6,385 research outputs found
Producing animations to educate MSM and MSW to fashion safe sex practices and address low perceptions of personal risk
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
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
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
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
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Prevention is a solution: building the HIVe
This Special Issue of Digital Culture and Education (DCE), Building the HIVe, offers relevant and applicable examples of digital technologies being leveraged, positioned and practiced towards community-based and led HIV prevention as a solution in a digital era. The contributors to this Special Issue, frontline workers, activists, researchers and educators alike, have taken risks as they have explored innovative prevention approaches with and through digital technologies, and documented and analysed their pedagogical innovations in different cultural contexts. Importantly this Special Issue also includes the critical voices and leadership of individuals living with HIV as designers of prevention as a solution. Their timely insights, advice and understandings of HIV prevention as a solution merit close scrutiny as evidence of resourceful, imaginative and critical endeavour; they are offered to share successful interventions and stimulate further discussion
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Gaming capital: Rethinking literacy
This paper is part of the symposium: Gameplay, gameplayers and gaming capital: Exploring intersections between games, education and adolescent subjectivities in virtual worlds PEER REFEREEING REQUIRED In rethinking literacy education in light of unprecedented technological change, this paper reports on adolescent gamers and their accumulation of gaming capital. This is in opposition to more pervasive assumptions about gaming as mindless entertainment, learning simulations, ideological tools and interactive mediums for the masses. We see the need to research the medium of games in their entirety, exploring their uniqueness as a medium--while at the same time--making connections to a wider media ecology (Fuller, 2005) that includes more than the games themselves. This media ecology of videogames is demonstrated in part by the 'paratextual' (Consalvo, 2007) industries that support game play, production and design. The 'paratext' is central to gaming capital in creating individual and group systems of distinction within gaming culture. Because we understand videogames as actions across social fields enacted through the actions of players or 'operators' on software, we also deem it necessary to understand both the operator and machines' diegetic and non-diegetic actions (Galloway, 2006). This distinction allows us to think about games as more than texts, literacy practices and narratives, which highlights games' significance in technoclture as systems (Salen, 2008), procedures (Bogost, 2007), algorithms (Galloway, 2006; Wark, 2007), configurations and code (Lessig, 1999; Manovich, 2001). In conclusion we provide a series of interview questions developed to uncover adolescents' gaming capital. We also propose a heuristic to map a players' total volume of gaming capital to better understand how gaming capital establishes trajectories of exchange between cultural and economic capitals and its implications for literacy education
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Playing public health: building the HIVe
In thinking through the impact of digital media on how frontline workers, activists, practitioners and researchers understand and fight HIV and AIDS, it is important to acknowledge that digital media does not only provide new channels and strategies for communicating information around HIV prevention and education. It also establishes innovative domains for conceiving of, and building, ‘resilient communities’ like The HIVe. Such digital interventions are cultural assets that confront biomedical and behavioural approaches to HIV prevention and education. Immersive and social technologies, network ubiquity and low cost mobile phones provide new tools for aggregating, representing, collecting and disseminating community-based and led data that ‘plays’ public health differently. This play involves fore-fronting the success of social science HIV prevention and education against the essentialist logic of dominant biomedical approaches. ‘Playing public health’ provides an entirely new and comprehensive picture of the agency of the HIV virus that goes beyond the pathology of the individual. This paper proposes the goal of putting HIV prevention back into the ‘game’ of public health and playing it to win by building The HIVe
Research methodologies in creative practice: literacy in the digital age of the twenty first century - learning from computer games
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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The potential of mobile phones to transform teacher professional development
Futures thinking is used by governments to consider long-term strategic approaches and develop policies and practices that are potentially resilient to future uncertainty. English in Action (EIA), arguably the world’s largest English language teacher professional development (TPD) project, used futures thinking to author possible, probable and preferable future scenarios to solve the project’s greatest technological challenge: how to deliver audio-visual TPD materials and hundreds of classroom audio resources to 75,000 teachers by 2017. Authoring future scenarios and engaging in possibility thinking (PT) provided us with a taxonomy of question-posing and question-responding that assisted the project team in being creative. This process informed the successful pilot testing of a mobile phone-based technology kit to deliver TPD resources within an open distance learning (ODL) platform. Taking the risk and having the foresight to trial mobile phones in remote rural areas with teachers and students led to unforeseen innovation. As a result EIA is currently using a mobile phone-based technology kit with 12,500 teachers to improve the English language proficiency of 700,000 students. As the project scales up in its third and final phase, we are using the new technology kit—known as the ‘trainer in your pocket’—to foster a ‘quiet revolution’ in the provision of teacher professional development at scale to an additional 67,500 teachers and 10 million students
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