225 research outputs found
Emerging technologies for learning (volume 1)
Collection of 5 articles on emerging technologies and trend
The Inclusion of Media Literacy in the English Curriculum
Today, the digital world is ever changing. Teenagers all over the world are hypnotized by their tech-savvy devices. Their free time is spent on their smartwatches, cell phones, computers, or in front of their televisions and video games. When they arrive at school, they are expected to have the devices stored away and not have contact at all during the time they are at school. These students have lost their desire and passion for learning. The students need to have new and engaging ways to learn in the classroom, especially in English. Students have become disinterested in the teacherâs traditional ways of teaching literature. Educators need to be aware of this and adapt the 21st century skills of Media Literacy into the English curriculum in order to support success in the digital, modern, world. However, educators lack the knowledge about Media Literacy, where it should be implemented in the English curriculum and how to implement it in the classroom
Virtual Heritage
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments
Biohacking and code convergence : a transductive ethnography
Cette thĂšse se dĂ©ploie dans un espace de discours et de pratiques revendicatrices, Ă lâinter- section des cultures amateures informatiques et biotechniques, euro-amĂ©ricaines contempo- raines. La problĂ©matique se dessinant dans ce croisement culturel examine des mĂ©taphores et analogies au coeur dâun traffic intense, au milieu de voies de commmunications imposantes, reliant les technologies informatiques et biotechniques comme lieux dâexpression mĂ©diatique. Lâexamen retrace les lignes de force, les mĂ©diations expressives en ces lieux Ă travers leurs manifestations en tant que codes âĂ la fois informatiques et gĂ©nĂ©tiquesâ et reconnaĂźt les caractĂšres analogiques dâexpressivitĂ© des codes en tant que processus de convergence.
Ămergeant lentement, Ă partir des annĂ©es 40 et 50, les visions convergentes des codes ont facilitĂ© lâentrĂ©e des ordinateurs personnels dans les marchĂ©s, ainsi que dans les garages de hackers, alors que des bricoleurs de lâinformatique sâen rĂ©clamaient comme espace de libertĂ© dâinformation âet surtout dâinnovation. Plus de cinquante ans plus tard, lâanalogie entre codes informatiques et gĂ©nĂ©tiques sert de moteur aux revendications de libertĂ©, informant cette fois les nouvelles applications de la biotechnologie de marchĂ©, ainsi que lâactivitĂ© des biohackers, ces bricoleurs de garage en biologie synthĂ©tique. Les pratiques du biohacking sont ainsi comprises comme des individuations : des tentatives continues de rĂ©soudre des frictions, des tensions travaillant les revendications des cultures amateures informatiques et biotechniques.
Une des maniĂšres de moduler ces tensions sâincarne dans un processus connu sous le nom de forking, entrevu ici comme lâexpĂ©rience dâune bifurcation. Autrement dit, le forking est ici dĂ©finit comme passage vers un seuil critique, dĂ©clinant la technologie et la biologie sur plusieurs modes. Le forking informe âcâest-Ă -dire permet et contraintâ diffĂ©rentes vi- sions collectives de lâouverture informationnelle. Le forking intervient aussi sur les plans des iii semio-matĂ©rialitĂ©s et pouvoirs dâaction investis dans les pratiques biotechniques et informa- tiques. Pris comme processus de co-constitution et de diffĂ©rentiation de lâaction collective, les mouvements de bifurcation invitent les trois questions suivantes : 1) Comment le forking catalyse-t-il la solution des tensions participant aux revendications des pratiques du bioha- cking ? 2) Dans ce processus de solution, de quelles maniĂšres les revendications changent de phase, bifurquent et se transforment, parfois au point dâaltĂ©rer radicalement ces pratiques ? 3) Quels nouveaux problĂšmes Ă©mergent de ces solutions ?
