scholarly journals Biographies in talk: A narrative-discursive research approach

2022 ◽  
Vol 2 (1) ◽  
pp. 22-38
Author(s):  
Stephanie Taylor ◽  
Karen Littleton

This paper demonstrates the contribution a synthetic narrativediscursive approach can make to understanding biographical work within a research interview. Our focus is on biographical work as part of the ongoing, interactive process through which identities are taken up. This is of particular interest for people who, for example, are entering a new career and can be seen as “novices” in the sense that they are constructing and claiming a new identity. Following a discussion of the theoretical and methodological background in narrative, discourse analytic and discursive work in social psychology (e.g. Bruner, 1990; Edley, 2001; Potter and Wetherell, 1987; Wetherell, 1998), the paper presents an analysis of biographical talk from an interview study with postgraduate Art and Design students. Our interest is in their identity work, including biographical work, as novices in their fields. The analysis illustrates the approach and the key analytic concepts of, first, shared discursive resources, such as interpretative repertoires (e.g. Edley, 2001) and canonical narratives (e.g. Bruner, 1991), and, secondly, troubled identities (e.g. Wetherell and Edley, 1998; Taylor, 2005a) . It shows how speakers’ biographical accounts are shaped and constrained by the meanings which prevail within the larger society. For our participants, these include established understandings of the nature and origins of an artistic or creative identity, and the biographical trajectory associated with it. The particular focus of our approach is on how, in a speaker’s reflexive work to construct a biographical narrative, the versions produced in previous tellings become a constraint and a source of continuity.

PRASI ◽  
2020 ◽  
Vol 15 (01) ◽  
pp. 10
Author(s):  
Ernawati Ernawati

ABSTRAK           Tujuan penelitian ini untuk  berdiskusi strategi pembelajaran yang oftimal sehingga tercapai tujuan  sesuai dengan visi dan  misi mata kuliah Nirmana 2 (Trimatra) yang tercantum pada kurikulum. Metode pada penelitian ini menerapkan metode tindakan kelas (PTK) dengan pendekatan model PTK dari Kurt Lewin. Nirmana 2 (Trimatra) mempersiapkan mahasiswa untuk memiliki kepekaan rasa, ketajaman analisis visual dan pemahaman mendalam terhadap ilmu dasar seni rupa dan desain. Nirmana berpengaruh terhadap mata kuliah lainnya yang berhubungan denagn teori maupun praktik desain komunikasi visual. Modifikasi strategi pembelajaran nirmana 2 (Trimatra) dengan kontekstual (visual-spasial) dan evaluasi penilaian mampu menjadi poin penting dalam mengatur suasana kelas yang kondusif, meningkatkan kualitas semangat belajar dan menigkatkan pemahaman serta kreativitas mahasiswa untuk berkarya.Katakunci : Nirmana 2,  Spasial, Strategi Pembelajaran, visualABSTRACT          The purpose of this study is to discuss optimal learning strategies so that the objective is achieved under the vision and mission of Nirmana II (Trimatra) courses listed in the curriculum. The method in this study applied classroom action research (PTK) with the research approach from Kurt Lewin, which aimed to explore the strategic roles of the spatial intelligence learning toward the process of students’ creativity development in Nirmala learning. Arts and design students have a close relationship with creativity and sensitivity in which they need preparation in understanding the governance of design elements. Spatial intelligence is an ability to visualize the ideas relating to space and place. Spatial intelligence is an intelligence possessed by most fine art and design students. Nirmana II (Trimatra) prepares students to have a sense of taste, sharpness of visual analysis, and a deep understanding of the basic fine arts and design. Nirmana influences other courses relating to the theory and practice of visual communication design. Modification of the Nirmana II learning strategy (Trimatra) with contextual (visual-spatial) and evaluation assessment can be important points in managing a conducive classroom atmosphere, improving the quality of enthusiasm for learning, and increasing students' understanding and creativity to work. The analysis process is done by collecting data that is measurable.Keywords: Nirmana II, spatial, learning strategies, visual  


