64,612 research outputs found

    Editorial: Video Games as Demanding Technologies

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    From the middle-20th century to today, video games have grown from an idiosyncratic interest of computer programmers and engineers to a globally dominant form of media entertainment. Advances in technology and creativity have combined to present players with interactive experience that vary in their cognitive, emotional, physical, and social complexity. That video games constitute co-authored experiences - dialogues between the player and the system - is at least one explanation for their appeal, but this co-authorship brings with it an enhanced set of requirements for the player’s attention. For this thematic issue, researchers were invited to debate and examine the cognitive, emotional, physical, and social demands of video games; their work (as well as the impetus for this work) is summarized below

    Fostering creativity in engineering undergraduates.

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    Since their establishment in the 1960s, Universities of Technology in South Africa have been taking pride in providing career-focused qualifications that match the intermediate needs of the economy. In order to provide these career-focused qualifications, these institutions have been focusing on enacting a curriculum framework that emphasizes replication of industrial processes which tended to accentuate routinized, conventional problem-solving. The shift in economic paradigm in the 21st Century and the general dissatisfaction with graduate readiness in the workplace as evident in both local and international literature, framed as employability skills or generic skills, suggest a new impetus being placed on creativity, especially in engineering education. This study attempted to develop final-year undergraduates’ creativity through making visible the key features of a pedagogic practice, by analyzing the existing engineering undergraduate pedagogic practices, and reconceptualizing and testing a pedagogy that could potentially develop undergraduates’ creativity. The reconceptualized pedagogy, enacted as “learnshops”, accentuated teamwork, collaborative inquiry, guided creative problem-solving and the use of case studies to encourage students to seek the higher designs of water, paper and energy technologies within their institution. Design-Based Research (DBR) frames the methodology and methods of data collection and analysis. The research results show that existing engineering undergraduate pedagogic practices remain trapped in the skills training discourse that emphasizes conventional problemsolving in curriculum enactment. Students’ meanings of creativity remain generally eclectic prior and post involvement in the learnshops, although students’ creativity conceptions become more focused on imagination and resourcefulness postlearnshops. The Torrance Tests of Creative Thinking (TTCT) scores show that students’ creativity increased as a result of exposure to learnshops. Students working in teams of intermediate size to creatively solve given open-ended tasks related to sustainable development were able to achieve cooperation and generate useful ideas with the help of pedagogic interventions implemented during the learnshops. Itinerant membership as an aspect of team formation has little effect on teams’ generation of ideas

    Will Work\u27: The Role of Intellectual Property in Transitional Economies -- From Coal to Content

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    The development and exploitation of intellectual property, and participation in the global information economy, are not dependent upon geography. It can take place from anywhere, from the inside of an empty factory in Detroit, to a small country road, nestled between the rhododendron and the river. From the R&D lab at a university, to a barren plain in New Mexico. To move from coal to content, we must foster a dynamic and profitable environment for entrepreneurship, through a supportive and robust university community, through state legislation and institutional support and through effective utilization of intellectual property laws. Intellectual property and technology can be used in transitional economies to create meaningful opportunities for young people to live and to work in their communities, to make efficient use of their own resources. This issue spans art and science, business and industry, culture and environment. Twin-pops and telephones. Intellectual property can help people use traditional resources in the new economy -- the art, the music, the know-how -- and to cultivate human knowledge and creation in a manner that benefits these communities across the country. This is the American story, too - to create wealth from within. To \u27Will Work\u27

    Creating strategy by design

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    What lessons can be transferred to higher education learning landscapes from the leadership, governance and management processes of school design projects?

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    This review reports experiences from the schools sector in involving stakeholders in the processes of managing school building design. Its aim was to see if any of this could offer guidance for higher education as their learning landscapes are reconceptualised. School architects and designers have gradually accepted grater stakeholder involvement especially from pupils and to a lesser extent from teachers and many innovative ways have been found to make their participation authentic. These could be adapted in higher education together with teacher education in new pedagogies and better liaison with governors

    Knowledge transformers : a link between learning and creativity

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    The purpose of this paper is to investigate whether knowledge transformers which are featured in the learning process, are also present in the creative process. This is achieved by reviewing models and theories of creativity and identifying the existence of the knowledge transformers. The investigation shows that there is some evidence to show that the creative process can be explained through knowledge transformers. Hence, it is suggested that one of links between learning and creativity is through the knowledge transformers

    Knowledge transformers : a link between learning and creativity

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    The purpose of this paper is to investigate whether knowledge transformers that are featured in the learning process are also present in the creative process. First, this was achieved by reviewing accounts of inventions and discoveries with the view of explaining them in terms of knowledge transformers. Second, this was achieved by reviewing models and theories of creativity and identifying the existence of the knowledge transformers. The investigation shows that there is some evidence to show that the creative process can be explained through knowledge transformers. Hence, it is suggested that one of links between learning and creativity is through the knowledge transformers
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