Since the arrival of cinema, film theorists have studied how spectators perceive the representations that the medium offers to our senses. Early film theorists have bent their heads over what cinema is, how cinema can be seen as art, but also over what cinema is capable of. One of the earliest film theorists, Hugo Münsterberg argued in 1916 that the uniqueness of cinema, or as he calls it photoplay, lies in the way it offers the possibility to represent our mental perception and organisation of the reality, or the world we live in: “the photoplay tells us the human story by overcoming the forms of the outer world, namely, space, time, and causality, and by adjusting the events to the forms of the inner world, namely, attention, memory, imagination, and emotion” (Münsterberg [1916] 2004, 402)
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Recently several attempts were undertaken to unite the field of metaphor studies, trying to reconcile the conceptual/cognition and linguistic/discourse approaches to metaphor (Hampe, 2017b). The dynamic view of metaphor espoused by amongst others Gibbs (2017a) as a way to unify the field of metaphor studies is said to converge on findings and theoretical predictions found in cognition and discourse approaches. The author argues this focus on dynamical models to explain the multi-scale socio-cognitive aspects of metaphor as an emergent phenomenon is not robust enough. Complexity and dynamical systems are merely a modelling technique to deploy theory for empirical testing of hypotheses; a dynamic view of metaphor needs a coherent background theory to base its dynamic modelling of metaphor in action on (Chemero, 2009). I argue that it can be successfully based on the ecological-enactive framework available within the modern paradigm of 4E cognitive science. This framework makes possible explanation of both 'lower' cognition and 'higher' cognition emerging in the interaction of an organism with its environment. In addition, I sketch how recent theoretical insights from ecological-enactivism (Baggs and Chemero, 2018) concerning Gibson's notion of environment apply to the attempted unification of the field of metaphor studies. I close by suggesting how an understanding of metaphor as an ecological affordance of the socio-cultural environment can provide a rich basis for empirical hypotheses within a dynamical science of metaphor.
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This article examines how the human perception of knowledge is structured in the empirical world. It is often argued by scientists that facts in this empirical world can be perceived, which makes us believe that this world is an objective world. However, the human way of making sense of the world is individual and embodied, which causes the creation of an individual world for every human: a body-world. The empirical world is in this case a shared space for multiple bodies that agree on the causality of certain events and objects in that space. Every body-world therefore has its own partial perspective on the knowledge in this shared space, which is formed by the physiology of the body, the cultural background, and the identity of the person. The theater has the power, through the techniques of re-enactment and disruption, to give its audience insight in other situated knowledges from different partial perspectives. It can therefore connect different situated knowledges and create ecological knowledge: the awareness of the connected network of knowledges that is produced in various body-worlds on what is happening in the shared space. Only then can we emancipate knowledge and embrace the various partial perspectives that this shared space of body-worlds has to offer.
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from the article: "We present a case study as part of an investigation into the value of Embodied theory for the design of mixed physical digital interactive products. An interactive light system was designed that empowers an independent living person with an Autistic Spectrum Disorder (ASD) in managing domestic activities. Reflecting on the case we develop our vision of Embodied Functionality (EF). Designing for EF goes beyond ‘distributing’ information technology in the environment. It aims at creating interactive physical digital products that play a functional role (i.e. become part of) a person’s embodied being‐in‐the- world, involving a person’s identity. It does so by utilizing existing structure and by supporting action ‐perception couplings, reflection in- and on action and autonomy in social coordination. EF opens up an alternative design space holding the promise of a more successful appropriation of interactive (assistive) products into people’s everyday lives. "
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The purpose of this study was to provide insight into the interplay between student perceptions of competence-based assessment and student self-efficacy, and how this influences student learning outcomes. Results reveal that student perceptions of the form authenticity aspect and the quality feedback aspect of assessment do predict student self-efficacy, confirming the role of mastery experiences and social persuasions in enhancing student self-efficacy as stated by social cognitive theory. Findings do not confirm mastery experiences as being a stronger source of self-efficacy information than social persuasions. Study results confirm the predictive role of students’ self-efficacy on their competence outcomes. Mediation analysis results indicate that student’s perceptions of assessment have an indirect effect on student’s competence evaluation outcomes through student’s self-efficacy. Study findings highlight which assessment characteristics, positively influencing students’ learning, contribute to the effectiveness of competence-based education. Limitations of the study and directions for future research are indicated.
