"So much of the news this year  has been hopeless, depressing and above all confusing. To which the only response is 'Oh Dear' But what this film is going to suggest is that defeatist response has become a central part of a new system of political control and to understand how this is happening you have to look to Russia and to a man called Vladislav Surkov who is a hero of our time. Surkov is one of President Putin's advisors and has helped him maintain his power for fifteen years, but he has done it in a very new way. He came originally from the avant-garde art world and those who have studied his career say that what Surkov has done is import ideas from conceptual art into the very heart of politics."
"Uncertainty may be an important component of the motivation provided by learning games, especially when associated with gaming rather than learning. Three studies are reported that explore the influence of gaming uncertainty on engagement with computer– based learning games. In the first study, children (10–11 years) played a simple maths quiz. Participants chose their preferred reward for a correct answer prior to seeing each question. They could either receive a single point or toss an animated coin to receive 2 points for heads or none for tails. A preference for the uncertain option was revealed and this increased during the quiz. The second study explored the discourse around learning when pairs of participants (13–14 years) competed against the computer in a science quiz. Progress depended on the acquisition of facts but also on the outcomes of throwing dice. Discourse was characterised by a close intermingling of learning and gaming talk without salient problematic constructions regarding fairness when losing points due to gaming uncertainty. A final experiment explored whether, in this type of game, the uncertainty provided by the gaming component could influence players' affective response to the learning component. Electrodermal activity (EDA) of 16 adults was measured while they played the quiz with and without the element of chance provided by the dice. Results showed EDA when answering questions was increased by inclusion of gaming uncertainty. Findings are discussed in terms of the potential benefits of combining gaming uncertainty with learning and directions for further research in this area are outlined."
(Howard–Jones, P. A. and S. Demetriou, 2009)
1). Howard–Jones, P. A. and S. Demetriou (2009). "Uncertainty and Engagement with Learning Games." Instructional Science: An International Journal of the Learning Sciences 37(6): 519–536.
2). Paul Howard–Jones, 2014, radio programme, BBC Radio 4 – The Educators, episode 5 of 8, first broadcast: 10 September 2014.
"THE BIG PICTURE is the theme of the [August 30 to September 3] 2012 Ars Electronica Festival ... Occupying the focal point is the effort to identify all–encompassing images that capture the world that's coming to be, Big Pictures that do justice to the progressive globalization and interrelatedness of our world, ones that capture its contradictions and flaws as well as ways in which people are coming together. By showcasing inspiring best–practice examples from art and science, this year's festival is a call for a new, open–minded way of considering the development of a viable vision of our future – how such a Big Picture ought to be composed and how it might become reality."
(Ars Electronica Festival, 2012)
Fig.1 work of Seiko Mikami "Desire of Codes"
"This paper argues that learning outcomes need to be reclaimed from their current use as devices for monitoring and audit, and returned to their proper use in aiding good teaching and learning. We require a broader, flexible and more realistic understanding of learning outcomes, better suited to the realities of the classroom and of practical use to those teachers who wish to respond to the enthusiasm of their students. To this end, a new model is produced that starts from the idea of an articulated curriculum, and embraces both intended and emergent learning outcomes. The model employs the distinction between predicted and unpredicted learning outcomes, together with the distinction between those that are desirable and those that are undesirable. The resulting account is intended to aid understanding of the nature and proper use of learning outcomes in teaching and learning."
(Trevor Hussey & Patrick Smith, p.357, 2003)
Trevor Hussey & Patrick Smith (2003). "The Uses of Learning Outcomes", Teaching in Higher Education, Vol. 8, No. 3, 2003, pp.357–368, ISSN 1356–2517 (print)/ISSN 1470–1294 (online)/03/030357–12, 2003 Taylor & Francis Ltd., DOI: 10.1080/1356251032000088574
"This is a period of uncertainty and change in HE libraries in terms of institutional systems, user perceptions, globalisation of services and communities and new technologies. Users expect ease of discovery, workflow and delivery influenced by Google and Web2.0. In this context, JISC is working towards an Information Environment for learning, teaching and research, involving deep integration of services and resources within the personal, institutional, national and global landscape.
The precursor JISC and SCONUL Library Management Systems study (April 2008) highlights challenges relating to practice, services and products. Meanwhile ideas are constantly being developed by early adopters, which offer opportunities to understand user expectations, gather professional practice and identify technical demands."
2). Download page for JISC project reports