Community Engaged Scholarship (CES) aims to develop mutually beneficial relationships between educational and research institutions and communities. In this project, we understand CES as a commitment to engaging in projects which acknowledge power imbalances and give space to discuss aspects of diversity, decolonization and inclusion with students engaged within them. With many projects being organized in the community as part of Occupational Therapy education, it is important to reflect on the ethics within working with communities, and the role of educators in facilitating them.This workshop is hosted by a group which aims to develop a resource toolkit for occupational therapy educators engaging with communities in education. The toolkit aims to facilitate critical reflection prior to and during community projects on aspects related to organizational issues and theoretical perspectives, as well as critically examining the curriculum, including the hidden curriculum. The workshop will present the findings of a pedagogical project which examined current experiences of students and teachers who have been involved in community projects as part of occupational therapy education grounded in multiple international settings. Participants will engage with the findings, discussing them in a fishbowl format and their relation to potential future guidelines for an educators’ tool-kit.
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We developed and piloted a course, called Changemakers, that supported interdisciplinary student-led action groups to identify social and environmental sustainability challenges and influence systemic change. By exposing students to dynamic and complex issues from multiple stakeholder perspectives, Changemakers aimed to empower students to find and use their voice and agency to make a difference in society. Students need knowledge and skills to navigate societal challenges, address SDGs and build confidence and creativity to change the status quo (Lozano, 2017; Raelin, 2009). Changemakers provided a playful and safe learning environment to explore societal challenges, form inclusive and sensitive judgments, and enact interventions for change. Students developed self-efficacy (Bandura, 2001) that were encouraged to be autonomous and self-directed in their learning (Morris, 2019). Through learning-by-doing, students gained a set of leadership and change management skills that can be applied to a variety of professional settings in local and global contexts.
Over the last two decades, institutions for higher education such as universities and colleges have rapidly expanded and as a result have experienced profound changes in processes of research and organization. However, the rapid expansion and change has fuelled concerns about issues such as educators' technology professional development. Despite the educational value of emerging technologies in schools, the introduction has not yet enjoyed much success. Effective use of information and communication technologies requires a substantial change in pedagogical practice. Traditional training and learning approaches cannot cope with the rising demand on educators to make use of innovative technologies in their teaching. As a result, educational institutions as well as the public are more and more aware of the need for adequate technology professional development. The focus of this paper is to look at action research as a qualitative research methodology for studying technology professional development in HE in order to improve teaching and learning with ICTs at the tertiary level. The data discussed in this paper have been drawn from a cross institutional setting at Fontys University of Applied Sciences, The Netherlands. The data were collected and analysed according to a qualitative approach.
The project Decolonising Education: from Teachers to Leading Learners (DETeLL) aims to develop a multi-site approach for interventions towards inclusion and decolonisation in order to change the hierarchical nature of higher education in the Netherlands. DETeLL identifies the model of the ‘traditional teacher’ as embodying the structural exclusions and discriminations built into the classroom and proposes the figure of a ‘Leading Learner’ as a first step towards a radical change in the educational system. In collaboration with the education departments in the Theatre and Dance Academy at ArtEZ, the post-doc will build up a research and teaching programme that engages with students and teachers in the faculty to create a prototype of an inclusive and diverse educational practice. RELEVANCE: Education should be the critical space in which changes occur in order to shape best possible futures. In DETeLL’s acceptation, decolonisation refers to a complete change in the way of thinking and behaving. It does not refer only to the urgency of dealing with historical colonial legacies embedded in society, but also to the subversion of the deeply oppressive colonial culture that (also unconsciously) regulates public and private living, whether this is related to gender, race, class or sexuality issues. RESULTS: 1) Create a theory and practice-based scientific base-line of decolonisation and art education; 2) Provide a definition of ‘Artist educator as Leading Learner’ following a practice- based methodology of intervention; 3) Design and Pilot a new teaching programme for theatre education at ArtEZ to be then upscaled to all educational departments in a follow-up project); 4) Produce a strong interdisciplinary and international output plan: 3 academic publications, 2 conferences, 4 expert group workshops. NETWORK: ArtEZ; University of Amsterdam (UvA); Ghent University; UCHRI; Hildesheim University; Cape Town University. The partners will serve as steering committee through planned expert group meetings.
Postdoc research project Transformation through Interactive Narrative DesignMedia psychologist dr. Christian Roth's postdoc project Transformation through Interactive Narrative Design (TIND) is part of the Professorship Performative Creative Processes, the school Games & Interaction, and the Expertisecentrum Onderzoek, Innovatie en Internationalisering (OOI). Here, Christian interweaves education and practice-oriented research. He studies the artistic, pedagogical and academic perspectives regarding the power of transformation through applied Interactive Narrative Design (IND).Within the two-year postdoc research project TIND, Christian studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers, such as game and interaction designers, to enable them to create more effective artefacts.Why interactive narrative design?IND offers agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. As such, it carries the potential to create and emotional impact and spark transformative change. This enables interactors to explore different points of view and to feel the weight of their own choices and consequences. This, in turn, allows for a more thorough understanding of complex multi-stakeholder issues, which could have a significant impact on the success of emerging artistic, and learning applications.The TIND project will enable designers through an interdisciplinary approach, including applied game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.A good example for offering different perspectives on a complex topic is the narrative simulation Mission Zhobia: Winning the Peace, which is used for the training of peacekeepers. Or the news game, I am Mosul, which aims to raise awareness around the effects of war by bringing it close to home: choose your Dutch city and make choices on how to survive if the war was there. And the interactive story Adventures with Anxiety offers a new understanding by letting interactors play anxiety embodied within a wolf. IND is a complex and challenging interdisciplinary field in which design knowledge from other media can often not be directly transferred. As a new medium, it introduces new affordances in technique and user experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications.The planned output is a collection of design tools and methods for interdisciplinary workshops and courses, which can be integrated into different curricula at the HKU, thereby enhancing existing programs while enabling the refinement of training methods. Once completed, this postdoc project delivers a training method with multiple applications designed to harness the power of interactive storytelling for transformative personal and societal impact.ColloborationsThe research project is directly embedded in the curriculum of the HKU schoolGames & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry.More informationAre you interested to learn more about the postdoc research project Transformation through Interactive Narrative Design? Get in touch with Christian Roth: christian.roth@hku.nl
Within TIND, Christian Roth studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers to enable the creation of more effective artefacts. Interactive Narrative Design (IND) is a complex and challenging interdisciplinary field introducing new affordances in technique and user-experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences. HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications. The research project is directly embedded in the curriculum of the HKU school Games & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry. Outcomes will be shared via an interactive website and events.