze, Brian Massumi and Gilbert Simondon. In analysing the policy documentation and training materials, the thesis draws from the theories of Michel Foucault, Judith Butler and Pierre Bourdieu. This investigation identified affective relations that form and develop within the local flows of experiencing of an event of practice. These forms of ‘thinking-feeling’ contribute to the entangled subjectivities and heterogenous obligations that can expand surgeons’ capacities of becoming. A pedagogy of the surgical event attempts to engage with a learner’s ideas and intensities of experience, triggered by the affective connections that arise when coping with the thisness of contingent events of practice. These immanent relations express how an event of practice comes to matter to a surgeon, how it attains significance

    The Effectiveness Of Virtual Humans Vs. Pre-recorded Humans In A Standardized Patient Performance Assessment

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    A Standardized Patient (SP) is a trained actor who portrays a particular illness to provide training to medical students and professionals. SPs primarily use written scripts and additional paper-based training for preparation of practical and board exams. Many institutions use various methods for training such as hiring preceptors for reenactment of scenarios, viewing archived videos, and computer based training. Currently, the training that is available can be enhanced to improve the level of quality of standardized patients. The following research is examining current processes in standardized patient training and investigating new methods for clinical skills education in SPs. The modality that is selected for training can possibly affect the performance of the actual SP case. This paper explains the results of a study that investigates if there is a difference in the results of an SP performance assessment. This difference can be seen when comparing a virtual human modality to that of a pre-recorded human modality for standardized patient training. The sample population navigates through an interactive computer based training module which provides informational content on what the roles of an SP are, training objectives, a practice session, and an interactive performance assessment with a simulated Virtual Human medical student. Half of the subjects interact with an animated virtual human medical student while the other half interacts with a pre-recorded human. The interactions from this assessment are audio-recorded, transcribed, and then graded to see how the two modalities compare. If the performance when using virtual humans for standardized patients is equal to or superior to pre-recorded humans, this can be utilized as a part task trainer that brings standardized patients to a higher level of effectiveness and standardization. In addition, if executed properly, this tool could potentially be used as a part task trainer which could provide savings in training time, resources, budget, and staff to military and civilian healthcare facilities

    Storytelling, story fragments, and solving ill-structured organisational problems

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    This thesis explores how storytelling, and in particular story fragments, are involved in our everyday practice of solving ill-structured organisational problems. Data was collected from one primary research site, with a degree of triangulation afforded by analysis of data from additional organisations. Deploying elements of an ethnographic research tradition, the data was assembled from observations, interviews and discussions with a range of problem solvers from the different establishments.The research suggested that traditional storytelling can play an important role at different stages in the problem-solving process, helping to set the tone of problem-solving meetings, and more significantly, in planning and shaping solution narratives. Story fragments however, were more apparent when problem solvers were attempting to understand the problems they were facing, and provided a vehicle through which the fundamental nature of the problems being faced could be recognised. Of particular interest was the capacity of fragments to facilitate the identification of the existence of ill-structured problems and some of the key components that contributed to these situations. When fragments emerged, they were perceived to represent impactful stories and narratives, and as such, influenced the direction and content of problem-solving activities. While typically they materialised within a discourse without drawing attention, the research argues that noticing story fragments can enable a listener to benefit from the insight they provide, presenting opportunities to expose and explore alternative perspectives and solutions. This is not without its risks, and while story fragments can illuminate faint signs that an organisation needs to change, caution must be exercised before acting on the information they supply.Finally, a model explaining the potential existence of three core stories within organisations is proposed, with the prospects of operationalizing the emerging theories being considered

    Norming at Scale: Faculty Perceptions of Assessment Culture and Student Learning Outcomes Assessment

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    abstract: To foster both external and internal accountability, universities seek more effective models for student learning outcomes assessment (SLOA). Meaningful and authentic measurement of program-level student learning outcomes requires engagement with an institution’s faculty members, especially to gather student performance assessment data using common scoring instruments, or rubrics, across a university’s many colleges and programs. Too often, however, institutions rely on faculty engagement for SLOA initiatives like this without providing necessary support, communication, and training. The resulting data may lack sufficient reliability and reflect deficiencies in an institution’s culture of assessment. This mixed methods action research study gauged how well one form of SLOA training – a rubric-norming workshop – could affect both inter-rater reliability for faculty scorers and faculty perceptions of SLOA while exploring the nature of faculty collaboration toward a shared understanding of student learning outcomes. The study participants, ten part-time faculty members at the institution, each held primary careers in the health care industry, apart from their secondary role teaching university courses. Accordingly, each contributed expertise and experience to the rubric-norming discussions, surveys of assessment-related perceptions, and individual scoring of student performance with a common rubric. Drawing on sociocultural learning principles and the specific lens of activity theory, influences on faculty SLOA were arranged and analyzed within the heuristic framework of an activity system to discern effects of collaboration and perceptions toward SLOA on consistent rubric-scoring by faculty participants. Findings suggest participation in the study did not correlate to increased inter-rater reliability for faculty scorers when using the common rubric. Constraints found within assessment tools and unclear institutional leadership prevented more reliable use of common rubrics. Instead, faculty participants resorted to individual assessment approaches to meaningfully guide students to classroom achievement and preparation for careers in the health care field. Despite this, faculty participants valued SLOA, collaborated readily with colleagues for shared assessment goals, and worked hard to teach and assess students meaningfully.Dissertation/ThesisDoctoral Dissertation Leadership and Innovation 201
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