54 resultados para Affordances

em Deakin Research Online - Australia


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The ambitious scope, complexity, and difficulty of Gibson’s project in proposing the theory of affordances are captured nicely by the words of Gibson’s biographer, Ed Reed:
“Gibson was convinced that the theory of affordances, in
conjunction with the concepts of information, persistence, and
change, would enable him to transcend the ancient debate between
subjectivity and objectivity and to resolve the mind-body problem. …
[H]e was offering a new approach to problems of psychology, one
that he believed would not sink in the morass that have engulfed
previous psychologies.” (Reed, 1988, p. 280).
These characteristics of the theory of affordances are further evidenced in the debates about the nature of affordances presented in the suite of papers in Ecological Psychology, Volume 12(1). In this paper we propose an elaboration of the notion of affordance by suggesting that those persisting individual differences in behaviour described as temperamental differences (e.g., differences on a dimension of temperament anchored at one end by behaviour described as ‘outgoingness’ and at the other by behaviour described as ‘avoidance’) can be integrated into the theory of affordances. We argue that such integration is consistent with Gibson’s project as reflected in Reed’s words, and as part of our argument, draw parallels between the integration of temperament with the theory of affordances and the way in which individual differences in body dimensions are incorporated in the theory. We also outline some empirical tests of our proposition.

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This article presents an argument for the use of networked interactive whiteboards (NIWBs) in regional Australian higher education and identifies new pedagogies for this context. Most Australian universities operate multiple campuses, and many use video conference facilities to deliver courses across these sites. For students at remote video conference sites, their classroom experience is often one of isolation and limited student to student contact. In this article, NIWBs are proposed as a tool to enhance this mode of delivery and exploratory research into the additional affordances they provide is presented. By using networking with IWBs, annotation and gesture can be shared across distances. Emerging possibilities from the integration of NIWBs with video conference, web conference and lecture capture systems are also explored. Three new pedagogies for regional Australian higher education are proposed based on these new capabilities.

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The article outlines the aspects of the research design that engage with teachers in schools and discusses some of the challenges and affordances that the relationships (between the teachers, the schools, the research partners and the researchers) experienced in the project, Literacy in the 21st Century: Learning from Computer Games. The article has a particular focus on the teachers' work as co-researchers, their descriptions of working in the project and some of the issues for teachers and researchers in working in this way. The data used for the analysis includes the teacher writing, interview data and researcher observations. The teachers who participated in the project designed and delivered curriculum using computer games in various ways including making their own games, evaluating games, analyzing game structures, and examining the culture around games and the ways in which games and other technologies are merging. Some of these curriculum units are described elsewhere in this issue (Beavis & O'Mara, 2010). This article's purpose is to follow the teachers' professional learning experiences rather than detail these curriculum designs, which the teachers will describe elsewhere. The paper concludes with our personal reflections on the affordances and challenges of working this way for us in our different roles in the research team.

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Compared with research on the role of student engagement with expert representations in learning science, investigation of the use and theoretical justification of student-generated representations to learn science is less common. In this paper, we present a framework that aims to integrate three perspectives to explain how and why representational construction supports learning in science. The first or semiotic perspective focuses on student use of particular features of symbolic and material tools to make meanings in science. The second or epistemic perspective focuses on how this representational construction relates to the broader picture of knowledge-building practices of inquiry in this disciplinary field, and the third or epistemological perspective focuses on how and what students can know through engaging in the challenge of representing causal accounts through these semiotic tools. We argue that each perspective entails productive constraints on students’ meaning-making as they construct and interpret their own representations. Our framework seeks to take into account the interplay of diverse cultural and cognitive resources students use in these meaning-making processes. We outline the basis for this framework before illustrating its explanatory value through a sequence of lessons on the topic of evaporation.

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Business process designers are increasingly being challenged to develop processes that are not only useful in achieving business objectives but also accepted by the process participants and followed in the work place. Those objectives can only be achieved when both the business and the social/cultural aspects of the specific business environment are taken into account. Humans are not unaided individuals separated from a social group and from supporting artefacts but they are complemented by the environment in which they live in. This paper presents a novel framework for the design of business processes based on the application of activity system, providing a comprehensive framework of humans acting in the world, and the theory of affordances, representing action opportunities offered by the environment. The contribution of this paper is two-fold. First, it provides a theoretical contribution to affordance studies by offering a conceptual model that consolidates new developments in the concept, post Gibson. Second, it introduces a new framework (Activity/Affordance Framework - AAF) to aid the design of business processes. Finally, a case study is used to illustrate the utility of the framework in design practice.

