Regenring academic writing. Case Study 1: Collages

Q2 Arts and Humanities
T. Burns, S. Sinfield, S. Abegglen
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引用次数: 4

Abstract

The starting point of our re-genering experiment was to bring together two of our core research interests: our belief in the emancipatory power of ludic and multimodal practice and our desire to empower those widening participation students often labelled as ‘deficit’. We, as learning developers and educationists, started by welcoming and valuing students for who they were, rather than remediating them because of what they were not. Our teaching started with their strengths and assets: their commitment and engagement; and what they could do and what challenge they could rise to without the need for the specific cultural and academic capital typically already possessed by the traditional, middle-class student. The present article and mini-case studies (see also ‘Cabinet of Curiosity’ pp. 211–15, ‘Games and Board Games’ pp. 261–66, ‘Digital Storytelling’ pp. 275–78 and ‘Multimodal Exhibition’ pp. 291–303) present some of the ludic work we have undertaken with our students. This article contains Case Study 1.
复兴学术写作。案例研究1:塌陷
我们重生实验的出发点是将我们的两个核心研究兴趣结合在一起:我们对滑稽和多模态实践的解放力量的信念,以及我们对那些经常被称为“赤字”的学生扩大参与的愿望。作为学习开发者和教育家,我们从欢迎和重视学生的本来面目开始,而不是因为他们的不足而纠正他们。我们的教学从他们的优势和资产开始:他们的承诺和参与;不需要传统中产阶级学生所拥有的特定文化和学术资本,他们能做什么,能面临什么挑战。本文和小型案例研究(参见《Cabinet of Curiosity》第211-15页、《Games and Board Games》第261-66页、《Digital Storytelling》第275-78页和《Multimodal Exhibition》第291-303页)展示了我们与学生一起开展的一些有趣的工作。本文包含案例研究1。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Journal of Writing in Creative Practice
Journal of Writing in Creative Practice Arts and Humanities-Visual Arts and Performing Arts
CiteScore
0.50
自引率
0.00%
发文量
8
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