12,857 research outputs found

    A Community Outreach Through Social Media: Green2Growth “Viral Video Challenge”

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    The goal of Green2Growth is to transform Worcester, Massachusetts into a sustainable community by actively promoting sustainable living to the residents of the city. To help achieve their goal, they sponsored an interactive qualifying project (IQP) at Worcester Polytechnic Institute (WPI). The IQP involved preparing a plan for a Viral Video Challenge. The challenge will use local middle school students in the production of short videos that convey a message about sustainability. The IQP consisted of the following steps: background research, hosting interviews, developing a lesson and promotional plan, and assembling a list of recommendations and contacts. By completing this IQP, the team has prepared a Viral Video Challenge for implementation in WorcesterÂ’s middle schools

    Communicative 2.0 : video games and digital culture in the foreign language classroom

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2006.I explore two core concepts in today's youth entertainment culture that will increasingly become central in future attempts to design affordable foreign language learning materials that hope to bridge the chasm between education and foreign popular culture. In the process, I outline a series of example applications that apply these concepts to developing rich foreign language materials -- starting with more experimental/long-term approaches such as using video game modding techniques to make language learning friendly video games and ending with more concrete, ready-to-go, applications like extending open source content management applications. The first concept I look at is that of "Remix culture." In short, Remix culture describes the way in which youth culture today more visibly orients itself around creating media by extracting component pieces from other people's media creations, then connecting them together to form something new. In the video game world this phenomena is more specifically termed 'modding.' In this process, amateur fans take a professional commercial game title and then modify it in creative ways that the original designers may not have considered.(cont.) Outside of video games, we see terms like "web 2.0" used to describe technologies that allow website viewers to play a role in authoring additions to the sites they are reading, or "mashups" where users use programming interfaces to rapidly create web content by mashing together pieces from different sources. The second emerging concept critical for curricular designers to follow is that of transmedia storytelling. Traditionally, one might assume a model in which distinct media forms are used to serve distinct cultural practices: television or novels tell stories, video games are for play, blogs for socializing and textbooks for learning. While initially this may have been the case, as each of the media forms above have evolved, they have expanded to cover multiple other cultural practices, often by extending across other media forms. By following the evolution of the interactions between these various media forms and activities within entertainment industries, we can find valuable insight when forecasting their possible interactions in the education industry.by Ravi Purushotma.S.M

    That Birdie Feeling: Understanding the Role of LAN Organizers in Maintaining a Gaming Community

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    This paper presents the initial findings of a longitudinal study examining the role and experiences of LAN organizers in managing player communities pre, during and post the Covid 19 pandemic. Interpretative Phenomenological Analysis was used to analyze interviews with organizers of the Birdie LAN, Sweden’ s longest running LAN event. Five key themes were identified reflecting the roles of organizers and their experiences pre pandemic. (1) building and maintaining the culture, (2) encouraging inclusivity and community building, (3) negotiating professionalism, (4) learning, adapting and evolving, (5) creating sustainability through a future orientation. This paper presents the results of the first data collection to examine the impacts of the pandemic on grassroots gaming communities. The findings here represent a foundation in understanding the role of community leaders in maintaining a culture around gaming. These initial findings add value to our understanding of grassroots esports and player communities and the social practices of gaming in the modern era

    Where are all the climate change games? Locating digital games' response to climate change

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    The burgeoning genre of climate fiction, or ‘cli-fi’, in literature and the arts has begun to attract both scholarly and popular attention. It hasbeen described as ‘potentially [having] crucial contributions to make toward full understanding of the multiple, accelerating environmental challenges facing the world today.’ (Buell, 2014) Implicitly, these works confront the current orthodoxy about where exactly the issue of climate change sits in domains of knowledge. As Jordan (2014) notes: ‘climate change as ‘nature’ not culture is still largely perceived as a problem for the sciences alongside planning, policy, and geography.’ In this paper we ask where is, or alternatively what does or could climate fiction within the field of digital games look like? Even a passing familiarity with the cultural output of the mainstream game industry reveals the startling omission of the subject–with scant few games telling stories that engage with climate change and the unfolding ecological crisis. (Abraham, 2015) Finding a relative dearth of explicit engagement, this paper offers an alternative engagement with climate change in games by focussing on the underlying ideas, conceptions and narratives of human-environment relationships that have been a part of games since their earliest incarnations. We argue that it is possible to read games for particular conceptualisations of human relationships to nature, and offer a description of four highly prevalent ‘modes’ of human-environment engagement. We describe and analyse these relationships for their participation in or challenge to the same issues and problems that undergird the current ecological crisis, such as enlightenment narratives of human mastery and dominion over the earth

