Dit rapport beschrijft de trends in binnen- en buitenland op het gebied van Open Educational Resources. Dat gebeurt aan de hand van twaalf artikelen van Nederlandse experts op het gebied van open leermaterialen in het hoger onderwijs. Ook bevat het rapport twaalf intermezzo’s met spraakmakende voorbeelden.
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This conceptual article argues for a broader view of the role of events in social systems. When analyzed as social phenomena, events can be seen as social actors that have the potential to both sustain and transform social systems. The maintenance of social systems is often reliant on iterative events, regularly occurring celebrations that tend to confirm social structures. In contrast, pulsar events have the potential to transform social structures. In this sense events can be seen as actors that have important influences on social systems, particularly in linking localized small world networks with the global space of flows. These ideas are explored through the case of Barcelona, which illustrates the interplay between these different types of events in their total portfolio, and how the extension of ritual in the sense of Collins can also contribute to the generation of new relationships and practices in the contemporary network society. Barcelona is examined as an eventful city in which the alternation of continuity through iterative events and change through pulsar events contributes to increasing the network effects of events.
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This paper contributes to the blended learning paradigm for educational events in a leisure context, where organisers and participants can no longer rely on a linear approach for knowledge transfer and learning (Robinson, 2011; Giacalone, 2001) in a non-linear world (Castells, 2000). With the design of meaningful experiences at the core of Leisure Studies and of Events as their sub-field (Richards, G., Marques, L. & Mein, K., 2016), it is appropriate to investigate experiential learning and the role of blended learning in the participants’ experience, in a leisure context. The qualitative methodology focuses on in-depth, semi-structured interviews held with students enrolled in leisure studies and tourism management programmes who took part in the World Leisure international field school, which takes place biennially as a satellite event to the World Leisure Congress. The findings indicate that constructing a tailored blended learning experience in an educational event within a leisure context has a positive impact on the participants’ learning experience and knowledge transfer, extending it in terms of time and spaces. This research has relevant implications for practitioners, academics and designers targeting blended learning environments in educational events in leisure-related contexts.
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This introduction to the special issue on events as platforms, networks, and communities reviews recent research on these subjects. It outlines the previous work of the ATLAS Events Group in developing a “network approach to events,” as well as conceptualizing the differences between event networks and platforms.
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This chapter argues that critical discourse analysis (CDA) provides a fruitful methodology for CES. This is due both to its eclectic, abductive research methodology that engages in a dialogue between, theory(ies), methodology(ies), data and the socio-historical context (Reisigl and Wodak 2009). Secondly, CDA, like other critical approaches, adopts a layered approach to research methodology, focusing from the global to meso and micro aspects of an event, or from social structures, to social institutions and social events, always considering the discursive as being both constituted by and constitutive of social structures. It will illustrate this through a brief description of the discourse-historical dimension in CDA which assumes a distinction between content analysis, the analysis of discursive and argumentative strategies and, finally, the analysis of linguistic features (Reisigl and Wodak, 2001). Those basic assumptions will be illustrated through the description of a theoretical-methodological framework recently employed for the study of the Occupy movement in Spain (Montesano Montessori & Morales Lopez, forthcoming). It shows how a framework was assembled that brought social constructivism, narrative analysis, rhetoric and finally the discourse theoretical concept of ‘rearticulation’ together in order to analyse how the Occupy movement helped Spanish citizens to gain agency and voice. In: R Lamond I., Platt L. (eds). Critical Event Studies. Leisure Studies in a Global Era. Palgrave Macmillan, London
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How lecturers in higher education handle, or curate, educational resources during course design, has become increasingly important with the growing amount of digitally available educational materials. Despite the recognition of curation in educational literature and the development of two conceptual models, there is a lack of empirical knowledge of lecturers' actual curational practices. Through 23 semi-structured interviews at a Dutch University of Applied Sciences, this study identified six categories of distinguishable but interconnected activities that constitute lecturers' curational behaviour, taking place within the context of course design. These activities are: searching for resources, assessing and selecting resources, creating and editing resources, structuring resources, sharing resources, and soliciting feedback. The findings suggest that lecturers underemphasize the construction of a narrative that relates the resources and are providing students with little didactical support when sharing the resources. This paper offers an empirical a foundation for educational curation and suggests directions for future research to inform lecturers’ course design practices and enhance support for lecturers in this critical task.
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This qualitative study explores how leisure events can facilitate the creation of new narratives by analysing the case of the Kaya Kaya festival in Otrobanda, Curaçao. Kaya Kaya has played an instrumental role in transforming the dominant narrative of Otrobanda from a stigmatised area, perceived as problematic, to a vibrant, artistic neighbourhood. Through interviews and participatory workshops, including collage making, the study provides a nuanced view of how the event enabled narrative change by engaging the local community and altering physical spaces through murals and other art forms. It also examines the consequences of this narrative shift for the place, community, and individuals. The paper contributes to event studies by applying a narrative approach to understand the social value of events and by demonstrating how they can foster new, positive narratives for neighbourhoods. Ultimately, the study reveals that the new, progressive narrative remains incomplete, as a result of narrative construction.
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Educational escape rooms (EERs) are increasingly used in education as learning innovations for non-digital and game-based learning (GBL) since EERs positively influence student motivation. They are common in educational fields where skills developments are vital such as STEM subjects and healthcare. However, EERs are marginally implemented in entrepreneurship education (EE) because there is a lack of evaluated design elements to guide the creation of EER in this context, which hampers their wider adoption. Therefore, in this study, we evaluated design elements for EERs in EE. We are particularly concerned with experiential EE since EERs are well suited for experiential learning. We used a research-through-design approach and created an EER based on 11 design elements derived from the literature on social cognitive theory, entrepreneurship competence, and gamification. We created and evaluated the EER in two cycles with two diverse groups of students at a university of applied sciences in the Netherlands. We contribute to the literature and practice of experiential EE by presenting evaluated design elements for EERs. We show which design elements work well and which do not. We also present a comprehensively designed EER that educational professionals can implement in their experiential EE programs.
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Het organiseren van grootschalige festivals laat voorlopig nog op zich wachten, musea mogen alleen open voor kleine groepen en winkels hebben een strikt deurbeleid. Met deze fysieke beperkingen nemen kansen voor organisaties om (potentiële) klanten aan zich te binden aanzienlijk af. Het lectoraat Crossmedia van de Hogeschool van Amsterdam onderzoekt welke rol virtual reality (VR) kan spelen bij het verrijken van klantervaringen en het overbruggen van de fysieke afstand tussen organisatie en klant. Daarbij richt zij zich specifiek op de vraag of er middels VR waardevolle verbintenissen tot stand kunnen komen tussen deelnemers en events, bezoekers en musea én tussen klanten en winkels. Een vraag die nu, in de 1,5 meter samenleving waar wij ons in bevinden, relevanter is dan ooit.
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Abstract Educational escape rooms (EERs) are live-action, team-based games used to teach content-related and generic knowledge and skills. Instead of students just playing the EER, we believed that giving them the opportunity to create their own EERs would augment the learning efects of this teaching method. We report on the feasibility, evaluation, and lessons learned of our assignment on an opioid epidemic-based EER. This original teaching method appealed to most students, but the workload was evaluated to be too high. Our lessons learned include the need for sufcient (extrinsic) motivation, careful explanation of the assignment, and small group sizes.
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