creative technology / new media
[] readme new(s) workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) - creative exploration(s) / serious games / ethic(s) - resource(s) _ # @ !

talk show tell print

SG

afterthought(s)


08/05/2013: so far I found the group a bit slow, and somewhat unresponsive. Many, to my negative surprise, do not have a portfolio ready, and with some exceptions, most portfolios are somewhat shallow. One individual even refused tio use his portfolio for -- uncompleted work -- making the notion of a portfolio as a place to make work in progress available sound almost like an oxymoron. As usual, pressure is needed to get assignments handed in without too much delay. Fortunately, the utopia descriptions look promising, that promising wrt to ideas and issues to tackle. Nevertheless, I will very likely give my stalker/rage lecture next monday, and since students seem not to have a very explorative attitude it will likely come as a surprise!


08/06/2013: Indeed, I did give the lecture, and did a workshop on gamification, whcih had nice results, but learned afterwards, via Gerrit that Vanessa found the group a bit de-motivated. Today, i read the essays and was all in all quite pleased, see my comment(s), however I also learned that some students had problems with the course, as either being too confusing, too slow, or too unstructured. Apperently, nobody read my note on ideas and suggestions:
sites.google.com/site/seriousct12/discussion-s-idea-s
since no one took up mobile AR as a technology or topic.
In a staff meeting I expressed my concern as -- a lack of energy, and possibly skills. But perhaps, I simply do not fit with this group, apart fromsome I find it not easy to connect. Nevertheless, in a discussion with Dennis, I emphasized the importance of skills and practical work, and I still suspect that the students got a bit too much theory that was over their head. Together with a fascination for new technology this may lead to the kind of consumerism that I dislike, intellectual as well as practical.
Monday it will be clear what the students produced, and hopefully it will not be disappointing. I am happy though to see some reflections that are positive towards this course, recognizing the different perspective on issues of play and gaming, as well as the freedom to create stuff that is (also) meaningful to themselves.
2/7/2013: before grading just a few remarks, most importont of which is that although I am (more than expected) satisfied with the overall results, I am worried about the all over lack of energy, and consequently the need to pull or should I say push, to get (even long after the regulatory deadlines, the portfolio(s) and the other material(s), whereas, as appears in the evaluations, students still have the (stupid) arrogance to complain about the lack of supervision and clarity. Interesting, but to be frank, equally annoying, and an indication, personally, that I'd better consider reducing my involvement with the curriculum, because the last thing I want is to be involved with a curriculum that deadens the students into rationally calculating their efforts and exploiting a maximum of tolerated laziness! Perhaps a temporary retreat into an appropriate kind of minimalism is sufficient at this stage.


[] readme new(s) workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) - creative exploration(s) / serious games / ethic(s) - resource(s) _ # @ !

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