X||dinary Methodologies and Methods
Description
This open access book outlines a series of practice-based methods for undertaking research, particularly with children, young people, and marginalised groups, such as physical computing, gaming engines, virtual/digital materials, and analogue making. Drawing on case studies of research in action with hybrid arts practices and creative uses of digital media, it presents new methodologies and methods that prompt non-standard ontological positions and knowledge building, centred on creative, affective and active responses to educational and societal challenges. In the face of climate emergency and the collapse of mental health, the authors prompt us to turn to our capacity for play and inter-relational performance, integrated with our bodies and imaginations.
An invaluable read for educators at all levels, researchers, artists and designers interested in creative methodological practices beyond the binaries of quantitative and qualitative research, this groundbreaking volume reframes topics and practices from the humanities, arts, media, and education into new, interdisciplinary perspectives.
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Persons
Eleanor Dare is the Convenor of the Cambridge Data Schools, University of Cambridge, UK, as well as an Affiliated Lecturer for Cambridge Digital Humanities. Eleanor has taught Critical Creative Coding and has developed investigative games and installations since 2007. An active developer of games, AI and VR content, they work with industry and academia to research and develop experiential projects involving emerging technologies.
Dylan Yamada-Rice is Professor of Immersive Storytelling and Experience Design in the Centre for Blended Realities at Falmouth University, UK. She is a researcher and artist specialising in play and storytelling for children. Her research sits at the intersection of experimental design and social sciences, focusing on storytelling, games and play on a range of platforms such as apps, augmented and virtual reality, as well as new content for television, all with an emphasis on media for children.
Content
Chapter 1: The Anthropocene.- Chapter 2: Alternative Futures.- Chapter 3: Chaos.- Chapter 4: Sensing.- Chapter 5: Speculate.- Chapter 6: Communicating.