As the revolutions across the Arab world that came to a head in 2011 devolved into civil war and military coup, representation and history acquired a renewed and contested urgency. The capacities of the internet have enabled sharing and archiving in an unprecedented fashion. Yet, at the same time, these facilities institute a globally dispersed reinforcement and recalibration of power, turning memory and knowledge into commodified and copyrighted goods. In The Arab Archive: Mediated Memories and Digital Flows, activists, artists, filmmakers, producers, and scholars examine which images of struggle have been created, bought, sold, repurposed, denounced, and expunged. As a whole, these cultural productions constitute an archive whose formats are as diverse as digital repositories looked after by activists, found footage art documentaries, Facebook archive pages, art exhibits, doctoral research projects, and ‘controversial’ or ‘violent’ protest videos that are abruptly removed from YouTube at the click of a mouse by sub-contracted employees thousands of kilometers from where they were uploaded. The Arab Archive investigates the local, regional, and international forces that determine what materials, and therefore which pasts, we can access and remember, and, conversely, which pasts get erased and forgotten.
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This paper focuses on utilizing the Celciushouse as an escape room in energy education. In a broader context, it also addresses the incorporation of serious gaming in education. The project is part of COVE SEED. SEED - Sustainable Energy Education, aims to develop innovative vocational education and training, working with experts from five different European regions to phase out fossil fuels and contributing to Europe becoming a fossil free energy continent. SEED is a CoVE (Centres of Vocational Excellence) programme. CoVE’s are part of the Erasmus+ program aiming to establish transnational platforms on, among others, regional development, innovation and inclusion. SEED combines education on various international levels including level 2,3,4, and 6. At this moment, the project ESCAPEROOM IN ENERGY EDUCATION is still in its initial phase. With this paper and the accompanying workshop, we aim to gather insights from other international regions involved in the SEED project collaboration. The acceleration of technological developments means that what is learned today may be outdated tomorrow. Therefore, it is essential for educational institutions to focus on developing general skills such as critical thinking, problem-solving, and the ability to quickly absorb new information. The market demands professionals with modern knowledge and skills. Techniques taught to students today may become outdated tomorrow. Therefore, the ability to learn how to learn is becoming increasingly crucial. Analytical and research skills are therefore gaining importance. It is also essential for students to utilize various learning methods. Not just learning from books but particularly learning from practical experience. Practice-oriented learning, where students gain direct experience in real situations, not only reinforces theoretical knowledge but also develops practical skills that are valuable in the job market. To tackle these problems, serious gaming or the establishment of escape rooms can be a solution.
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The COVID-19 pandemic has changed many aspects of people’s lives, and seems to have affected people’s wellbeing and relation to technology now, and in the future. Not only has it changed people’s lives and the way citizens live, work, exercise, craft and stay connected, the pandemic has also altered the way Human Computer Interaction (HCI) professionals can engage in face-to-face interactions and consequently participatory, human-centered design and research. Limitations in being close to others and having physical, visible and shared interactions pose a challenge as these aspects are typically considered critical for the accomplishment of a transparent, attractive and critical understanding of technology and respective civic and digital engagement for wellbeing. Consequently, the risk now observed is that citizens in the new ‘normal’ digital society, particularly vulnerable groups, are beingeven less connected, supported or heard. Drawing from a study with an expert panel of 20 selected HCI related professionals in The Netherlands that participated on-line (through focus groups, questionnaires and/or interviews) discussing co-creation for wellbeing in times of COVID-19 (N=20), and civic values for conditional data sharing (N=11), this paper presents issues encountered and potential new approaches to overcome participatory challenges in the ‘new’ digital society. This study further draws on project reporting and a ‘one week in the life of’ study in times of COVID-19 with a physical toolkit for remote data collection that was used with older adults (65+, N=13) and evaluated with professionals (N=6). Drawing on such projects and professional experiences, the paper discusses some opportunities of participatory approaches for the new ‘distant’ normal.
Energy transition is key to achieving a sustainable future. In this transition, an often neglected pillar is raising awareness and educating youth on the benefits, complexities, and urgency of renewable energy supply and energy efficiency. The Master Energy for Society, and particularly the course “Society in Transition”, aims at providing a first overview on the urgency and complexities of the energy transition. However, educating on the energy transition brings challenges: it is a complex topic to understand for students, especially when they have diverse backgrounds. In the last years we have seen a growing interest in the use of gamification approaches in higher institutions. While most practices have been related to digital gaming approaches, there is a new trend: escape rooms. The intended output and proposed innovation is therefore the development and application of an escape room on energy transition to increase knowledge and raise motivation among our students by addressing both hard and soft skills in an innovative and original way. This project is interdisciplinary, multi-disciplinary and transdisciplinary due to the complexity of the topic; it consists of three different stages, including evaluation, and requires the involvement of students and colleagues from the master program. We are confident that this proposed innovation can lead to an improvement, based on relevant literature and previous experiences in other institutions, and has the potential to be successfully implemented in other higher education institutions in The Netherlands.