Search results
1 – 10 of 176Frank Fischer, Elisabeth Bauer, Tina Seidel, Ralf Schmidmaier, Anika Radkowitsch, Birgit J. Neuhaus, Sarah I. Hofer, Daniel Sommerhoff, Stefan Ufer, Jochen Kuhn, Stefan Küchemann, Michael Sailer, Jenna Koenen, Martin Gartmeier, Pascal Berberat, Anne Frenzel, Nicole Heitzmann, Doris Holzberger, Jürgen Pfeffer, Doris Lewalter, Frank Niklas, Bernhard Schmidt-Hertha, Mario Gollwitzer, Andreas Vorholzer, Olga Chernikova, Christian Schons, Amadeus J. Pickal, Maria Bannert, Tilman Michaeli, Matthias Stadler and Martin R. Fischer
To advance the learning of professional practices in teacher education and medical education, this conceptual paper aims to introduce the idea of representational scaffolding for…
Abstract
Purpose
To advance the learning of professional practices in teacher education and medical education, this conceptual paper aims to introduce the idea of representational scaffolding for digital simulations in higher education.
Design/methodology/approach
This study outlines the ideas of core practices in two important fields of higher education, namely, teacher and medical education. To facilitate future professionals’ learning of relevant practices, using digital simulations for the approximation of practice offers multiple options for selecting and adjusting representations of practice situations. Adjusting the demands of the learning task in simulations by selecting and modifying representations of practice to match relevant learner characteristics can be characterized as representational scaffolding. Building on research on problem-solving and scientific reasoning, this article identifies leverage points for employing representational scaffolding.
Findings
The four suggested sets of representational scaffolds that target relevant features of practice situations in simulations are: informational complexity, typicality, required agency and situation dynamics. Representational scaffolds might be implemented in a strategy for approximating practice that involves the media design, sequencing and adaptation of representational scaffolding.
Originality/value
The outlined conceptualization of representational scaffolding can systematize the design and adaptation of digital simulations in higher education and might contribute to the advancement of future professionals’ learning to further engage in professional practices. This conceptual paper offers a necessary foundation and terminology for approaching related future research.
Details
Keywords
Valerie Scatamburlo-D’Annibale, Peter McLaren and Lilia Monzó
The purpose of this paper is to engage some of the central themes of Gayatri Spivak’s seminal essay, “Can the Subaltern Speak? (CSS)” In particular, her criticisms of…
Abstract
Purpose
The purpose of this paper is to engage some of the central themes of Gayatri Spivak’s seminal essay, “Can the Subaltern Speak? (CSS)” In particular, her criticisms of post-structuralism’s treatment of the “subject” as well as its privileging of “discourse” and micrological analyses of power vis-à-vis her discussion of Foucault and Deleuze.
Design/methodology/approach
The paper also draws on a historical materialist approach to examine how Spivak’s own work often reinscribes the discursive and politically pusillanimous tendencies of both post-structuralist and post-colonialist thought.
Findings
This lends itself to the “complexification” of capitalism – a bourgeois form of mystification of capital’s essential workings and the underlying class structure of the globalized economy, inclusive of “postcolonial” societies.
Originality/value
The authors conclude that CSS – while an important question – is ultimately a misdirected one that, in effect, mistakes discursive empowerment for social and economic enablement.
Details
Keywords
This chapter describes a successful research-developed representation construction approach to teaching and learning that links student learning and engagement with the epistemic…
Abstract
This chapter describes a successful research-developed representation construction approach to teaching and learning that links student learning and engagement with the epistemic practices of science. This approach involves challenging students to generate and negotiate the representations (text, graphs, models, diagrams) that constitute the discursive practices of science, rather than focusing on the text-based, definitional versions of concepts. The representation construction approach is based on sequences of representational challenges that involve students constructing representations to actively explore and make claims about phenomena. The key principles of the representation construction approach, considered a form of directed inquiry, are outlined with illustrations from case studies of whole topics in forces and astronomy within several middle-years’ science classrooms. This chapter also outlines the manner in which the representation construction approach has been translated into wider scale implementation through a large-scale Professional Development (PD) workshop program. Issues associated with wider scale implementation of the approach are discussed.
