20,655 research outputs found

    Playful approaches to news engagement

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    From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We examine how news and games fit together when news organizations, game creators and news audiences welcome gameful forms of communication and participation. Moreover, we reflect on the theoretical and empirical significance of merging news with games as a way to reformulate normative assumptions, production practices and consumption patterns. As a result, the boundaries between journalism and game’s logics start to erode, and they begin to find new ways of converging

    Designing for interaction

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    At present, the design of computer-supported group-based learning (CS)GBL) is often based on subjective decisions regarding tasks, pedagogy and technology, or concepts such as ‘cooperative learning’ and ‘collaborative learning’. Critical review reveals these concepts as insufficiently substantial to serve as a basis for (CS)GBL design. Furthermore, the relationship between outcome and group interaction is rarely specified a priori. Thus, there is a need for a more systematic approach to designing (CS)GBL that focuses on the elicitation of expected interaction processes. A framework for such a process-oriented methodology is proposed. Critical elements that affect interaction are identified: learning objectives, task-type, level of pre-structuring, group size and computer support. The proposed process-oriented method aims to stimulate designers to adopt a more systematic approach to (CS)GBL design according to the interaction expected, while paying attention to critical elements that affect interaction. This approach may bridge the gap between observed quality of interaction and learning outcomes and foster (CS)GBL design that focuses on the heart of the matter: interaction

    Meta-action research with pre-service teachers: a case study

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    This article analyses a case of action research collaboratively conducted by a university teacher and 50 students in a master's course in teacher training. Its originality resides in the socio-economic, academic, and conceptual nature of the obstacles encountered in the module; in the meta-theoretical orientation of the action research that was chosen to overcome them; and in how triangulation strategies were devised to compensate for the limitations imposed by the academic framing of the course. In spite of the brevity of the research cycle, both the structure of the course and teacher-student interaction improved rapidly and significantly, as did the latter's trust in the teacher. As a result, important advances in learning also ensued, and the pedagogical potential of this research method was thereby confirmed

    Human experience in the natural and built environment : implications for research policy and practice

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    22nd IAPS conference. Edited book of abstracts. 427 pp. University of Strathclyde, Sheffield and West of Scotland Publication. ISBN: 978-0-94-764988-3

    Urban Design Evolved: The Impact of Computational Tools and Data-Driven Approaches on Urban Design Practices and Civic Participation

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    In recent years, the changing pattern of human activities, increasing data regarding the spatial environment, and the possibility of collecting and processing this data allowed us to reconsider how we approach urban design, with a focus on a digital-oriented and data-driven perspective. In this study, we examine the evolution of urban design by analyzing the roles of designers and citizen empowerment. Our analysis includes a literature review and semi-structured interviews with computational design experts. In this sense, the literature is reviewed to investigate previous discussions and findings about the topic, and semi-structured interviews were carried out with seven computational design experts. The experts were selected by considering two criteria: (1) their experience with computational urban design subjects in practice and (2) their academic research background. This study concludes that technology-driven urban design solutions change designers' relationship with data, opening new avenues for objective, data-driven & data-informed decision-making. There are few differences between traditional and computational design practices regarding user empowerment and participatory design. Moreover, technology-driven urban design tools and methods are still in their early stages and are rarely used in actual projects

    Methods of small group research

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