27,685 research outputs found

    Rancière and the poetics of the social sciences

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    This article reviews the significance of Jacques Rancière’s work for methodological debates in the social sciences, and education specifically. It explores the implications of framing methodology as an aesthetic endeavour, rather than as the applied technique of research. What is at stake in this distinction is the means by which research intervenes in social order and how it assumes political significance, with Rancière arguing against a notion of science as the other of ideology. Rancière’s argument for a democratic research practice organised around a ‘method of equality’ is situated in relation to openly ideological’ feminist ethnography. The implications of Rancière’s work for investigating affect in academic discourse and subjectification in education are reviewed in the conclusion

    The Heisenberg product seen as a branching problem for connected reductive groups, stability properties

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    In this article we study, in the context of complex representations of symmetric groups, some aspects of the Heisenberg product, introduced by Marcelo Aguiar, Walter Ferrer Santos, and Walter Moreira in 2017. When applied to irreducible representations, this product gives rise to the Aguiar coefficients. We prove that these coefficients are in fact also branching coefficients for representations of connected complex reductive groups. This allows to use geometric methods already developped in a previous article, notably based on notions from Geometric Invariant Theory, and to obtain some stability results on Aguiar coefficients, generalising some of the results concerning them given by Li Ying

    Studying Games in School: a Framework for Media Education

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    This paper explores how media education principles can be extended to digital games, and whether the notion of ‘game literacy’ is an appropriate metaphor for thinking about the study of digital games in schools. Rationales for studying the media are presented, focusing on the importance of setting up social situations that encourage more systematic and critical understanding of games. The value of practical production, or game making, is emphasized, as a way of developing both conceptual understanding and creative abilities. Definitions of games are reviewed to explore whether the study of games is best described as a form of literacy. I conclude that games raise difficulties for existing literacy frameworks, but that it remains important to study the multiple aspects of games in an integrated way. A model for conceptualizing the study of games is presented which focuses on the relationship between design, play and culture

    Reconfiguring Interactivity, Agency and Pleasure in the Education and Computer Games Debate – using Žižek’s concept of interpassivity to analyse educational play

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    Digital or computer games have recently attracted the interest of education researchers and policy-makers for two main reasons: their interactivity, which is said to allow greater agency, and their inherent pleasures, which is linked to increased motivation to learn. However, the relationship between pleasure, agency and motivation in educational technologies is under-theorised. This paper aims to situate these concepts within a framework that might identify more precisely how games can be considered to be educational. The framework is based on Zizek’s theory of subjectivity in cyberspace, and in particular his notion of interpassivity, which is defined in relation to interactivity. The usefulness of this concept is explored firstly by examining three approaches to theorizing cyberspace and their respective manifestations in key texts on educational game play. Zizek’s analysis of cyberspace in terms of socio-symbolic relations is then outlined to suggest how games might be considered educational insofar as they provide opportunities to manipulate and experiment with the rules underpinning our sense of reality and identity. This resembles Brecht’s notion of the educational value of theatre. The conclusion emphasizes that the terms on which games are understood to be educational relates to the social interests which education is understood to serve

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