This study aims to present a scaffolding framework incorporating sophisticated technology that can inform instructional design to support student inquiry learning in the…
Abstract
Purpose
This study aims to present a scaffolding framework incorporating sophisticated technology that can inform instructional design to support student inquiry learning in the self-regulated online environment.
Design/methodology/approach
The classic predict, observe and explain (POE) framework has been extended through the incorporation of an additional evaluate (E) phase into the model to enhance the self-regulated online learning environment. The extended POEE scaffolding approach, in this study, has been conceptualized as an implicit guide to support the process of guided inquiry for learning particular science concepts. Digital tools were sourced and integrated into this design framework to substitute for the support typically offered by teachers and peers in classrooms.
Findings
The findings suggest that the POEE pedagogical design facilitated the inquiry process through promoting self-regulation and engaged exploration. It also promoted positive emotions in students towards the scaffolded learning modules.
Originality/value
Integrating technologies that benefit students differentially in educational settings remains a considerable challenge. More specifically, in science education, an appropriate inquiry learning context that allows access to well informed pedagogical design is imperative. The application of this inquiry-based scaffolding framework can inform educators in the process of creating their own instructional designs and contexts to provide more effective guided learning.
Details
Keywords
This chapter uses ethnographic data to explore the embodied aspects of parkour’s practice and how traceurs move around and navigate the city. It draws upon a blend of non…
Abstract
This chapter uses ethnographic data to explore the embodied aspects of parkour’s practice and how traceurs move around and navigate the city. It draws upon a blend of non-representational theory and Lacanian psychoanalysis to explain the attraction to parkour’s intensely embodied, effective and risk-taking practice. It then looks at how the traceurs exist in the interstices of hyper-regulated urban spaces and develop an alternative cartography of the city, which is generated from their situated knowledge and the temporal rhythms and flows in the city centre’s consumer economy. It is argued that this alternative cartography constitutes a spatio-bodily transgression that violates the hyper-regulated city’s command for its subjects to be passive bodies who accept the dominant cartography of the city geared towards consumption.
Details
Keywords
One major aspect of T.D. Wilson’s research has been his insistence on situating the investigation of information behaviour within the context of its occurrence Ö within the…
Abstract
One major aspect of T.D. Wilson’s research has been his insistence on situating the investigation of information behaviour within the context of its occurrence Ö within the everyday world of work. The significance of this approach is reviewed in light of the notion of embodied cognition that characterises the evolving theoretical episteme in cognitive science research. Embodied cognition employs complex external props such as stigmergic structures and cognitive scaffoldings to reduce the cognitive burden on the individual and to augment human problem‐solving activities. The cognitive function of the classification scheme is described as exemplifying both stigmergic structures and cognitive scaffoldings. Two different but complementary approaches to the investigation of situated cognition are presented: cognition‐as‐scaffolding and cognition‐as‐infrastructure. Classification‐as‐scaffolding views the classification scheme as a knowledge storage device supporting and promoting cognitive economy. Classification‐as‐infrastructure views the classification system as a social convention that, when integrated with technological structures and organisational practices, supports knowledge management work. Both approaches are shown to build upon and extend Wilson’s contention that research is most productive when it attends to the social and organisational contexts of cognitive activity by focusing on the everyday world of work.
Details
Keywords
The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other…
Abstract
The ability for learners to interact online via their avatars in a 3-D simulation space means that virtual worlds afford a host of educational opportunities not offered by other learning technology platforms, but their use also raises several pertinent issues that warrant consideration. This chapter reviews the educational use of virtual worlds from a design perspective. Virtual-world definitions are explored, along with their key educational characteristics. Different virtual-world environments are briefly contrasted, including Second Life, Active Worlds, Open Sim, and Minecraft. A wide variety of virtual-world uses in schools and universities are examined so as to understand their versatility. Key educational benefits of virtual worlds are distilled from the literature, such as the ability to facilitate 3-D simulations, role-plays, construction tasks, and immersive learning. Emergent issues surrounding the use of virtual worlds are also analyzed, including cognitive load, safety, and representational fidelity. One higher education and one school level vignette are provided in order to offer more detailed insight into the use of virtual worlds in practice. Recommendations for learning design and implementation are presented, based on the thematic analysis of contemporary virtual-worlds research.