Lâeffort de recherche a trouvĂ© ces questions, ainsi que les plans correspondants dâaction sĂ©mio-matĂ©rielle et collective, incarnĂ©es dans trois expĂ©riences ethnographiques rĂ©parties sur trois ans (2012-2015) : la premiĂšre dans un laboratoire de biotechnologie communautaire new- yorkais, la seconde dans lâĂ©mergence dâun groupe de biotechnologie amateure Ă MontrĂ©al, et la troisiĂšme Ă Cork, en Irlande, au sein du premier accĂ©lĂ©rateur dâentreprises en biologie synthĂ©tique au monde. La logique de lâenquĂȘte nâest ni strictement inductive ou dĂ©ductive, mais transductive. Elle emprunte Ă la philosophie de la communication et de lâinformation de Gilbert Simondon et dĂ©couvre lâĂ©pistĂ©mologie en tant quâacte de crĂ©ation opĂ©rant en milieux relationnels. Lâheuristique transductive offre des rencontres inusitĂ©es entre les mĂ©taphores et les analogies des codes. Ces rencontres Ă©tonnantes ont amĂ©nagĂ© lâexpĂ©rience de la conver- gence des codes sous forme de jeux dâĂ©critures. Elles se sont retrouvĂ©es dans la recherche ethnographique en tant que processus transductifs.This dissertation examines creative practices and discourses intersecting computer and biotech cultures. It queries influential metaphors and analogies on both sides of the inter- section, and their positioning of biotech and information technologies as expression media. It follows mediations across their incarnations as codes, both computational and biological, and situates their analogical expressivity and programmability as a process of code conver- gence. Converging visions of technological freedom facilitated the entrance of computers in 1960âs Western hobbyist hacker circles, as well as in consumer markets. Almost fifty years later, the analogy drives claims to freedom of information âand freedom of innovationâ from biohacker hobbyist groups to new biotech consumer markets. Such biohacking practices are understood as individuations: as ongoing attempts to resolve frictions, tensions working through claims to freedom and openness animating software and biotech cultures.
Tensions get modulated in many ways. One of them, otherwise known as âforking,â refers here to a critical bifurcation allowing for differing iterations of biotechnical and computa- tional configurations. Forking informs âthat is, simultaneously affords and constrainsâ differing collective visions of openness. Forking also operates on the materiality and agency invested in biotechnical and computational practices. Taken as a significant process of co- constitution and differentiation in collective action, bifurcation invites the following three questions: 1) How does forking solve tensions working through claims to biotech freedom? 2) In this solving process, how can claims bifurcate and transform to the point of radically altering biotech practices? 3) what new problems do these solutions call into existence?
This research found these questions, and both scales of material action and agency, in- carnated in three extensive ethnographical journeys spanning three years (2012-2015): the first in a Brooklyn-based biotech community laboratory, the second in the early days of a biotech community group in Montreal, and the third in the worldâs first synthetic biology startup accelerator in Cork, Ireland. The inquiryâs guiding empirical logic is neither solely deductive or inductive, but transductive. It borrows from Gilbert Simondonâs philosophy of communication and information to experience epistemology as an act of analogical creation involving the radical, irreversible transformation of knower and known. Transductive heuris- tics offer unconvential encounters with practices, metaphors and analogies of code. In the end, transductive methods acknowledge code convergence as a metastable writing games, and ethnographical research itself as a transductive process
Virtual Heritage
Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision; challenges in adopting advanced animation techniques; shows how archaeological learning can be developed in Minecraft; they propose mixed reality is conceptual rather than just technical; they explore how useful Linked Open Data can be for art history; explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale; provide insight into how to provide interaction in museums involving the wider public; and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments
Body knowledge and repetition: re-conceiving ability through students' visual narratives of sport, physical education and fitness