    Youthworx media: youth media and social enterprise as intervention and innovation

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    This research explores the impact of Youthworx, a community-based cross-sector response to the problem of youth marginalisation and social exclusion. Preface Youthworx is a successful model of a practical, community-based, cross-sector response to the problem of youth marginalisation and social exclusion. It combines professional expertise, networks and material resources across social service delivery agencies (Salvation Army and Youth Development Australia (YDA)), youth-run community media (SYN Media), an educational provider (North Melbourne Institute of Technology TAFE (NMIT)) and research organisations (the ARC Centre of Excellence for Creative Industries and Innovation (CCI), at the Swinburne Institute for Social Research (SISR)). Media training and production is used to build capacity to re-engage with learning, education and employment. After some years in development between 2008, when Youthworx effectively began operations, and 2013, the program has provided open access multimedia workshops, accredited training and, more recently, paid traineeships for more than 400 youth disconnected from formal learning, with experience of homelessness, juvenile justice or alcohol and drug abuse. Participants broadcast and distribute their works through SYN Media, local festivals and screenings, as well as online. They also make commissioned creative products for external clients and not-for-profit organisations. Research undertaken by Swinburne University’s SISR between 2005 and 2013 explored impact of Youthworx on these young people and the broader lessons for debates on social innovation, community media and creative economies, informal learning, opportunity and enterprise. The integrated R&D is a unique element of Youthworx, allowing documentation, analysis and capacity-building. It combined longitudinal on-site research, a comparative study of best practices across parallel international youth media initiatives, and mobilisation of established academic and industry networks. Although our findings to date have appeared in a range of publications, this document offers the first comprehensive report on the project. It discusses the development of Youthworx and the results of the 2008-13 period. The presented findings draw on a qualitative fieldwork at Youthworx and semistructured follow-up interviews with a group of Youthworx graduates who participated in the program between 2009-2011. In combination, this material is used to document and explore the specific institutional structure and cultural context in which Youthworx’s media training and production took place, the ways in which young people experienced, engaged with and valued the project, as well as the project’s social outcomes. The longitudinal account of Youthworx presented here integrates and summarises multiple voices, including industry partners, service organisations, practitioners, researchers and, importantly, young people themselves. It reflects arguments developed across the team, including material previously published

    'Inside the box': a cooperative game for co-creating energy efficient retail spaces

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    Although sustainability is one of the drivers of change in the retail sector, employees still treat energy management as a lower priority compared with other operational tasks. As digital technologies are flourishing, gamification is an emerging method of raising energy awareness, with most examples however targeting individuals, and therefore not supporting teamworking approaches to handling end user building energy demand. As such, combining behavioural incentivisation and technological development is a critical socio-technical challenge within the retail environments. The development of a new cooperative role-playing game that harnesses the participatory character of game theory to boost collegiality and encourage the energy-conscious behaviour of staff in a supermarket located in the UK, is described. By feeding the game with energy simulation results, this can be regarded as a novel synergy between behavioural science and game theory within the field of building energy. Future research will focus on testing the real-world potential of the game to engage retail staff in co-creating energy efficient stores

    The child in charge: The case of child-participatory design of an environmental sustainability serious game

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    In a technology-advanced world, it is known that children are growing up surrounded by electronic devices such as computers, mobile phones, and tablets, and eventually use them in their daily routines. Whereas the accessibility of these powerful tools is a long-standing issue, there is the need to conduct further studies including children during the design process. In this paper we explore a child-centred design approach through a serious game on sustainability. Participatory design, prototyping and evaluation are part of the process where we explore behaviour and feedback regarding the requested tasks. The preliminary results indicate that the children actively engaged with the prototypes, giving feedback and new ideas to make the serious game more engaging and easier for other children.info:eu-repo/semantics/acceptedVersio

    The Pedagogy of Critical Enjoyment: Teaching and Reaching the Hearts and Minds of Adolescent Learners Through Media Literacy Education

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    While there is consensus regarding the definition of media literacy, classroom-based studies of media literacy education in action are few and research that investigates how teachers implement media literacy in practice are needed, including information about why it is taught, what is taught, and how it is taught. Through a purposefully selected case of media literacy at the middle level, this study analyzes three veteran teachers’ media literacy practice identifying critical enjoyment as a pioneering approach to media literacy education that moves beyond the purposes of protection, preparation, and appreciation
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