An important goal of educational designers is to achieve long-term transfer of learning that is the learner's application of newly acquired competencies. Extensive research during more than a century shows that especially in formal educational settings this fundamental aspect of education often occurs poorly or not at all, leading to what is called a Transfer Problem. To address this transfer problem, the present study examines intentions to transfer learning to multiple contexts; this focus on multiple transfer contexts extends previous research focusing on a single transfer context, typically the workplace. The present study aimed to estimate the influence of five organizational variables (peer support, supervisor support, opportunity to use, openness to change, and feedback) on pre-training intention to transfer prospective learning in two different transfer contexts: study and work. Participants were 303 students at an open university starting a digital course in information literacy. The model was tested using structural equation modelling. The results indicated that before starting the course supervisor support and feedback were considered the strongest predictors of intention to transfer new learning in both the study and the work contexts. This research is amongst the first in the training literature to address multicontextuality and examines intentions to transfer generic competences to the two transfer contexts study and work within one single study.
MULTIFILE
Audience studies is not the vibrant field it was in its 1980s and early 1990s heyday. Cultural studies today has a more balanced interest in production, audiences and texts. A renewed focus in audience studies on everyday meaning production, identity and relations of power could benefit from recent developments. Theorization of power especially has benefited from recent work on governmentality. In accord with recent work on ‘affect’, there is an opportunity for renewed vitality and urgency. Was audience studies damaged beyond repair by the charge that it is a populist field that celebrates rather than interrogates everyday media culture? Could a concept such as cultural literacy provide a bridge to help re-establish the critical credibility of audience studies or would it burden this field with its implied notions of standards, distinction and cultural exclusion? The article discusses recent work with youth audiences to inquire into the possibilities of ‘critical literacy’. It proposes taking up questions and insights raised by affect theory, to merge appreciation, criticism and understanding of the forces that drive (the possibility of) change, and to embed critical literacy in cultural studies’ ongoing interest in the construction of (cultural) citizenship.
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This article is about the Virtual Reality-Head Mounted Display (VR-HMD) as a model for contemporary ways of disciplining. The VR-HMD makes the observer discipline herself through the triggering of performance. Through specific strategies the VR-HMD addresses the body of the observer to perform in the mixed reality that is constructed in the interaction between the body and the VR-HMD. These strategies consist of approaches by the hardware developers and content creators to manage the subjectivity and visuality of the observer. Today’s body is not disciplined through formatted technics of the VR-HMD, but through self-disciplining of the observer’s active performance. This article will unravel the strategies within the game The Elder Scrolls V: Skyrim VR on the Playstation VR that are used to control the visuality and subjectivity. Through her interaction in the game the observer also becomes aware of her body and the ways that it is disciplined in. In the end, this article will argue that the VR-HMD should not only be understood as a strategic device that can discipline a neoliberal subject, but that the VR-HMD is a supercomplex intervention that could help us to become more corporeal literate of our bodies in the age of digital media.
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