61,747 research outputs found

    Project:Filter - using applied games to engage secondary schoolchildren with public policy

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    Applied games present a twenty-first-century method of consuming information for a specific purpose beyond pure entertainment. Objectives such as awareness and engagement are often used as intended outcomes of applied games in alignment with strategic, organizational, or commercial purposes. Applied games were highlighted as an engagement-based outcome to explore noPILLS, a pan-European policy research project which presented policy pointers and suggested methods of interventions for reducing micropollution within the wastewater treatment process. This paper provides an assessment of a video game which was developed for the purpose of public engagement with policy-based research. The video game, Project:Filter, was developed as a means of communicating noPILLS to secondary school children in Scotland as part of a classroom-based activity. Knowledge development and engagement were identified using Interpretative Phenomenological Analysis to evidence topical awareness, depth of understanding, and suggested methods of intervention. Analysis of observations also provided insights into challenges surrounding logistics, pedagogy, social interactions, learning, and gender as contributing factors to the schoolchildren’s experiences of Project:Filter. The intention of this paper is two-fold: firstly, to provide an example of developing video games from policy-based research; and secondly, to suggest methods of phenomenological assessment for identifying play-based engagement

    The perks and downsides of being a digital prosumer: optimistic and pessimistic approaches to digital prosumption

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    The recent evolution of users’ position and agency in digital environments absorbs the attention of several scholars in different fields of study. Users’ new ontological status as prosumers, simultaneously producers and consumers, and their role regarding productive paradigms has raised a lot of contrasting opinions. Different discursive techniques are employed to investigate production practices in digital worlds and are often crafted with the conventions of utopian and anti-utopian approaches. Nevertheless, the adoption of optimistic or pessimistic analytical and rhetorical strategies appears to be prejudiced towards the study of emerging online practices. In reality, the analysis of positive and negative approaches to productive paradigms in digital environments results in the detection of their limitations in reaching a comprehensive understanding of the investigated phenomena. Therefore, the adoption of a more neutral perspective is suggested, one that could potentially foster a holistic approach and therefore a broader and deeper comprehension of the analyzed phenomena

    Learning outcome dependency on contemporary ICT in the New Zealand middle school classroom

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    Often studies of children's technology use in the classroom is internally focused and small scale. This study attempts a globalised exploratory overview of an entire New Zealand middle school to understand the technology usages across a range of curriculum and learning outcomes. Observations of the use of technology in the classroom during eight different lessons were conducted followed by structured-open-ended interviews. From our classroom observations and through teacher interviews, we have been able to identify three levels of the dependency of learning outcome on contemporary-ICT

    Considering the Smartphone Learner: developing innovation to investigate the opportunities for students and their interest

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    Ownership of mobile smartphones amongst the general consumer, professionals and students is growing exponentially. The potential for smartphones in education builds upon experience described in the extensive literature on mobile learning from the previous decade which suggests that the ubiquity, multi-functionality and connectivity of mobile devices offers a new and potentially powerful networked learning environment. This paper reports on a collaborative study conducted by an undergraduate student with the support of two members of academic staff. The research sought to establish the extent to which students are autonomously harnessing smartphone technology to support their learning and the nature of this use. Initial findings were explored through student interviews. The study found that students who own smartphones are largely unaware of their potential to support learning and, in general, do not install smartphone applications for that purpose. They are, however, interested in and open to the potential as they become familiar with the possibilities for a range of purposes. The paper proposes that more consideration needs to be given to smartphones as platforms to support formal, informal and autonomous learner engagement. The study also reflects on its collaborative methodology and the challenges associated with academic innovation

    Doing and Making: History as Digital Practice

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