Author(s):  
Geraldine McDermott-Dalton

AbstractThe use of portfolios is deeply embedded in practice within Design education. However, as trends change and technology improves, tensions often arise in the interpretation and presentation of the portfolio activity. Additionally, as more and more digital artefacts are produced by design students, the question arises as to whether the traditional portfolio could be accompanied or replaced by an eportfolio, which could present students’ digital artefacts in a structured fashion. This research investigates how students and faculty in the Design Department of one higher education institution might come together to examine and re-model practices in the context of the design portfolio activity. The study uses Cultural Historical Activity Theory with a Change Laboratory methodology and expansive learning to build transformative agency amongst those involved in the design portfolio activity, with a view to reaching consensus of what a future model of the design eportfolio might look like. Findings indicate that the methodology was successful in collaboratively examining work practices and exposing tensions relating to the current portfolio activity. A tentative future model of a design eportfolio was presented to the group, using institute graduate attributes to provide structure. While the lack of a designer’s ‘personality’ when using a generic eportfolio tool was pointed out, it was agreed that having student work available and accessible in a structured digital format was a requirement for today’s design graduate. Finally, this research approach is considered useful for educational research projects that require collaborative input from various stakeholders into changes in work practices.


2018 ◽  
Vol 3 (2) ◽  
pp. 215-222
Author(s):  
Mohd Khairulnizam Ramlie ◽  
◽  
Hanafi Mohd Tahir ◽  
Ahmad Sofiyuddin Mohd Shuib ◽  
◽  
...  

3D animation and modelling has been known as one of the main subjects in the field of Arts and Design in Malaysia. This subject is applicable to all fields in the Faculty of Art and Design, including courses offered at the Universiti Teknologi MARA. As we all know, this 3D subject requires students to have great visual skills. In order to produce an attractive design, students need to have good memory, cognitive, and perceptual skills. However, problems arise when final year students of graphic design and digital media departments are found to be incompetent in that aspect. Thus, this study aims to investigate the problems and identify the most suitable time to apply so that the problems can be solved when students are in their final year of study. Keywords: 3D Image, Education, Multimedia, Cognitive skills


Author(s):  
Merle Hearns ◽  
Jegatheva (Jay Jay) Jegathesan

Art and design students in SL experience the advantages of a visually rich environment where they can take a leading role in their own learning, have the opportunity to create objects that defy real world limitations, are immersive and interactive, and where they are able to collaborate with a community of global art practitioners. The 3D Art Challenges started at the University of Western Australia in Second Life in 2009. Since that time, UWA has rapidly emerged as a central hub of art activity in SL. The story of UWA’s journey into Second Life and a recent survey of past and present participants of the UWA Art Challenges indicate that the environment of a virtual world is well suited to the teaching of art and design skills. The UWA Art Challenges have the potential to be valuable resources for educators and students.


2015 ◽  
Vol 154 (1) ◽  
pp. 15-24 ◽  
Author(s):  
Michele Willson

While social games such as Zynga's FarmVille are often positioned as poor gaming experiences or as disguised financial and data-extraction processes (Bogost, 2010; Rossi, 2009), this article considers social games as part of a wider regime of social interaction and creative identity work. By definition, social games are located within extensive online social networks. Gameplay is thus situated within a number of overlapping contexts: the game, the broader social network and the material conditions of access, including different devices (mobile or desktop) and different locations. Moreover, given widely discussed differences between social game players and console- and PC-based game players (Wohn, 2011: 199), and game-play mechanics, these broader contexts further a reading of social gameplay as part of the diverse millieux of everyday life. The article argues that social games are spaces of creative expression, social dynamics and identity co-creation that cannot be understood without considering their broader contexts.


2016 ◽  
Vol 38 (1) ◽  
pp. 7-29 ◽  
Author(s):  
Mehdi Boussebaa ◽  
Andrew D. Brown

What are the power/identity implications of the increasing Englishization of non-Anglophone workplaces around the world? We address this question using an analytical framework that combines a focus on micro/meso-level processes of identity regulation with attentiveness to the macro-level discourse of English as a global language. Drawing on reflexive fieldwork conducted at a major French university, we show how Englishization is bound up with processes of normalization, surveillance and conformist identity work that serve to discipline local selves in line with the imperative of international competitiveness. Concomitantly, we also show that Englishization is not a totalizing form of identity regulation; it is contested, complained about and appropriated in the creative identity work of those subject to it. Yet, moving from the micro/meso- to the macro-level, we argue that Englishization is ultimately ‘remaking’ locals as Anglophones through a quasi-voluntary process of imperialism in the context of a US-dominated era of ‘globalization’ and ‘global English’. We discuss the theoretical implications of these insights and open some avenues for future research.


