23,238 research outputs found
A Pedagogy for Original Synners
Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams
Making Exhibitions, Brokering Meaning: Designing new connections across communities of practice
New media museum exhibits often see designers representing the research of expert content providers. Despite perceptions that such exhibits provide museum visitors with a greater depth and range of experience, differences in knowledge and practice between designers and content providers can see content development become an unruly, competitive process in which audience experience, digital mediation, visualisation techniques and meaning become contested territory.
Drawing on Etienne Wengerâs theory of âcommunities of practiceâ, this paper argues that designersâ advocacy for audiences and distance from exhibition content well positions them to broker interdisciplinary goal setting so that exhibitions observe the representational objectives of content providers and meet the needs and preferences of museum visitors. A wide range of design literature already discusses the pragmatic benefits and ethical importance of user-centered design, while the literature on co-design suggests that designed outcomes are more successful if the design process considers the interests of all stakeholders.
These discussions can be compelling, but the inherent challenges in engaging othersâ perspectives and knowledge in the design process are less acknowledged, Wengerâs ideas on the social dynamics of group enterprise offering designers valuable insights into the actuality of negotiating designed outcomes with non-designer stakeholders.
The paper has two main aspects. The first outlines the theory of communities of practice, focusing on the brokering of knowledge and practice between disciplines. This discussion frames an analysis of the design process for two museum exhibitions. Representing an original application of Wengerâs ideas, the discussion recognises the unique role of the designed artifact in brokering information visualization processes, transcending the actions and intentions of individual stakeholders. While accepting there are successful examples of interdisciplinary exchange in various areas of design, the interpretation of examples via Wenger contributes useful principles to the theorisation of co-design with non-designer stakeholders.
Keywords:
Information visualization; New media museum exhibits; Multidisciplinary projects; Communities of Practice; Brokering; User-centered design; Co-Design; Etienne Wenger</p
People, Land, Arts, Culture and Engagement: Taking Stock of the Place Initiative
This report serves as a point of entry into creative placemaking as defined and supported by the Tucson Pima Arts Council's PLACE Initiative. To assess how and to what degree the PLACE projects were helping to transform communities, TPAC was asked by the Kresge Foundation to undertake a comprehensive evaluation. This involved discussion with stakeholders about support mechanisms, professional development, investment, and impact of the PLACE Initiative in Tucson, Arizona, and the Southwest regionally and the gathering of qualitative and quantitative data to develop indicators and method for evaluating the social impact of the arts in TPAC's grantmaking. The report documents one year of observations and research by the PLACE research team, outside researchers and reviewers, local and regional working groups, TPAC staff, and TPAC constituency. It considers data from the first four years of PLACE Initiative funding, including learning exchanges, focus groups, individual interviews, grantmaking, and all reporting. It is also informed by evaluation and assessment that occurred in the development of the PLACE Initiative, in particular, Maribel Alvarez's Two-Way Mirror: Ethnography as a Way to Assess Civic Impact of Arts-Based Engagement in Tucson, Arizona (2009), and Mark Stern and Susan Seifert's Documenting Civic Engagement: A Plan for the Tucson Pima Arts Council (2009). Both of these publications were supported by Animating Democracy, a program of Americans for the Arts, that promotes arts and culture as potent contributors to community, civic, and social change. Both publications describe how TPAC approaches evaluation strategies associated with social impact of the arts in Tucson and Pima County. This report outlines the local context and historical antecedents of the PLACE Initiative in the region with an emphasis on the concept of "belonging" as a primary characteristic of PLACE projects and policy. It describes PLACE projects as well as the role of TPAC in creating and facilitating the Initiative. Based on the collective understanding of the research team, impacts of the PLACE Initiative are organized into three main realms -- institutions, artists, and communities. These realms are further addressed in case studies from select grantees, whose narratives offer rich, detailed perspectives about PLACE projects in context, with all their successes, rewards, and challenges for artists, communities, and institutions. Lastly, the report offers preliminary research findings on PLACE by TPAC in collaboration with Dr. James Roebuck, codirector of the University of Arizona's ERAD (Evaluation Research and Development) Program
Learning relationships from theory to design
This paper attempts to bridge the psychological and anthropological views of situated learning by focusing on the concept of a learning relationship, and by exploiting this concept in our framework for the design of learning technology. We employ Wenger's (1998) concept of communities of practice to give emphasis to social identification as a central aspect of learning, which should crucially influence our thinking about the design of learning environments. We describe learning relationships in terms of form (oneâtoâone, oneâtoâmany etc.), nature (explorative, formative and comparative), distance (firstâ, secondâorder), and context, and we describe a first attempt at an empirical approach to their identification and measurement
Seen But Seldom Heard: Creative Participatory Methods in a Study of Youth and Risk
This paper presents a discussion of the methodologies used in a small scale âpopular
educationâ project involving young people in creative activities. The goal of the project is to
explore their experiences and feelings about risk and safety and their âconnectednessâ to their
local community. A number of different methods are discussed as ways of empowering
marginalised young people, including the use of visual methods, and new media in the form
of blogs and Twitter Scripts, within an overarching participatory methodology. Arts-based
and multimedia activities are powerful tools to enable young people to collectively question
the nature of their historical and social situation and have the potential to raise sensitive
issues, therefore, encouraging wider debate, producing new understandings, and facilitating
social change. Building on insights gained in earlier research, which suggested that young
people felt that they were not listened to or had enough influence in their neighbourhoods,
this paper discusses the use of multimedia and creative means to develop a more accessible
and effective arena in which young people can learn new skills to enable them to tell their
story. In keeping with Bourdieuâs General Theoretical Framework, consideration is given to
the ways in which such participatory and arts-based approaches can demonstrate value for
the social and cultural capital of young people.
Keywords: youth, risk, empowerment, co-production, creative media, Bourdie
A Review of the "Digital Turn" in the New Literacy Studies
Digital communication has transformed literacy practices and assumed great importance in the functioning of workplace, recreational, and community contexts. This article reviews a decade of empirical work of the New Literacy Studies, identifying the shift toward research of digital literacy applications. The article engages with the central theoretical, methodological, and pragmatic challenges in the tradition of New Literacy Studies, while highlighting the distinctive trends in the digital strand. It identifies common patterns across new literacy practices through cross-comparisons of ethnographic research in digital media environments. It examines ways in which this research is taking into account power and pedagogy in normative contexts of literacy learning using the new media. Recommendations are given to strengthen the links between New Literacy Studies research and literacy curriculum, assessment, and accountability in the 21st century
Mobile learning: benefits of augmented reality in geometry teaching
As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupilsâ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the
field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio
Assessing Creativity: A Test for Drawing Production using Digital Art Tools The concept, application and assessment of digital art teaching as a means of enhancing creative proficiency
This paper describes the Test for Creative Thinking - Drawing Production (TCT-DP), including its design, concept and mode of assessment, and the practical consequences of its application in a specific context. The test was used to evaluate the performance of groups of students as part of a case study exploring the use of digital art tools for drawing in a junior school. The students used specific digital art software via both computers and tablets, and also drew manually using a variety of devices. TCP-DP evaluates drawing production by means of a set of 14 criteria. At the same time, this study used the Technology Acceptance Model (TAM) theory to assess the ease of use and usefulness of the digital tools. The test was trialled with students aged 9-10 years in different ability groups. There were no significant differences in performance between male and female participants. Details of various related studies, together with data concerning the reliability and validity of the TCT-DP test, are also provided. The study finds that motivation is an important factor in improving young peopleâs artistic ability
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