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Vandaag de dag lijkt de focus van docenten en andere onderwijsontwerpers vooral te liggen op het uitvoeren van het onderwijs. Kortgezegd, we evalueren te weinig terwijl dat juist hard nodig is om ons onderwijs te verbeteren. Als we wel evalueren doen we dat vaak op basis van studentenevaluaties, maar die worden weer als minder betrouwbaar en niet valide gezien. Wil jij simpel en snel inzicht krijgen in manieren waarop je jouw onderwijsontwerp verder kunt ontwikkelen? Zoek je concrete handvatten op maat die je helpen om snel en op een heldere manier te evalueren? Antwoord op deze en andere vragen vind je in deze publicatie van het lectoraat Teaching, Learning & Technology zodat je in zeven minuten weer bent bijgepraat over het ontwerpen, evalueren en door ontwikkelen van je onderwijs.
Gaming Horizons is a EU-funded project that explored the role of video games in culture, the economy and education. We engaged with more than 280 stakeholders through interviews, workshops and webinars.
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The moment of casting is a crucial one in any media production. Casting the ‘right’ person shapes the narrative as much as the way in which the final product might be received by critics and audiences. For this article, casting—as the moment in which gender is hypervisible in its complex intersectional entanglement with class, race and sexuality—will be our gateway to exploring the dynamics of discussion of gender conventions and how we, as feminist scholars, might manoeuvre. To do so, we will test and triangulate three different forms of ethnographically inspired inquiry: 1) ‘collaborative autoethnography,’ to discuss male-to-female gender-bending comedies from the 1980s and 1990s, 2) ‘netnography’ of online discussions about the (potential) recasting of gendered legacy roles from Doctor Who to Mary Poppins, and 3) textual media analysis of content focusing on the casting of cisgender actors for transgender roles. Exploring the affordances and challenges of these three methods underlines the duty of care that is essential to feminist audience research. Moving across personal and anonymous, ‘real’ and ‘virtual,’ popular and professional discussion highlights how gender has been used and continues to be instrumentalised in lived audience experience and in audience research.
A research theme examining diversity and inclusion in video games, using an intersectional perspective and typically addressing issues related to the representation of gender, race, and LGBTQ+ people, but also touching broader topics such as class, age, geographic privilege, physical and neurodiversity, the (unevenly distributed) impacts of the climate crisis, and other aspects of identity.