What are the implications of an increasingly competitive global system of higher education research? In what ways have policy changes to the evaluation and funding of university research impacted on higher education institutions in the UK and in other countries? How do institutional and departmental managers and individual academics organise and manage research to best maximise the gains of being successful in research? The Research Game in Academic Lifeturns a spotlight on the importance of research in determining the reputation and success of universities and the academics who work within them. It provides an overview of the changing policies of funding and evaluating university research during the last twenty years and analyses how this has impacted on the status and hierarchical positioning of universities in the United Kingdom. Comparisons of research policies in other national systems of higher education are also made, with examples from Hong Kong, the Netherlands and Australia. Empirical data is drawn from qualitative case studies of two UK universities and focuses on the way in which the management and organisation of research within these institutions has responded to the demands of economic and accountability pressures and successive rounds of the Research Assessment Exercise. More particularly, the book reflects the human stories and accounts from the individuals who serve to maintain the important research and teaching work of these institutions. The Research Game in Academic Lifeoffers a thoughtful analysis and will make essential reading for researchers, department leaders, policy makers and managers in higher education.
What are the implications of an increasingly competitive global system of higher education research? In what ways have policy changes to the evaluation and funding of university research impacted on higher education institutions in the UK and in other countries? How do institutional and departmental managers and individual academics organise and manage research to best maximise the gains of being successful in research? The "Research Game in Academic Life" turns a spotlight on the importance of research in determining the reputation and success of universities and the academics who work within them. It provides an overview of the changing policies of funding and evaluating university research during the last twenty years and analyses how this has impacted on the status and hierarchical positioning of universities in the United Kingdom. Comparisons of research policies in other national systems of higher education are also made, with examples from Hong Kong, the Netherlands and Australia.; Empirical data is drawn from qualitative case studies of two UK universities; and this book focuses on the way in which the management and organisation of research within these institutions has responded to the demands of economic and accountability pressures and successive rounds of the Research Assessment Exercise. More particularly, the book reflects the human stories and accounts from the individuals who serve to maintain the important research and teaching work of these institutions. The "Research Game in Academic Life" offers a thoughtful analysis and will make essential reading for researchers, department leaders, policy makers and managers in higher education.
"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.
This book is concerned with how individual researchers experience and respond to this scenario. It brings together research and scholarship examining the socio-political context of university research and explores how researchers' perceptions and identities are changed by political and cultural agendas for research.
A controversial look at the positive things that can be learned from video games by a well known professor of education. James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.
Education by Maria Yudkevich,Philip G. Altbach,Laura E. Rumbley
Changing Institutional Policy, Practice, and Academic Life
Author: Maria Yudkevich,Philip G. Altbach,Laura E. Rumbley
The Global Academic Rankings Game provides a much-needed perspective on how countries and universities react to academic rankings. Based on a unified case methodology of eleven key countries and academic institutions, this comprehensive volume provides expert analysis on this emerging phenomenon at a time when world rankings are becoming increasingly visible and influential on the international stage. Each chapter provides an overview of government and national policies as well as an in-depth examination of the impact that rankings have played on policy, practice, and academic life in Australia, Chile, China, Germany, Malaysia, the Netherlands, Poland, Russia, Turkey, the United Kingdom, and the United States. The Global Academic Rankings Game contributes to the continuing debate about the influence of rankings in higher education and is an invaluable resource for higher education scholars and administrators as they tackle rankings in their own national and institutional contexts.
This book examines the power relationships that organize and facilitate quality assurance in higher education. It investigates power in terms of macro systems of accountability, surveillance and regulation, and uncovers the ways in which quality is experienced by academics and managers in higher education. Louise Morley reveals some of the hidden transcripts behind quality assurance and poses significant questions: * What signs of quality in higher education are being performed and valued? * What losses, gains, fears and anxieties are activated by the procedures? * Is the culture of excellence resulting in mediocrity? Quality and Power in Higher Education covers a wide range of issues including: the policy contexts, new managerialism, the costs of quality assurance, collegiality, peer review, gender and equity implications, occupational stress, commodification and consumer values in higher education, performance, league tables, benchmarking, increasing workloads and the long-term effects on the academy. It draws upon Morley's empirical work in the UK on international studies and on literature from sociology, higher education studies, organization studies and feminist theory. It is important reading for students and scholars of higher education policy and practice, and for university managers and policy-makers.
"Die Tryin'" traces the cultural connections between videogames, masculinity, and digital culture. It fuses feminist, psychoanalytic, Marxist, and poststructuralist theory to analyze the social imaginary that is produced by - and produces - a particular form of masculinity: boyhood. The author asserts that digital culture is a culturally and historically situated series of practices, products, and performances, all coalescing to produce a real and imagined masculinity that exists in perpetual adolescence, and is reflective of larger masculine edifices at work in politics and culture. Thus, videogames form the central object of study as consumer technologies of control and anxiety as well as possibility and subversion. Moving away from current games research, the book favors a game-specific approach that unites visual culture, cultural studies, and performance studies, instead of a sociological/structural inspection of the form.
Throughout the industrialised world, universities have undergone remarkable changes since the mid-1980s. In Australia, interest has been intense, and publication of The Enterprise University was very timely. First published in 2001, it was the first systematic study of the Australian system since the momentous Dawkins reforms ten years earlier. The book is grounded in case studies of most of the major Australian universities: the authors interviewed a large number of senior managers. They also have taken account of global trends and have prepared the book in the light of international research on the university as an institution. The authors contend that the modern university can be understood as an 'enterprise university', characterised by corporate-style executive leadership. In a hard-hitting conclusion they propose novel policies and directions for Australia's higher education system.
Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.
This book offers a contemporary account of what it means to inhabit academia as a privilege, risk, entitlement or a failure. Drawing on international perspectives from a range of academic disciplines, it asks whether feminist spaces can offer freedom or flight from the corporatized and commercialized neoliberal university. How are feminist voices felt, heard, received, silenced, and masked? What is it to be a feminist academic in the neoliberal university? How are expectations, entitlements and burdens felt in inhabiting feminist positions and what of 'bad feeling' or 'unhappiness' amongst feminists? The volume consider these issues from across the career course, including from 'early career' and senior established scholars, as these diverse categories are themselves entangled in academic structures, sentiments and subjectivities; they are solidified in, for example, entry and promotion schemes as well as funding calls, and they ask us to identify in particular stages of 'being' or 'becoming' academic, while arguably denying the possibility of ever arriving. It will be essential reading for students and researchers in the areas of Education, Sociology, and Gender Studies.
Games & Activities by Neils Clark,P. Shavaun Scott
An eleven-year-old boy strangled an elderly woman for the equivalent of five dollars in 2007, then buried her body under a thin layer of sand. He told the police that he needed the money to play online videogames. Just a month later, an eight-year-old Norwegian boy saved his younger sister’s life by threatening an attacking moose and then feigning death when the moose attacked him—skills he said he learned while playing World of Warcraft. As these two instances show, videogames affect the minds, bodies, and lives of millions of gamers, negatively and positively. This book approaches videogame addiction from a cross-disciplinary perspective, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology.
Language Arts & Disciplines by Thorsten Quandt,Sonja Kröger
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.
Education by Committee on Science Learning: Computer Games, Simulations, and Education,Board on Science Education,Division of Behavioral and Social Sciences and Education,National Research Council
Author: Committee on Science Learning: Computer Games, Simulations, and Education,Board on Science Education,Division of Behavioral and Social Sciences and Education,National Research Council
Publisher: National Academies Press
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Issues in Biological and Life Sciences Research: 2011 Edition is a ScholarlyEditions™ eBook that delivers timely, authoritative, and comprehensive information about Biological and Life Sciences Research. The editors have built Issues in Biological and Life Sciences Research: 2011 Edition on the vast information databases of ScholarlyNews.™ You can expect the information about Biological and Life Sciences Research in this eBook to be deeper than what you can access anywhere else, as well as consistently reliable, authoritative, informed, and relevant. The content of Issues in Biological and Life Sciences Research: 2011 Edition has been produced by the world’s leading scientists, engineers, analysts, research institutions, and companies. All of the content is from peer-reviewed sources, and all of it is written, assembled, and edited by the editors at ScholarlyEditions™ and available exclusively from us. You now have a source you can cite with authority, confidence, and credibility. More information is available at http://www.ScholarlyEditions.com/.
There is a myth that university leaders have been reborn as chief executives. The authors of University Leadership argue that the reality is both more complex and more ambiguous. Although the managerial and political pressures on university leaders have increased (as have expectations of the institutional leadership they can provide) there is substantial evidence of significant continuity - not simply in who vice chancellors are and what they do - but also in how they conceive their roles; and the donnish monopoly of the top jobs in universities remains virtually unchallenged despite the development of mass higher education. This is a balanced empirical and theoretical study of the present state of institutional leadership in higher education. It draws upon the authors' own research and other international studies, contextualizes the roles of university leaders, and is studded with fascinating data and vignettes about their backgrounds, ideas and day-today practices. It is essential reading for university leaders and managers, senior academics, policy-makers, and scholars of the policy and practice of higher education.
Whether we are competing for a job, building a business or championing a good cause, some days it can feel as if we are trapped in an endless competition for status, wealth or attention. Maybe if we learn to play the game and follow the rules we’ll come out on top. But is life really a finite game – a game of selection and rules, winners and losers, players and spectators? In The Infinite Game, Niki Harré asks us to imagine our world anew. What if we are all part of a different type of game entirely – a game in which playing matters more than winning, a game that anyone can join at any time, a game in which rules evolve as new players turn up – an infinite game? Harré looks at our society (are people pawns or participants?) and ourselves (what kind of player would you like to be?) to offer an inspiring vision of how we might live well together. Deeply informed by psychological research and a life of social activism, Niki Harré’s provocative book teaches us all how we might live life as an infinite game.
Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.
How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers? Gender and Sexuality in Online Game Cultures is a book about female players and their passionate encounters with the online game World of Warcraft and its player cultures. It takes seriously women’s passions in games, and as such draws attention to questions of pleasure in and desire for technology. The authors use a unique approach of what they term a "twin ethnography" that develops two parallel stories. Sveningsson studies "straight" game culture, and makes explicit that which is of the norm by exploring the experiences of female gamers in a male-dominated gaming context. Sundén investigates "queer" game culture through the queer potentials of mainstream World of Warcraft culture, as well as through the case of a guild explicitly defined as LGBT. Academic research on game culture is flourishing, yet feminist accounts of gender and sexuality in games are still in the making. Drawing on feminist notions of performance, performativity and positionality, as well as the recent turn to affect and phenomenology within cultural theory, the authors develop queer, feminist studies of online player cultures in ways that are situated and embodied.