3 research outputs found

    Metaphor in Education

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    Without metaphor there would be no legs on the table, no hands on the clock. These are dead metaphors. Even that expression is a metaphor, for how can something be dead that has never literally been born. It is an expression which cannot be taken literally. In its first use it was 'alive' in the sense of being new or witty or apt and memorable. Without metaphor we are reduced to the bare bones of language, to a kind of Orwellian Newspeak. One can hardly avoid using metaphors to explain them. Even scientists and mathematicians use metaphors but they usually refer to them as models. Metaphor is a function of language which enables us to be creative. Not only the person who coins, invents, or thinks of the new metaphor but also the listener or reader who constructs a personal meaning for him or her self. We speak of creativity in education, as a human capacity to be encouraged and developed. How creative can humans be? Do they ever really 'create' anything new apart from reproductions of themselves? Any creative activity such as painting, building or gardening is really re-organising elements already created. So humans enjoy 'creating' their own order, forms, or patterns which we call art. Language is capable of endless patterns. The basic patterns, usually known as grammar, appear to be innate and in speech and writing we use these 'inbuilt' structures to create new sentences of our own. At its highest level we call this literature. It has taken us some time to realise that a word in itself has no meaning as it is a symbol only. For those aspects of experience which are difficult to explain we turn to metaphor. Thus religions often use myths and symbols. Anthropology describes many human activities as metaphoric, for example myths or totemism. Practically every sphere of human activity is imbued with this magical quality of metaphor, for it extends our understanding of the world by giving us a kind of 'elastic' way of describing our experiences. It is not the prerogative of writers or poets but a power we all possess and one which has been derided and abused at times in our history. Only now is it increasingly being recognized as a human capacity worthy of study. In this work I delve into some aspects of the use of metaphor to show how we need to be aware of its potent, pervasive power, especially those of us involved in teaching for whom I will attempt to demonstrate that teaching is itself a metaphoric activity

    Seattle Pacific University Catalog 2001-2002

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    https://digitalcommons.spu.edu/archives_catalogs/1083/thumbnail.jp

    Interactive Machine Learning for User-Innovation Toolkits – An Action Design Research approach

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    Machine learning offers great potential to developers and end users in the creative industries. However, to better support creative software developers' needs and empower them as machine learning users and innovators, the usability of and developer experience with machine learning tools must be considered and better understood. This thesis asks the following research questions: How can we apply a user-centred approach to the design of developer tools for rapid prototyping with Interactive Machine Learning? In what ways can we design better developer tools to accelerate and broaden innovation with machine learning? This thesis presents a three-year longitudinal action research study that I undertook within a multi-institutional consortium leading the EU H2020 -funded Innovation Action RAPID-MIX. The scope of the research presented here was the application of a user-centred approach to the design and evaluation of developer tools for rapid prototyping and product development with machine learning. This thesis presents my work in collaboration with other members of RAPID-MIX, including design and deployment of a user-centred methodology for the project, interventions for gathering requirements with RAPID-MIX consortium stakeholders and end users, and prototyping, development and evaluation of a software development toolkit for interactive machine learning. This thesis contributes with new understanding about the consequences and implications of a user-centred approach to the design and evaluation of developer tools for rapid prototyping of interactive machine learning systems. This includes 1) new understanding about the goals, needs, expectations, and challenges facing creative machine-learning non-expert developers and 2) an evaluation of the usability and design trade-offs of a toolkit for rapid prototyping with interactive machine learning. This thesis also contributes with 3) a methods framework of User-Centred Design Actions for harmonising User-Centred Design with Action Research and supporting the collaboration between action researchers and practitioners working in rapid innovation actions, and 4) recommendations for applying Action Research and User-Centred Design in similar contexts and scale
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