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This book provides a series of contemporary and international policy case studies analysed through discursive methodological approaches in the traditions of critical discourse analysis, social semiotics and discourse theory. This is the first volume that connects this discursive methodology systematically to the field of critical policy analysis and will therefore be an essential book for researchers who wish to include a discursive analysis in their critical policy research.
This chapter presents Critical Policy Discourse Analysis (CPDA) which merges critical discourse analysis (CDA) with critical policy studies (CPS). CPDA engages with a discursive analysis of a policy problem, generally drawing on critical discourse analysis for its methodology, in this case Text Oriented Discourse Analysis (TODA). The research addresses the problem of complexity reduction in the process of policy-making and illustrates this with an analysis of the UN Agenda “Transforming the World, the 2030 Agenda for Sustainable Development”, which introduces the sustainable development goals (SDGs). It presents the reader with a detailed example of how to perform a TODA research. It indeed reveals mechanisms of policy reduction such as decontextualization, singularization, a limited spatio-temporal frame reduced to the timespan of the UN. It discusses the potential consequences of this for the effectivity of the SDGs and presents alternative theories and voices that do capture the complexity of real life events. The final section suggests further developments in CPDA and advocates bringing complexity to the fore.
In this article the work of power through discourse in music education in primary schools in the Netherlands is examined. After introducing the central concepts of culture, practice, discourse, and power, the current dominant musical discourse in the Netherlands is presented as expressed in three nested perspectives: the perspective of music as a specialist domain, the perspective of music as (essentially instrumental) performance, and the perspective of music as Art. Then, a central document in current music educational developments in Dutch primary schools is analyzed. It is demonstrated that specifically the perspectives of music as a specialist domain and (partly) music as (instrumental) performance have a strong presence in the document. The article finishes with calling for more attention to the workings of dominant musical discourse in music pedagogical debates.
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This project covers multiple avenues of work on regional, national, and international policy discourse around the entertainment and creative (e.g. artistic) video game sector. Historically, policy makers have been wary of supporting the video game industry, but the diverse and modern video games industry deserves support and investment to build its presence in education, society, and business. Directing this support for the greatest impact requires informed decisions.This work continues the successful research of the Gaming Horizons project and its publications and activities.
GAMING HORIZONS is a multidisciplinary project that aims to expand the research and innovation agenda on serious gaming and gamification. The project is particularly interested in the use of games for learning and cultural development. Gamification - and gaming more broadly – are very important from a socio-economic point of view, but over the past few years they have been at the centre of critical and challenging debates, which highlighted issues such as gender and minority representation, and exploitative game mechanics. Our project’s key contention is that it is important for the European ICT community to engage with design trends and social themes that have affected profoundly the mainstream and ‘independent’ game development cultures over the past few years, especially because the boundaries between leisure and serious games are increasingly blurred. GAMING HORIZONS is a direct response to the official recognition by the H2020 programme of work that multidisciplinary research can help to advance the integration between Responsible Research and Innovation (RRI) and the Social Sciences and the Humanities (SSH). The project’s objective is to enable a higher uptake of socially responsible ICT-related research in relation to gaming. This objective will be achieved through a research-based exchange between communities of developers, policy makers, users and researchers. The methodology will involve innovative data collection activities and consultations with a range of stakeholders over a period of 14 months. We will interrogate the official ‘H2020 discourse’ on gamification – with a particular focus on ‘gamified learning’ - whilst engaging with experts, developers and critical commentators through interviews, events, workshops and systematic dialogue with an Advisory Board. Ultimately, GAMING HORIZONS will help identify future directions at the intersection of ethics, social research, and both the digital entertainment and serious games industries.EU FundingThe 14-month research project 'Gaming Horizons' was funded by the European Commission through the Horizon 2020 research and innovation programme.
In an increasingly complex and rapidly changing world, traditional disciplinary approaches to the framing and resolution of social and economic problems deliver ever diminishing returns.Discussions abound, therefore, about how best to educate and prepare graduates for the fresh challenges of the 21st century.Knowledge Alliances between Higher Education Institutions (HEIs) and enterprises which aim to foster innovation, entrepreneurship, creativity, employability, knowledge exchange and/or multidisciplinary teaching and learning are therefore becoming increasingly necessary and relevant. The challenge is to determine what we should teach in the future and how it should be taught. The changing nature of contemporary society highlights that social issues are often highly complex and multifaceted.The aim of this Action is to demonstrate, through the adoption of Multi-Disciplinary Innovation (MDI) methods, how we can respond to social problems with a design-led approach which has a problem-oriented ethos, supporting positive social change and the development of international public policy discourse. It will be achieved through the establishment of a Pan-European Public Sector Innovation (ePSI) lab. It will prepare students for roles in employment by integrating education programmes into the lab’s operations and it will support agencies that have a role in responding to and developing public policy.COST action on social innovation in labs