2012 ◽  
Author(s):  
Rohana Hamzah ◽  
Kamarudzaman Md Isa

Fakulti Seni Reka dan Seni Lukis (FSSR), UiTM Shah Alam telah ditubuhkan berdasarkan misi pendidikan holistik. Namun, permasalahan utama dalam usaha mencapai misi pendidikan holistik ini ialah penerapan nilai spiritual dalam kalangan pelajar. Maka, tujuan kajian ini ialah untuk menawarkan pendekatan alternatif kepada amalan pengajaran dan pembelajaran sedia ada dengan membangunkan, mengintegrasikan dan menilai keberkesanan interaktif multimedia courseware ke atas tahap pencerahan diri pelajar. Satu instrumen telah dibina untuk mengukur tahap pencerahan diri pelajar dan nilai alfanya ialah 0.93. Kajian ini merupakan kajian kuantitatif dengan mengunakan reka bentuk kajian eksperimental pretest dan (post–test). Seramai 101 pelajar ijazah pertama pada semester tiga telah dipilih sebagai populasi kajian kerana proses pengajaran dan pembelajaran reka bentuk hanya bermula pada semester ini dalam tempoh pengajian mereka di FSSR. Dapatan kajian menunjukkan bahawa tidak terdapat perbezaan yang signifikan bagi tahap pembangunan pencerahan diri bagi kumpulan kawalan tetapi terdapat perbezaan yang signifikan bagi kumpulan interaktif multimedia. Perbandingan di antara kumpulan eksperimen pula menunjukkan terdapat perbezaan yang signifikan tahap pencerahan diri pelajar di antara kumpulan interaktif multimedia dan kumpulan kawalan, di mana min bagi kumpulan interaktif lebih tinggi daripada kumpulan kawalan. Dapatan ini membuktikan bahawa amalan sedia ada dalam pengajaran dan pembelajaran seni lukis dan seni reka tidak mampu meningkatkan tahap pencerahan diri pelajar. Penggunaan teknologi interaktif multimedia telah dapat membangunkan kefahaman dan kepercayaan pelajar terhadap faktor–faktor pencerahan diri dengan lebih berkesan. Kata kunci: Pendidikan holistik; integrasi; pencerahan diri; spiritual; interaktif dalam multimedia The Faculty of Art and Design (FSSR), UiTM Shah Alam was formed based on a holistic education mission. However, the main problem occurred especially in inculcating spiritual values among arts and design students. Therefore, the purpose of this study is to offer an alternative approach to conventional practice in teaching and learning of art and design by developing, integrating and evaluating spiritual–development interactive multimedia courseware and study its’ impact on students self–enlightening level. In order to measure the effectiveness of this interactive multimedia courseware an instrument has been developed and the alpha value is 0.93. The quantitative research method of true experimental pretest–posttest design has been applied. The under–graduate arts and design students in semester three have been chosen as the population of study because the actual design process only begins during this semester of their study program at FSSR. 101 students have been involved in the study. A comparison between the experimental group and the control group shows that there was a significant difference in the self–enlightening level. The mean values for experimental group (interactive multimedia approach group) (4.18) are higher compared to the control group (3.94). This finding also indicates that current practice in arts and design education at the faculty was unable to improve self–enlightening level among art and design students. However, using the interactive multimedia technology can help develop self–enlightening level among them. Key words: Holistic education; integrated; self–enlightening; spiritual; interactive multimedia


2016 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Kuan Chen Tsai

Explicit theories are constructed by experts based on the findings of empirical studies. Implicit theories, on the other hand, are generated from assumptions and ideas held by non-experts. The purpose of the current study was to examine Chinese art and design undergraduates’ perceptions of creativity. The implicit theories of this concept that are held by art and design students are perhaps disproportionately important, in that they might inform creative work in the real world. The current study was a qualitative survey and utilized convenience sampling to recruit 95 participants, all third-year college students in art and design in Macau. The current study was a qualitative survey, distributed online, and consisting of demographic questions and a single open-ended question: “When you hear the word ‘creativity’, what words come into your mind? We found that the majority of the most popular responses seemed to reflect the creativity literature, with <em>new, unique, surprise, and interesting</em>. In addition, among these four attributes, female students were significantly more concerned that creativity should have <em>new</em> and <em>interesting</em> components than their male counterparts did.


Sign in / Sign up

Export Citation Format

Share Document