The purpose of this dissertation study was to investigate how students enrolled in two different undergraduate core kinesiology courses conceived knowledge of the body through visual storytelling, a mode of writing that uses visual elements, like photographs, to tell a story. For the purposes of the study, body knowledge (Evans and Davies, 2004) was constrained to sport, physical education and fitness. This dissertation study had three research questions and one practical purpose. One, how did students chose to tell their stories, what images and storylines were included and which were left out? In other words, what repetitive or reoccurring themes about the body in the contexts of exercise, physical education and sport emerged from these visual narratives? Two, how did these repetitions (Kumashiro, 2003) construct knowledge of active body and what were the obstacles to addressing them? In other words, did the students select images or themes that overemphasized particular gender, racial, or economic groups, or body sizes, and if so what are potential road blocks to remedying them? Three, why are these repetitions of body knowledge needed? After addressing these three questions, this study aimed to provide kinesiology and HPE educators with practical pedagogical strategies for addressing (visual) repetitions of body knowledge within the curriculum. Following Norman Fairclough's (2005) critical discourse analysis (CDA) methodology, this study analyzed 18 visual narratives and found that gender and physical ability was an overarching theme in the students' narratives
Recommended from our members
The Relationship Between Fun And Learning: An Online Embodied Ethnography Of Coaches Across Continents
In a time when learning is often reduced to skills acquisition and outcomes, this inquiry provides a sensory exploration of the concept of âfunâ, showing that âfun-ingâ; a state of attentiveness and becoming, can spark an experiential attitude and practice, through embodied learning. This transdisciplinary, socio-cultural-material ethnography, of fun and learning, took place within an educational charity that uses the concept of âPurposeful Playâ, Coaches Across Continents (CAC). It considers how CAC pivoted, during the COVID-19 pandemic, towards synchronous online learning experiences. This ethnography explores how fun is socially constructed; how it relates to online learning; and whether fun is a meaningful concept within CAC and beyond.
Findings show that fun-ing is an embodied, creative phenomenon associated with themes including vibrant embodiment and embracing contradictions. By opening possibilities of knowing, through the body, not just the mind, findings also convey participantsâ and researcherâs sensations and feelings: by introducing the âlaughter critical incidentâ, as an entry point for discussions on roles of fun; and a spoken poem, which strives to capture the non-verbal, felt moments.
Ultimately, this inquiry develops an innovative model for fun-ing, bringing together how types and roles of fun, embodiment, and socio-cultural-material learning interact alongside Six Principles: practical guidance to cultivate fun learning. These consider learning spaces; novel ways of relating; spontaneity; verbal and non-verbal communication; online-offline capabilities; and alternative concepts for measuring learning. The Six Principles and model, both generated from this research, show that simultaneous online and offline embodied experiences are equally important, through conceptualisations of presence, movement, and mediating artefacts. Focusing upon ways of knowing through the body, together they catalyse activities that generate qualities of experience, often associated with being well. Furthermore, they encourage the use of the imaginary (often unfamiliar), alongside material experience, which can disrupt, bracketing and transforming future educational experiences
Beyond game worlds: Story-ing storied space & the hope-full endeavour
This thesis explores the entangled stories in software artefacts and design. An apparently simple problem of participation in a digital approach to telling cross-cultural stories and communicating identity through use of game making software reveals potential dilemmas in the wider fields of participatory culture and new literacies, participatory design and contemporary approaches to designing. The thesis weaves a research narrative around six publications. By questioning the possibilities of crafting digital environments, that genuinely keep, tell, and reflect the experience of diverse cultural groups, the research demonstrates that the way design tells stories about itself is an increasingly important object of study
Netprov
Netprov is an emerging interdisciplinary digital art form that offers a literature-based âshowâ of insightful, healing satire that is as deep as the novels of the past. This accessible history of Netprov emerges out of an ongoing conversation about the changing roles and power dynamics of author and reader in an age of real-time interactivity. Rob Wittig describes a literary genre in which all the world is a platform and all participants are players. Beyond serving as a history of the genre, this book includes tips and examples to help those new to the genre teach and create netprovs
- âŠ