482,783 research outputs found
Learning by gaming:ANT and critical making
Relationships among theory, gaming, learning and socio-technical design are explored in the two contributions which compose the section. The theory in question is ANT, re-interpreted through critical making - an umbrella term for various distinctive practices that link traditional scholarship in the humanities and social sciences to forms of material engagement. Sergio Minniti describes an ongoing project called Game of ANT, which draws upon the critical making approach to design an interactive technology and a workshop experience through which scholars and students can conceptually-materially engage with ANT, hence exploring and approaching it from novel points of view. Game of ANT adopts the Latourian vision of technoscience as war and physically embodies this idea by proposing a sort of war game during which participants play the roles of human or non-human actors engaging with the competitive dynamics of socio-technical life. The commentary by Stefano De Paoli proposes new directions to develop the project, by deepening the concept of game and its value for design and learning processes.</p
âUnfettered expression of thoughtâ? Experiences of anonymous online role play
Advocates suggest that anonymity allows all learners to have an equal voice in a learning environment, and that it encourages participation. This paper explores tutorsâ and learnersâ experiences of an anonymous, synchronous role play activity conducted using online discussion forums. A qualitative study was undertaken to investigate the experiences of five groups of learners and four tutors. Data were obtained from an online questionnaire and interviews with students and tutors. The findings reveal a huge diversity in responses to the activity. Learnersâ emotions before the activity ranged from âconfidentâ to âpanicâ. Afterwards many stated that âanonymityâ was the best thing about the activity, suggesting that it âloosened inhibitionsâ and allowed âunfettered expression of thoughtâ. At the same time, some respondents admitted trying to guess the identity of participants, and played their roles with varying degrees of conviction and engagement. Some participants may even have refrained from playing any part in the activity, hiding behind their anonymity. For tutors issues of control were significant and issues of facilitation were raised, although inappropriate behaviour was rare. This study has revealed the diversity of learnersâ responses to online role play, and the generally positive attitude towards anonymity. It also highlights the potential for anonymity to contribute to inequality in participation and raises the question of whether genuine anonymity can be useful or achievable. Key findings with significance for future implementation of similar role play activities are presented here
Towards a framework for analyzing interactions between social science and environmental policy
Interactions between social science and environmental policy have become increasingly important over the past 25 years. There has, however, been little analysis of the roles that social scientists adopt and the contributions they make. In this paper we begin the process, offering tentative answers to two key questions: in relation to environmental problems: (1) how do social science and public policy interact? and (2) in the future, what types of interactions can social scientists engage in? To answer these questions we build on research in policy studies and science and technology studies, and extend it through public scholarship debates
Value and selfhood: pragmatism, Confucianism, and phenomenology
This article articulates a dialogue between Edward Casey, Cheng Chungâying, and me that began at the Eastern Division annual meeting in Philadelphia of the American Philosophical Association, in a session sponsored by the International Society for Chinese Philosophy. There, we read brief versions of the papers presented in this issue and commented on one another. Casey represented Continental phenomenology, Cheng the Chinese tradition as he has developed it into ontoâgenerative hermeneutics, and I the melding of American pragmatic and Confucian traditions that I have been developing
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Entertaining situated messaging at home
Leisure and entertainment-based computing has been traditionally associated with interactive entertainment media and game playing, yet the forms of engagement offered by these technologies only support a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption, and towards a broader view of leisure computing. This perspective is more in line with our everyday experience of leisure as an embodied, everyday accomplishment in which people artfully employ the everyday resources in the world around them in carrying out their daily lives outside of work. We develop this extended notion of leisure using data from a field study of domestic communication focusing on asynchronous and situated messaging to explore some of these issues, and develop these findings towards design implications for leisure technologies. Central to our discussion on the normal, everyday and occasioned conduct of leisure lie the notions of playfulness and creativity, the interweaving of the worlds of work and leisure, and in the creation of embodied displays of affect, all of which may be seen manifested in the use of messaging artefacts. This view of technology in support of leisure-in-the-broad is strongly divergent from traditional entertainment computing models in its coupling of the mechanics of the organisation of everyday life to the ways that we make entertainment for ourselves. This recognition allows us to draw specific implications for domestic situated messaging technologies, but also more generally for technology design by tying activities that we tend to regard as purely functional to other multifaceted and leisure-related purposes
At home with the future : influences on young children's early experiences with digital technologies
Early years curricula encourage practitioners to build on children's home experiences. Research into the kinds of activities that young children engage in at home and considerations of how to link these to their experiences in pre-school settings can therefore make an important contribution to practice. This chapter, which draws on studies investigating young children's home experiences with digital technologies, seeks to identify some of the key factors that influence the nature and extent of these experiences. Although digital divides - reflecting classic social divisions of economic status, gender and ethnicity - have been extensively explored in order to understand the causes of inequalities in access to digital technologies, our research concluded that parental attitudes towards these technologies are more influential than economic disadvantage in determining young children's experiences. To explore this issue in greater detail, we have drawn on the concept of prolepsis, a key influence on parents' interactions with their children deriving from the projection of their memories of their own idealised past into the children's futures (Cole, 1996). Parents' assumptions, values and expectations are influenced by their past experiences, enacted in the present, and are then carried by their children into the future as they move from home to formal education. We argue that prolepsis has powerful explanatory force for understanding the kinds of decisions parents make about activities such as the extent to which children engage in technological play
Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials
Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the childrenâs development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving humanârobot interactions.Peer reviewe
Just picking it up? Young children learning with technology at home
We describe a two-year empirical investigation of three- and four-year-old children's uses of technology at home, based on a survey of 346 families and 24 case studies. Using a sociocultural approach, we discuss the range of technologies children encounter in the home, the different forms their learning takes, the roles of adults and other children, and how family practices support this learning. Many parents believed that they do not teach children how to use technology. We discuss parents' beliefs that their children 'pick up' their competences with technology and identify trial and error, copying and demonstration as typical modes of learning. Parents tend to consider that their children are mainly self-taught and underestimate their own role in supporting learning and the extent to which learning with technology is culturally transmitted within the family
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