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The Magic of Room 24: Searching for the Source of Magic That Occurs When First Graders Share Experiences With Children who Have Severe DisabilitiesJanuary 2015 (has links)
abstract: This visually rich qualitative teacher-action research focuses on the personal learning experience a classroom of first grade students had as they grew in understanding of difference through daily interactions with young friends who have severe disabilities. Each first grader spent 30 minutes, one day a week, visiting the special education classroom down the hall, which was home to their friends who needed total care and spent a majority of their day in a wheelchair.
During these visits, the first graders enjoyed interacting with their friends using a variety of manipulatives, music, movement, games, books, and art. This experience was loosely supervised by the special education teacher after students were given instructions on stations and activities available that day. Upon returning to their classroom, the students reflected on the experience. Reflection for the first few weeks was through oral discussion to build a community feel and common language. Written reflections were later kept in student-created journals.
Though this experience began in the fall, data for this exploration was collected during the Spring semester of the 2013-2014 school year. The following questions guided the design and implementation of this study: 1) How do children make sense of their interactions with children who have severe disabilities, and what do their words reveal regarding their understandings about and across difference?
2) What do interactions between students “look like,” and what can “doing” reveal about human interactions?
Data collection and analysis were informed through a critical, ethnographic-like lens with a participant perspective from the teacher-researcher. Photos and video documentation focused on the hands and feet of the participants to ensure privacy rights. Interviews, journal entries, photo elicitation, and a focus group discussion provided the remainder of the data set after parental permission and participant assent.
Findings are shared visually with an invitation to enter a child’s lifeworld via their voice, both written and verbal. Readers are asked to ponder the evidence through the shared voice and visions and consider the impact of the affective realm on learning and understanding and its significance in all of human interactions—all the selves and all the others. / Dissertation/Thesis / Doctoral Dissertation Curriculum and Instruction 2015
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.-¨-RNDR ¨M3, 4S (“1”) 0F UR^ AVATAR G!RLS*-¨-.; : Virtual Performance Avatar ExperienceDahlén, Marie January 2023 (has links)
This thesis is aimed at investigating virtual embodiment and how it can affect a performer's experience of; and relationship to the physical body. With this auto ethnographic case study I hope to shed some light on the ways virtual reality technology enables critical experiences and what effects these experiences could have, through my own personal journey. The study was conducted in the setting of my home using a Pico 4 VR head mounted display and HTC vive full body tracking. The project used for the case study was an audiovisual pole dance performance that was performed on the platform Neos VR and streamed to Studio 44 in Stockholm. The research is rooted in the artistic field but draws knowledge from psychological and social research on VR as a cognitive and embodied technology. The research methods used to gather and analyse the research material were visual research, phenomenology and deep listening. The data collection consisted of visual and text based data. On the visual data I applied thematic analysis, coding and categorising of the text based data and analysing hyper reflections with a phenomenological approach. I found that the experience of virtual embodiment did change my relationship to my own body in a positive way by feeling more grounded and accepting. I was less anxious about performing and felt more confident in myself. Because of the entanglement of the study it was not possible to solely contribute the outcomes of the effect to virtual avatar embodiment in itself. It did however demonstrate how these VR technologies could be used to enable norm critical experiences by the use of norm critical design applied to avatars challenging beauty ideals and societal norms of performativity. My virtual embodiment and its effects on me can give a unique insight that would benefit developers and users active in these platforms as well as for personal introspection and self development. The study serves as a good base to build future research on and I intend to further elaborate on the extensive research data that was gathered.
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