130 resultados para alternate reality games


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This article describes the use of an innovative method, reality boxes, to elicit the perspectives of children, ages four to seven years, in state care. Using examples from a broader research project based on children in Northern Ireland, which was concerned with their participation rights, the article considers how the children used the boxes to express their views. Informed by a child rights-based approach, the article highlights the processes and practices involved and concludes by stressing the potential importance of this method, used in the context of this framework, in social work practice with young children.

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Cross-curricularity, literacy and critical literacy are currently promoted as components of a curriculum appropriate for the 21st century. The first two in particular are prescribed elements of classroom experience in Northern Ireland, which is the immediate context of this article, but also more widely in the UK. Teachers are implementing cross-curricular and inter-disciplinary initiatives, but rhetorical imperatives can translate into superficial realities. The reasons for this are explored, as are the reasons why inter-disciplinary studies, literacy across the curriculum and critical literacy are deemed to be of significance for education at the present time. The ‘Making Science: Making News’ project is described, in which Key Stage 3 Science and English classes worked together, with input from a research scientist and a journalist, to produce articles on space science which were published in local newspapers. The outcomes of the project are discussed from the perspectives of both teachers and learners. It is argued that this project is an example of genuine inter-disciplinary activity; that it went beyond literacy skills to a deeper development of scientific discourse; and that, through its media connection, there was potential for building an ongoing awareness in pupils of critical literacy and scientific literacy.

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The work ROTATING BRAINS / BEATING HEART was specifically developed for the opening performance of the 2010 DRHA conference. The conference’s theme ‘Sensual Technologies: Collaborative Practices of Interdisciplinarity explored collaborative relationships between the body and sensual/sensing technologies across various disciplines, looking to new approaches offered by various emerging fields and practices that incorporate new and existing technologies. The conference had a specific focus on SecondLife with roundtable events and discussions, led by performance artist Stelarc, as well as international participation via SecondLife.
The collaboration between Stelarc, the Avatar Orchestra Metaverse (AOM) and myself as the DRHA2010 conference program chair was a unique occurrence for this conference.

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