When learning must contribute to resilience, and community cocreative learning ismore effective than direct instruction. This position paper draws on Hannah Arendt’s VitaActiva: Labor, Work, and Speech and Action. Labor is about meeting basic needs and creating a ‘home’ where life is good. Work concerns creating languages and culture and therefore an artificial world. Speech and Action involve organizing society and engaging in politics. Linkinglearning and education to the Vita Activa, an educational picture emerges that mainly focuses on Labor and Work, with a strong emphasis on direct instruction and the acquisition of skills and knowledge. Speech and Action, e.g., the development of ideas and working together for a better world, remain underdeveloped in education. Direct instruction may be efficient, but it is not effective in view of our overall development as human beings. Space is needed for idea development, co-creation, knowledge building, and dialogical learning.
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Serious gaming is an interdisciplinary and co-creative research methodology, which allows participants to proactively engage in role-playing and co-creating strategies. During the gameplay session, various game mechanisms trigger individual, social, and collective learning outcomes of the players, which in the end can lead to a change in the individual belief system towards the subject. Despite demonstrating its applicability in other complex domains, such as maritime spatial planning or urban development, an investigation into the applicability of serious games within the tourism domain is scarce. In conceiving the process of tourism planning as a strategic plan with dependent actors, resources, objectives, and challenges in a multi-layered decision-making process, creating or re-creating such strategic games can be beneficial to promote the understanding and change of belief systems among stakeholders. A particularly critically question is how serious gaming is able to generate qualitative research inquiries in order to shed more light on the complexities of the tourism destination planning process. Destination planning research can profit from new disruptive methods, such as serious gaming, for a more experimental and explorative approach in understanding the interconnectedness of tourism stakeholders, as well as estimations of short and long-term impact of decisions on a destination. By enabling strategic conversation about tourism planning issues, serious gaming functions as a strategic learning tool that provides opportunities for individual and community learning. Besides practical and conceptual implications, a set of future research avenues are provided that will enhance the qualitative research paradigm.
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Workshop EAPRIL Conference, November 26 - 28, Hasselt
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Due to the need to present information in a fast and attractive way, organizations are eager to use information visualisations. This study explores the collision between the different experts involved in the production of these visualisations using the model of trading zones supplemented with the learning mechanisms found in the boundary crossing literature. Results show that that there is not one single good solution to effective interdisciplinary cooperation in the field of information visualisation. Rather, all four types of cooperation that we distinguish – enforced, dominated, fractionated, and attuned – might work well, as long as they are adapted to the situation and the participants accept the constraints of the specific cooperation type they are engaged in. In any case the involved experts and initiators have to understand and incorporate approaches that enhance the cocreative, iterative nature of the production process. In surveying the different forms of collaboration we detect two major forms of trading zones: the one that encompasses the collaboration between an external client and a designer (external trading zone) and the trading zones within an organization between content producer and designer (internal trading zone). Both mechanisms of identifying each other’s expertise and coordinating the different tasks in the production process seem beneficial for the production process.
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Considering recent calls for change towards a more liveable tourism academia, critical participatory action research is combined with duoethnography to develop The Academic Line—a humorous comic project about academic life. Traditional theories of humour are used to leverage the effectiveness of comics as communicative devices and explored how and to what extent the project promoted solidarity, reflexivity, well-being, and change. This study reveals the concrete commitment to fostering change within and potentially improving academia, and to experiment with a form of communication, which is still underexplored in the scholarly sphere but fruitfully applied in other contexts to raise awareness of and prompt discussion about crucially important issues.
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Train today’s students for tomorrow’s jobs and let today’s professionals develop themselves alongside the progress in their field - these are the two most urgent demands we need and want to meet in vocational education. However, the world is changing so rapidly that the focus of Universities of Applied Sciences (UAS) only on the design of initial education is no longer enough. Education must connect with industry, governments, NGOs and population in a more intensive and permanent manner.In the Northern Netherlands, in particular in the city of Groningen, higher and secondary vocational education are aware of this urgency. Therefore, knowledge institutions have innovatively developed formal partnerships with industry, governments, population and social organisations in their field. What stands out most is the cooperative model in which education institutions, local governments, citizens and entrepreneurs steadily collaborate within a single organisation, a new type of company. This is a business model where education and research cooperate with hundreds of companies, civil society organisations and social organisations in the city and the region. Each level has its own form: a Regional Cooperative for the region and a Community Cooperative for the neighbourhood. In this brochure we would like to introduce you to these forms of collaboration.
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The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.
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Although it is advocated that end-users are engaged in developing evidence-based injury prevention training to enhance the implementation, this rarely happens. The ‘Implementing injury Prevention training ROutines in TEams and Clubs in youth Team handball (I-PROTECT)’ uses an ecological participatory design incorporating the perspectives of multiple stakeholders throughout the project. Within the I-PROTECT project, the current study aimed to describe the development of holistic injury prevention training specifically for youth handball players through using knowledge from both end-users (coaches and players) and researchers/handball experts. Employing action evaluation within participatory action research, the cyclical development process included three phases: research team preparation, handball expert-based preparation and end-user evaluation to develop injury prevention training incorporating both physical and psychological perspectives. To grow the knowledge of the interdisciplinary research team, rethinking was conducted within and between phases based on participants’ contributions. Researchers and end-users cocreated examples of handball-specific exercises, including injury prevention physical principles (movement technique for upper and lower extremities, respectively, and muscle strength) combined with psychological aspects (increase end-user motivation, task focus and body awareness) to integrate into warm-up and skills training within handball practice. A cyclical development process that engaged researchers/handball experts and end-users to cocreate evidence-based, theory-informed and context-specific injury prevention training specifically for youth handball players generated a first pilot version of exercises including physical principles combined with psychological aspects to be integrated within handball practice.
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