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Self-efficacy is een belangrijk begrip uit de sociaal cognitieve theory van Bandura (1997) en duidt op het geloof dat mensen hebben in hun kunnen om een bepaalde taak in een toekomstige situatie succesvol uit te voeren. Self-efficacy van leraren duidt op het geloof van leraren in hun kunnen om het leren van studenten positief te beïnvloeden. Leraren met een hoge mate van self-efficacy hebben een sterkere positieve invloed op de prestaties, de motivatie en schoolattitude van leerlingen, dan leraren met een lage mate van self-efficacy. Daarom is het van belang dat lerarenopleidingen aandacht besteden aan het ontwikkelen van self-efficacy bij hun studenten. Omdat binnen het competentiegerichte opleiden van leraren assessments een belangrijke plaats innemen, wordt in deze dissertatie onderzocht hoe assessment de self-efficacy van studenten beïnvloedt en hoe vervolgens de lerarencompetenties worden beïnvloed. Allereerst is onderzocht van welke factoren binnen het hoger onderwijs is gebleken dat deze de self-efficacy van studenten positief beïnvloeden. Hieruit bleek dat de self-efficacy van studenten wordt verhoogd als zij succeservaringen opdoen en als zij verbaal worden ondersteund door hun omgeving. Van deze bevindingen zijn 2 factoren afgeleid die van kenmerkend zijn voor een competentie assessment en die in deze dissertatie nader worden onderzocht. De eerste factor is de authenticiteit van een assessment, dit duidt op de mate waarin tijdens een assessment zaken worden getoetst die belang zijn voor het beroep van leraar. De tweede factor is de feedback die aan studenten wordt verstrekt tijdens het assessment. Om de invloed van deze factoren op de self-efficacy van studenten te kunnen meten, is er een self-efficacy vragenlijst ontwikkeld, specifiek gericht op 1e jaarstudenten van een lerarenopleiding. Omdat studenten in het 1e jaar werken aan de ontwikkeling van 6 competenties, is het instrument bedoeld om de self-efficacy van studenten met betrekking tot de zes lerarencompetenties (interpersoonlijk, pedagogisch, vakinhoudelijk en didactisch, organisatorisch, samenwerking met collega’s en reflectie en ontwikkeling) te diagnosticeren. Uit studie twee bleek dat de vragenlijst voldoende betrouwbaar en valide is om het diagnostisch instrument te gebruiken tijdens de begeleiding van studenten. Tevens kwam uit deze studie enig bewijs voor de stelling dat studenten aan een lerarenopleiding beginnen met een globale ongedifferentieerde self-efficacy, en dat als zij ervaringen opdoen met lesgeven er een verdere differentiatie van hun self-efficacy plaatsvindt. In de derde studie werd de kernvraag van deze dissertatie onderzocht. Hieruit bleek dat naarmate de studenten, de prestatie die zij bij het assessment moeten leveren als authentieker ervaren, des te sterker dit hun self-efficacy van de 6 competenties beïnvloedt. Verder bleek dat naarmate studenten de kwaliteit van de verstrekte feedback als hoger ervaren, des te sterker dit hun self-efficacy op 4 van deze 6 competenties beïnvloedt. Tenslotte bleek uit deze studie dat de genoemde assessment-factoren de leerresultaten van studenten op de lerarencompetenties indirect beïnvloeden, dit houdt in dat de assessmentfactoren de self-efficacy van studenten beïnvloeden en dat de self-efficacy van studenten vervolgens van invloed is op leerresultaten van studenten op de lerarencompetenties. In de vierde studie zijn enkele resultaten uit de derde studie diepgaand onder de loep genomen. Door een aantal studenten te interviewen is onderzocht hoe de ervaringen die studenten opdoen tijdens een assessment bijdragen aan hun self-efficacy. Hieruit bleek dat de genoemde assessmentfactoren tijdens zowel de voorbereidingsfase, de interviewfase als de feedbackfase van het portfolio competentie assessment, de self-efficacy van studenten positief beïnvloeden. Voortkomend uit de onderzoeksresultaten, worden op het einde van de dissertatie enkele adviezen voor lerarenopleidingen beschreven.
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The design of health game rewards for preadolescents Videogames are a promising strategy for child health interventions, but their impact can vary depending on the game mechanics used. This study investigated achievement-based ‘rewards’ and their design among preadolescents (8-12 years) to assess their effect and explain how they work. In a 2 (game reward achievement system: social vs. personal) x 2 (game reward context: in-game vs. out-game) between-subjects design, 178 children were randomly assigned to one of four conditions. Findings indicated that a ‘personal’ achievement system (showing one’s own high scores) led to more attention and less frustration than a ‘social’ achievement system (showing also high scores of others) which, in turn, increased children’s motivation to make healthy food choices. Furthermore, ‘out’-game rewards (tangible stickers allocated outside the game environment) were liked more than ‘in’-game rewards (virtual stickers allocated in the game environment), leading to greater satisfaction and, in turn, a higher motivation to make healthy food choices.
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Earlier research argues that educational programmes based on social cognitive theory are successful in improving students’ self-efficacy. Focusing on some formative assessment characteristics, this qualitative research intends to study in-depth how student teachers’ assessment experiences contribute to their self-efficacy. We interviewed 15 second year student teachers enrolled in a competence based teacher educational programme. Thematic content analysis results reveal that the assessment characteristics ‘authenticity’ and ‘feedback’ exert a positive influence on student teachers self-efficacy during all phases of the portfolio competence assessment. The results provide a fine-grained view of several types of self-efficacy information connected with these assessment phases.
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A considerable amount of literature on peer coaching suggests that the professional development of teachers can be improved through experimentation, observation, reflection, the exchange of professional ideas, and shared problem-solving. Reciprocal peer coaching provides teachers with an opportunity to engage in such activities in an integrated form. Even though empirical evidence shows effects of peer coaching and teacher satisfaction about coaching, the actual individual professional development processes have not been studied extensively. This article offers a way to analyze and categorize the learning processes of teachers who take part in a reciprocal peer coaching trajectory by using the Interconnected Model of Teacher Professional Growth as an analytical tool. Learning is understood as a change in the teacher's cognition and/or behavior. The assumption underlying the Interconnected Model of Teacher Professional Growth is that change occurs in four distinct domains that encompass the teacher's professional world: the personal domain, the domain of practice, the domain of consequence and the external domain. Change in one domain does not always lead to change in another, but when changes over domains do occur, different change patterns can be described. Repeated multiple data collection methods were used to obtain a rich description of patterns of change of four experienced secondary school teachers. The data sources were: audiotapes of coaching conferences, audiotapes of semi-structured learning interviews by telephone, and digital diaries with teacher reports of learning experiences. Qualitative analysis of the three data sources resulted in two different types of patterns: including the external domain and not including the external domain. Patterns of change within a context of reciprocal peer coaching do not necessarily have to include reciprocal peer coaching activities. When, however, patterns do include the external reciprocal peer coaching domain, this is often part of a change process in which reactive activities in the domains of practice and consequence are involved as well. These patterns often demonstrate more complex processes of change.
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This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes.
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