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Embracing Artificial Intelligence in Education: Falmouth University's Innovative Approach
Falmouth University in Cornwall is accepting artificial intelligence as an innovative toolset for education, adopting an “embrace and understand” position. This will ensure our students not only benefit from its rapid growth but also become aware of its dangers; including the consequences of over-reliance on technology over personal knowledge and skills. Its adoption is guided by three principles: authenticity; responsibility; and accountability. In service of authenticity, course teams will track the evolution of assessment practices in line with novel technologies students will encounter in the future. In service of responsibility, academics will need to consider how to integrate artificial intelligence into learning experiences to avoid undermining the learning outcomes they seek to asses and students will need to avoid undermining the development of their own competencies. In service to accountability, the institution will convey strong messaging to students regarding the professionalism of their creative practice and how to evidence their craft. Towards this end, clear baseline boundaries about what is and what is not acceptable in our assessments are being drafted and communicated. In the longer term, we seek to explore strategies for robust assessment, harnessing artificial intelligence to enhance the student experience and respond to the change in the labour market
Nadelik
A formally experimental, pedagogical theatrical production, adapted from Christmas in Cornwall and performed in the ancient Plen an Gwarry tradition which places the audience centre stage and free to move at any point. The family show features radical audience interaction, puppetry, key word sign assistance and an original bi-lingual Christmas Carol (with accompanying scores). The show was originally developed in 2023 with support from Falmouth University, FEAST, Cornwall Library Service and Hall for Cornwall’s Get
Creative and has gained further support from the Cornwall and Isles of Scilly Shared Prosperity Fund and National Maritime Museum Cornwall. Nadelik continues to run annually across multiple venues Cornwall, including theatres, schools, libraries and museums
Culture, Craft, Couture: Imane Ayissi creates Glamour…
Imanye Ayissi. 1,000-word illustrated article on the work of the Cameroonian fashion designer who uses artisan and unusual materials for haute couture
Patchworked and Quilted Aesthetics: Recycling, Reclaiming, Reworking, Reusing, Repairing, Repurposing, Reinterpreting, Representing
Once More With Feeling: Recycling, Reclaiming, Reworking, Reusing, Repairing, Repurposing, Reinterpreting, Representing. 1,000-word illustrated article on reworking materials for sustainable fashion – Alexander McQueen’s patchwork aesthetic for A/W 2020/21; Glasgow-based fashion designer Siobhan McKenna of ReJean where recycled denim is given another life; Greg Lauren’s S/S 2021 Menswear inspired by the Gee’s Bend quilters. Published by Selvedge. March/April 2023 ‘Make Do’ issue No. 111 (pages 50 - 55)
Accepted - 29 November 202
The Train Home
A prose poem about memory, as the narrator returns home to Cornwall on the train
Do You Believe in Magic?
Book review of
Art is Magic, Jeremy Deller (Cheerio)
Magic and Modernism, Rupert White (Antenna)
The Transcendent Brain, Alan Lightman (Pantheon
Typologies and Features of Play in Mobile Games for Mental Wellbeing
Background: The smartphone market is saturated with apps and games purporting to promote mental wellness. There has been a significant number of studies assessing the impact of these digital interventions.
Motivation. The majority of review papers solely focussed on the impact of strict rules and award systems of the apps. There is comparatively little attention paid to other game techniques designed to encourage creativity, a lusory attitude, and playful experiences.
Results. This gap is addressed in this paper in a consideration and analysis of a purposive selection of six mobile games marketed for wellbeing, our focus is on both external and internal motivations that these games offer. Our specific interest is how these games balance rule-based play with creativity. We find that ludic play is a highly-structured, rule-bound, goal-oriented play, in contrast to paedic play which a freeform, imaginative, and expressive. We argue that while ludic play is purposed towards the promotion of habit formation and generates feelings of accomplishment, it nonetheless relies heavily on extrinsic motivation to incentivise engagement. By contrast, paidic play, specifically role-playing, improvisation, and the imaginative co-creation of fictional game worlds, can be used effectively in these games to facilitate self-regulation, self-distancing, and therefore provides intrinsically-motivated engagement.
In the context of games for mental wellbeing, ludic play challenges players to complete therapeutic exercises, while paidic play offers a welcoming refuge from real world pressures and the opportunity to try on alternate selves.
Conclusion: Our intention is not to value paidic play over ludic play, but to consider how these two play modalities can complement and counterbalance each other to generate more effective engagement