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The purpose of this literature study was to obtain an overview of previous civic literacy projects and their characteristics as primarily described in educational science literature. Eighteen academic articles on civic literacy projects in higher education were studied in detail and coded using the qualitative data analysis instrument, Atlas.ti. The codes and quotations compiled were then divided in various categories and represented in a two-axis model. The definitions of ‘civic literacy’ found in the literature varied from an interest in social issues and a critical attitude to a more activist attitude (axis number 1). The analysis of the literature showed that, especially in more recent years, more students than citizens have benefited from civic literacy projects in higher education (axis number 2). The visualization of the findings in the two-axis model helps to place civic literacy projects in a broader frame. The final authenticated version is available online at https://doi.org/10.1007/978-3-030-13472-3_9
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To what extent can the application of blockchain technologies be employed toward civic empowerment, organizing local civic and circular economies, reinstating trust in civic institutions, or, perhaps, creating entirely new types of institutions?
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In January 2022 the new Dutch Civic Integration programme was launched together with promises of improvements it would bring in facilitating the ‘integration’ of newcomers to the Netherlands. This study presents a critical discourse analysis of texts intended for municipalities to take on their new coordinating role in this programme. The analysis aims to understand the discourse in the texts, which actors are mobilized by them, and the role these texts and these actors play in processes of governmental racialization. The analysis demonstrates shifting complex assemblages are brought into cascades of governance in which all actors are disciplined to accept the problem of integration as a problem of cultural difference and distance, and then furthermore disciplined to adopt new practices deemed necessary to identify and even ‘objectively’ measure the inherent traits contributing to this problematic. Lastly, the analysis displays that all actors are disciplined to accept the solution of ‘spontaneous compliance’; a series of practices and knowledges, which move the civic integration programme beyond an aim of responsibilization, into a programme of internalization, wherein newcomers are expected to own and address their problematic ‘nature’, making ‘modern’ values their own.
PUBLIC PLAY SPACE promotes innovative and creative practices for the co-design of inclusive, cohesive and sustainable public spaces, through the use of games and digital technologies, in a transnational and European perspective, fostering the process of placemaking.Participation of citizens in the design of the public space is recognized as fundamental to build inclusive, cohesive and sustainable public space. As local governments grow more and more interested in civic participation, it becomes important to explore available methodologies addressing challenges related with participatory processes. Games have been proposed since the 1960s as a means of facilitating participatory processes by enabling cooperative environments to shape and support citizens’ interaction. The change led by Information and Communication technologies opens the debate on how advanced technologies, from video games to Virtual and Augmented Reality can help to open the process of co-creation to new audiences, enhancing citizen participation, both with respect to the design and space usage. PUBLIC PLAY SPACE aims to explore the process of development and use of innovative video-games for public space co-design through a wide range of actions targeted at education, knowledge production, debate rising and audience development; it will focus on the following actions:- On-line platform development;- State of the art book development;- 3 Creative & Capacity building workshops on advanced video-games co-development;- 3 Open-Game Events / Public space co-creation workshops with citizens (T: Neighbourhood associations, young people, citizens);- A Co-created touring exhibition on Games for placemaking, taking place in 6 cities;- 1 symposium on games for co-design;- Public Play Space experience book.