6,050 research outputs found

    Producing animations to educate MSM and MSW to fashion safe sex practices and address low perceptions of personal risk

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    This project will produce animations in order to increase understandings of safe sex practices and address low perceptions of personal risk among two of the most vulnerable groups to HIV infection in Thailand. The animations will be incorporated into a prevention outreach program via Ipods, mobile phones and mobile-based portable devices to men who have sex with men (MSM) in their \u27hide-outs\u27, that is, parks, clubs and public toilets and male sex workers (MSW) in sex venues such as brothels, go-go bars and beats. To produce these animations, the project is first researching the sexual practices of MSM and MSW because of the lack of any substantive investigation of their social and sexual networks. This use of technology, informed by social research rather than behavioral studies, offers new possibilities to stem rapidly rising infection rates because it takes into account the diverse MSM and MSW identities. Overall, an estimated one- fifth (21%) of new HIV infections in Thailand occur in men who have unsafe sex with men. This disquieting increase highlights the fact that MSM are not adequately reached through HIV prevention programmes, most likely because little is known about their particular situations, contexts and practices.<br /

    Unfixing knowledges: Queering the literacy curriculum

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    In the literacy classroom, students have few opportunities to use their literacy practices to contest narratives of race, class, gender and sexuality. Instead, extensive time is spent completing literacy activities associated with what 'good' readers and writers do. Students' literacy practices are often formulaic, repetitive, and serve classroom management strategies producing a mythic narrative of good literacy teaching. This paper introduces a queer literacy curriculum that poses pedagogy as a series of questions: What does being taught, what does knowledge do to students? How does knowledge become understood in the relationship between teacher/text and student? (Lusted, 1986) It emphasizes developing critical analyses of heterosexism, heteronormativity and normativity with the goal of helping students understand binary categories are not givens, rather social constructions we are often forced to perform (Butler, 1990) through available discourses. The paper highlights an interruption into the literacy curriculum where, through collective memory work, students investigated, analysed and contested the usually-not-noticed ways a small understanding of heterosexuality has come to structure their lives

    Building the HIVe: disrupting biomedical HIV and AIDS research with gay men, other men who have sex with men (MSM) and transgenders

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    Networked and digital technologies now mediate the sexual behaviors of many gay men, other men that have sex with men and transgenders, challenging the effectiveness of biomedical HIV/AIDS research and prevention practices. Driven by the normative positivist philosophy of science, these approaches—while paramount to fighting the epidemic—have neglected to rethink their ontological and epistemological assumptions when confronting the social drivers of HIV. Building the HIVe responds by forefronting community-based and led sociological HIV/AIDS research and prevention that addresses digitally mediated and driven sexual behaviors. The HIVe disrupts biomedical approaches by building an accessible and dynamic social science research community engaged in reflexive performativity to improve the health and human rights of marginalized communities disproportionately at risk of HIV/AIDS

    Using gaming paratexts in the literacy classroom

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    This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts

    Research methodologies in creative practice: literacy in the digital age of the twenty first century - learning from computer games

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    Literacy remains one of the central goals of schooling, but the ways in which it is understood are changing. The growth of the networked society, and the spread of Information and Communications Technologies (ICT), has brought about significant changes to traditional forms of literacy. Older, print based forms now take their place alongside a mix of newer multi-modal forms, where a wide range of elements such as image, sound, movement, light, colour and interactivity often supplant the printed word and contribute to the ways in which meaning is made. For young people to be fully literate in the twenty-first century, they need to have clear understandings about the ways in which these forms of literacy combine to persuade, present a point of view, argue a case or win the viewers’ sympathies. They need to know how to use them themselves, and to be aware of the ways in which others use them. They need to understand how digital texts organise and prioritise knowledge and information, and to recognise and be critically informed about the global context in which this occurs. That is, to be effective members of society, students need to become critical and capable users of both print and multimodal literacy, and be able to bring informed and analytic perspectives to bear on all texts, both print and digital, that they encounter in everyday life. This is part of schools’ larger challenge to build robust connections between school and the world beyond, to meet the needs of all students, and to counter problems of alienation and marginalisation, particularly amongst students in the middle years. This means finding ways to be relevant and useful for all students, and to provide them with the skills and knowledge they will need in the ICT-based world of the Twentyfirst century. With respect to literacy education, engagement and technology, we urgently need more information as to how this might be best achieved
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