Many organizations struggle to achieve their desired levels of business process flexibility and support. However, these two capabilities conflict with each other and different…
Abstract
Purpose
Many organizations struggle to achieve their desired levels of business process flexibility and support. However, these two capabilities conflict with each other and different tradeoffs have to be made. In this paper, the authors analyze different process conceptualizations and discuss their implications. The authors argue that the conceptualizations people adopt to think (conceptualize) about business processes affect the way they model them, which in turn result in different flexibility-support tradeoffs.
Design/methodology/approach
A set of properties is proposed to compare process conceptualizations: dominant concept, contract, and existential and representational properties. Using these properties, several process conceptualizations are analyzed and integrated in a comparison chart, which highlights different flexibility-support tradeoffs. The storytelling method is adopted to support the analytic process.
Findings
The authors show how different process conceptualizations result in different flexibility-support tradeoffs. The authors suggest that we need to intervene on a set of properties of process conceptualizations to achieve different flexibility-support tradeoffs.
Research limitations/implications
This research contributes to understanding the relationships between process conceptualizations, process modeling, and the flexibility-support tradeoff. A comparison chart helps organizations analyze their desired levels of flexibility and support using a set of properties.
Originality/value
The extent of covered viewpoints makes this study unique in the process management field. Such effort provides a contribution towards a more multidisciplinary discussion of process models, which integrates different process conceptualizations.
Details
Keywords
Veronica Johansson and Jörgen Stenlund
Representations of time are commonly used to construct narratives in visualisations of data. However, since time is a value-laden concept, and no representation can provide a…
Abstract
Purpose
Representations of time are commonly used to construct narratives in visualisations of data. However, since time is a value-laden concept, and no representation can provide a full, objective account of “temporal reality”, they are also biased and political: reproducing and reinforcing certain views and values at the expense of alternative ones. This conceptual paper aims to explore expressions of temporal bias and politics in data visualisation, along with possibly mitigating user approaches and design strategies.
Design/methodology/approach
This study presents a theoretical framework rooted in a sociotechnical view of representations as biased and political, combined with perspectives from critical literacy, radical literacy and critical design. The framework provides a basis for discussion of various types and effects of temporal bias in visualisation. Empirical examples from previous research and public resources illustrate the arguments.
Findings
Four types of political effects of temporal bias in visualisations are presented, expressed as limitation of view, disregard of variation, oppression of social groups and misrepresentation of topic and suggest that appropriate critical and radical literacy approaches require users and designers to critique, contextualise, counter and cross beyond expressions of the same. Supporting critical design strategies involve the inclusion of multiple datasets and representations; broad access to flexible tools; and inclusive participation of marginalised groups.
Originality/value
The paper draws attention to a vital, yet little researched problem of temporal representation in visualisations of data. It offers a pioneering bridging of critical literacy, radical literacy and critical design and emphasises mutual rather than contradictory interests of the empirical sciences and humanities.
Details
Keywords
Jody Clarke-Midura, Victor R. Lee, Jessica F. Shumway and Megan M. Hamilton
This paper aims to be a think piece that promotes discussion around the design of coding toys for children. In particular, the authors examine three different toys that have some…
Abstract
Purpose
This paper aims to be a think piece that promotes discussion around the design of coding toys for children. In particular, the authors examine three different toys that have some sort of block-based coding interface. The authors juxtapose three different design features and the demands they place on young children learning to code. To examine the toys, the authors apply a framework developed based on Gibson’s theory of affordances and Palmer’s external representations. The authors look specifically at the toys: interface design, intended play scenario and representational conventions for computational ideas.
Design/methodology/approach
As a research team, the authors have been playing with toys, observing their own children play with the toys and using them in kindergarten classrooms. In this paper, the authors reflect specifically on the design of the toys and the demands they place on children.
Findings
The authors make no claims about whether one toy/design approach is superior to another. However, the differences that the authors articulate should serve as a provocation for researchers and designers to be mindful about what demands and expectations they place on young children as they learn to code and use code to learn in any given system.
Research limitations/implications
As mentioned above, the authors want to start a discussion about design of these toys and how they shape children's experience with coding.
Originality/value
There is a push to get coding and computational thinking into K-12, but there is not enough research on what this looks like in early childhood. Further, while research is starting to emerge on block-based programming vs text-based for older children and adults, little research has been done on the representational form of code for young children. The authors hope to start a discussion on design of coding toys for children.
Details