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An environmentally sustainable and thus green business process is one that delivers organizational value whilst also exerting a minimal impact on the natural environment. Recent works from the field of Information Systems (IS) have argued that information systems can contribute to the design and implementation of sustainable business processes. While prior research has investigated how information systems can be used in order to support sustainable business practices, there is still a void as to the actual changes that business processes have to undergo in order to become environmentally sustainable, and the specific role that information systems play in enabling this change. In this paper, we provide a conceptualization of environmentally sustainable business processes, and discuss the role of functional affordances of information systems in enabling both incremental and radical changes in order to make processes environmentally sustainable. Our conceptualization is based on (a) a fundamental definition of the concept of environmental sustainability, grounded in two basic components: the environmental source and sink functions of any project or activity, and (b) the concept of functional affordances, which describe the potential uses originating in the material properties of information systems in relation to their use context. In order to illustrate the application of our framework and provide a first evaluation, we analyse two examples from prior research where information systems impacted on the sustainability of business processes.

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In this chapter we draw upon several theoretical perspectives and past research into language and learning in science, to develop a framework to characterize how and why student engagement in representation construction practices supports learning in science.

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 The bypassing of established business processes is a significant problem in organisations. This research proposes a novel framework for incorporating psychological and social factors into the business process design. The framework promises to increase system adoption and decrease process bypassing, ultimately making an organisation's work more effective and efficient.

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The need for English and literacy curriculum to connect with young people's lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked with teachers and students in five secondary schools to research the ways in which digital games might be incorporated into the English curriculum. Central to this endeavour was 'turning around' to the affordances of digital games and their paratexts to understand how they can be understood as text and action. Drawing on classroom observations and literature in Games Studies and English curriculum we present a timely model and innovative heuristic that we argue facilitates teachers incorporating digital games into their English classrooms. We illustrate how each assists teachers in 'turning around' to digital games to make their English classrooms more relevant to students' lifeworlds.

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In this paper the author reports on the introduction of the flipped classroom integrating located, online and virtual world learning environments to support the collaborative lived experiences of a group of students and the educator participating in a higher education undergraduate art unit, Navigating the Visual World. A qualitative narrative methodology, A/r/tography, incorporating both image making and textual recording is used to explore and identify interwoven aspects of the artist/ researcher/ educator relationship in the creative artistic process of exploring concepts of identity within inquiry based art practice. Selected student examples, including a collaborative group assessment project demonstrate effective student engagement with experiential blended learning within the flipped classroom.

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In this paper the author reports on the conceptualization and implementation of the flipped classroom, integrating located, online and virtual world learning environments to support the collaborative lived experiences of a group of students and the educator participating in a higher education undergraduate art unit, Navigating the Visual World. A qualitative narrative methodology, A/r/tography, incorporating both image making and textual recording is used to explore and identify interwoven aspects of the artist/ researcher/ educator relationship in the creative artistic process of exploring concepts of identity within inquiry based art practice. Selected student examples, including a collaborative group assessment project demonstrate effective student engagement with experiential blended learning within the flipped classroom.

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This paper explores the affordances of using video-based research to capture a multiplicity of events, along with multimodal representations when producing data related to adult–child book readings. In doing this we answer two questions: (1) why more than one event is needed when seeking a comprehensive collection of information for the purpose of analysis; and (2) why one mode of data production alone (e.g. audio recordings or note taking) is insufficient to record practice or interviews when richness is of priority. This research used three videoed events to produce data. These included videoing: (1) caregiver–child interactions during four shared book reading sessions, (2) interviews with caregivers immediately following each of the reading sessions and (3) video-stimulated discussions with caregivers within two months of the final shared book reading. In this paper, I contribute to discussions that highlight the affordances of using video-based research as a means of capturing the multimodal elements of an experience, which can contribute to the analysis and interpretation of data. I expand on this, however, to suggest that when coupled with a multiplicity of events, video-based research can be a means of pursuing richness via a method that has been criticized for its narrow subjectivity.

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As information systems move out of the office into the wider world and are merged with mobile appliances, buildings and even clothing, the representations traditionally used in any one discipline may not be adequate for understanding these new domains. Design representations are ‘ways of seeing and not seeing’. Despite the central role representations play in design, the information systems design community has little understanding of the relation, ideal or actual, between design practice and design representation. This paper reports on an extensive design case study that aims at increasing understanding of the nature and affordances of representations in the design process and argues for the need for information systems as a discipline to open up discussion of the design representations that may be required to effectively design systems that mix traditional IS with disciplines such as industrial design, architecture and fashion design.

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Many school literacy practices ignore adolescents' new digitally mediated subjectivity as it has been shaped by the new media age. Youth possess often unappreciated repertories of practice which allow them to use their imagination and creativity to combine print, visual and digital modes in combinations that can be applied to new educational, civic, media and workplace contexts. This paper reports on research in two middle years classrooms in New York City's Chinatown, where students' design skills were recognised and validated when they were encouraged to critically re-represent curricular knowledge through multimodal design. The curriculum, rather than privileging print-only representations, recognised the linguistic, social, economic and cultural capital that different students brought to school. The findings suggest schools should harness youths' creativity – that often manifests itself through their capital resources – as they integrate and adapt to the new digital affordances acquired through their out-of-school literacy practices.