122 research outputs found

    Individual leader to interdependent leadership: A case study in leadership development and tripartite evaluation

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    This article is available open access through the publisher’s website at the link below. Copyright @ 2013 Sage Publications.The Problem - In this case study we see a move away from orthodox views of school leadership as “headship” to a more contemporary model of educational leadership wherein we note a departure from functional, curricula-based school leadership toward more human resource development (HRD) approaches. The aim of this study was to consider the effectiveness of an educational development program for middle leaders within an educational establishment. The Solution - We examined the impact of a bespoke higher education leadership development intervention in Leadership (and Change) on the formation and cohesiveness of a newly formed innovative leadership structure. The Stakeholders - The leadership development intervention was designed through a tripartite collaboration including a university, senior school leaders, and staff. The intervention was designed to shift leadership from individual leader agency to interdependent human leadership agency. Through tripartite evaluation we uncover leadership development praxis that transcends the boundaries of conventional educational leadership and reemphasizes the benefits of bridging the academic/practitioner divide and the application of theory to praxis

    The Malthusian Paradox: performance in an alternate reality game

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    The Malthusian Paradox is a transmedia alternate reality game (ARG) created by artists Dominic Shaw and Adam Sporne played by 300 participants over three months. We explore the design of the game, which cast players as agents of a radical organisation attempting to uncover the truth behind a kidnapping and a sinister biotech corporation, and highlight how it redefined performative frames by blurring conventional performer and spectator roles in sometimes discomforting ways. Players participated in the game via a broad spectrum of interaction channels, including performative group spectacles and 1-to-1 engagements with game characters in public settings, making use of low- and high-tech physical and online artefacts including bespoke and third party websites. Players and game characters communicated via telephony and social media in both a designed and an ad-hoc manner. We reflect on the production and orchestration of the game, including the dynamic nature of the strong episodic narrative driven by professionally produced short films that attempted to respond to the actions of players; and the difficulty of designing for engagement across hybrid and temporally expansive performance space. We suggest that an ARG whose boundaries are necessarily unclear affords rich and emergent, but potentially unsanctioned and uncontrolled, opportunities for interactive performance, which raises significant challenges for design

    Dimensions of Conventionality and Innovation in Film: The Cultural Classification of Blockbusters, Award Winners, and Critics’ Favourites

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    Today's complex film world seems to upset the dual structure corresponding with Bourdieu's categorization of 'restricted' and 'large-scale' fields of cultural production. This article examines how movies in French, Dutch, American and British film fields are classified in terms of material practices and symbolic affordances. It explores how popular, professional, and critical recognition are related to film production as well as interpretation. Analysis of the most successful film titles of 2007 offers insight into the film field's differentiation. Distinction between mainstream and artistic film shows a gradual rather than a dichotomous positioning that spans between conventionality and innovation. Apparently, the intertwining of small-scale and large-scale film fields cannot be perceived as a straightforward loss of distinction or an overall shift of production logics, but rather as 'production on the boundaries' in which filmmakers combine production logics to cater to publics with various levels of aesthetic fluency and omnivorous taste patterns
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