choosing their own lecture: power relations in the lecture room participation
TRANSCRIPT
Choosing their own lecture: power relations in the lecture room
Participation
Disciplinary Concepts
Iteration in Programming
• May simply show / step through the code.• May show the effect.• May show pseudo-code.• Lots of different types of iteration.• Iteration in the real world.• Etc…
Choose Your Own Adventure
• Childhood• Bantam Books (1979-1998)• Fighting Fantasy– Steve Jackson and Ian Livingstone - Games Workshop
• Reader choice– Placing you in the footsteps– Power and control – cheating
• Barrowcliff Stories (Nye, 2008)
Motivation
• Student motivation & participation• Control– Web 2.0 and the changing media ecosystem– Impact on traditional media channels
• Effective engagement– Student experience
• Questions over what a lecture is or should be– Expositor & Discursive [1]
Related Research
• Lectures, Stories & Narrative structures– Limited research focused on physical non-linearity
• Narrative (linear/non-linear & branching)• Multimedia resources for l&t– Programmatic branching structures for storytelling
– Erasmatron [2] & Dramatica [3]– Branching hypermedia content [4]– Film & Video Games [5][6]
Process & Demonstration
Choice
• Student Findings• Practitioner Reflections• Jump to Discussion
Conclusions
• Time required• Control
• Choice +• Ownership+• Engagement+• Web 2.0 world
• Explore Further Work (Y/N)
References[1] Exley, K. and Dennick, R. (2004). Giving a Lecture: From Presenting to
Teaching. Routledge, ISBN: 978-0415307192[2] Crawford, C. (1999). Assumptions Underlying the Erasmatron Interactive
Storytelling Engine. Proceedings of the AAAI Fall Symposium on Narrative Intelligence. Menlo Park, CA, USA, pp 112-114.
[3] Phillips, M.A. and Huntley, C. (2002). Dramatica: A New Theory of Story. Write Brothers, Inc, ISBN: 978-0918973047.
[4] Horney, M.A. (1991). Uses of Hypertext. Journal of Computing in Higher Education, Vol 2(2), pp.44-65
[5] Vardi, G. (1999). Navigation Scheme for Interactive Movies with Linear Narrative. Hypertext 99, Darmstadt, Germany, pp.131-132
[6] Gaylean, T.A. (1995). Guided Navigation of Virtual Environments. Symposium on Interactive 3D Graphics. Monterey, CA, USA, pp. 103-104
Further Work
• Re-use
• The Wild Thing– http://wildthing.sanm.hull.ac.uk/
• YouTube Videos– hullunilecturer