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Design ecologies exercise: the Innovation Landscape Matrix
This chapter on sustainable design pedagogy shares the Innovation Landscape Matrix (ILM) as a tool for understanding design ecologies and making visible the systemic interactions that connect across multiple scales. Students use contextualizing questions in their design process before engaging with the Innovation Landscape Matrix. The ILM maps product, service, and system against materials, people, and structures. Each box of the matrix poses different questions to consider, helping students to see current dominant areas of design focus – often in the area of products and materials. This work helps reveal gaps in the landscape when thinking about relationships between products, services, and systems and the contexts in which they operate. This exercise positions an ecosystem perspective as central to design learning
The artistry of teaching in higher education: practical ideas for developing creative academic practice
Introducing a fresh approach to conceptualising and actioning high-quality teaching in higher education, this essential volume fills a gap in current literature by expanding beyond the mere ‘delivery’ of teaching. Instead, it offers an evidence-based discussion of ‘artistry’ and demonstrates how this may be applied successfully within a higher education setting to enable better student learning. Key concepts such as improvisation, embodiment, knowing oneself and one’s students, and a compassionate and relational approach to facilitating learning are unpacked throughout
Investigating performances of commercial banks in the UK by using grey relation analysis
This study employs Grey Relational Analysis to assess the financial performance of commercial banks in the UK banking
system. The main aim of the study is to identify influential indicators that have an impact on the banks’ performance.
Identifying influential indicators helps banks determine strategies, capitalize on strengths, address weaknesses, and assure stakeholders of their resilience and profitability in dynamic markets. Using data from 2020 to 2022, five categories— profitability, interest ratio, liquidity and funds, asset quality, and capital adequacy—were analysed. This period was chosen to reveal the impact of Covid-19 on the performance of banks in the UK. Barclays plc consistently emerges as a top performer, showcasing robust financial management. Nationwide Building Society maintains stable performance with strengths in asset quality and funding. Lloyds Banking Group demonstrates stability with good profitability and capital adequacy. Santander UK plc exhibits fluctuating performance. NatWest Group plc shows moderate fluctuations, while HSBC Holding plc and Standard Chartered plc face specific challenges. According to the results of this study, Grey Relational Analysis (GRA) is a useful tool that aids strategic decision-making and risk management. It benefits the banking sector by supporting profitability, stability, and performance. Effective interest rate management is a significant factor in
maintaining stability during market fluctuations. High asset quality strengthens bank performance, while efficient liquidity management is crucial for the sustained success of banks
Children’s awareness of sound-symbolism and the inclusivity of current phonics teaching within English schools
Panther Panther live at The Jam Jar
Experimental setup of electronic music hardware to perform Cumbia-Dub with traditional Latin-American instrumentation
Panther Panther live performance
Exploring improvisation in live electronic music with Cumbia-dub aesthetics
The streaming curve: streaming, the S curve and super-abundance
Among their predictions for developments in the music industry in 2023, the music and entertainment industry research and analysis company, MIDiA Research, suggested that 2023 would mark the end of the era of disruption. Digital streaming platforms (DSPs) such as Spotify are no longer the insurgent disruptors, rewriting the rules on access to music by creating new markets for music consumption and new opportunities for creators to connect with and build their audiences. Instead, as industry incumbents, it may be that DSPs themselves are now in danger of being disrupted themselves by a range of challenges and new industry paradigms.
This chapter tracks the development, and current challenges facing the conventional streaming models and uses the virologist Jonas Salk’s theory of the ‘S curve’ to articulate a pattern of change in streaming over its more than 25 year history. In the early 1980s, Salk, along with his son, developed the notion of the S curve as a way of looking at social and economic development, proposing that societal development does not always move forward in a straight line. If we apply the S curve’s basic principles of rapid growth, slow-down and plateau to streaming’s developmental trajectory, then the image of a ‘streaming curve’ enables us to understand the complexities of this trajectory, and to consider the likelihood and potential characteristics of any oncoming transition
Completing the progression establishing an international baseline of primary, middle and secondary students’ views of scientific inquiry
Knowledge of scientific inquiry (SI) is considered essential to the development of an individual's Scientific Literacy (SL) and therefore, SI is included in many international science education reform documents. Two previous large scale international studies assessed the SI understandings of students entering middle school and secondary students at the end of their formal K-12 science education. The purpose of this international project was to use the VASI-E to collect data on what primary level students have learned about SI in their first few years of school. This study adds to previous research to bridge the landscape of SI understandings now with representation from primary, middle and high school samples. A total of 4,238 students from 35 countries/regions spanning six continents participated in the study. The results show that globally, primary students are not adequately informed about SI for their age group. However, when compared with the students in the previous international studies (grades seven and 12), the primary students' understandings were surprisingly closer to the levels of understanding of SI of the secondary school students than those in the seventh grade study
Ulster Kitchen Comedy: ‘a faithful if unpleasant picture of the national fragments’
This chapter focuses on the genre of Kitchen Comedy in early twentieth-century Ulster, and how this genre provided at once a source of popular entertainment and a forum for dramatising social anxieties and tensions. It first considers the origin of Kitchen Comedy in the activities of the Irish Literary Theatre and its importance to Irish theatre traditions before moving on to examine the development of the form by the most well-known and successful of the early twentieth-century Ulster playwrights George Shiels and Joseph Tomelty. The plays of these writers defied the expectations of both the Irish and the British theatrical establishments, but they were nevertheless popular throughout Ireland and repeatedly produced on the major stages of both Belfast and Dublin. The chapter seeks to restore these writers to the historical record. It argues that Ulster Kitchen Comedy provides a striking example of the potential of popular stage performance to interact with social mores, challenge orthodoxies and re-frame established cultural narratives
Super Mario (un)making: towards the preservation of digital play practices
This thesis puts forward an approach to the preservation of videogames through a singular
case study of Nintendo’s Super Mario Maker (SMM) released exclusively for the Nintendo
Wii U console in September 2015. Videogames are a significant part of our culture and our
everyday lives. As with other popular cultural forms, there is an urgent need to think about
how videogames are being remembered, documented and preserved. Yet herein lies the
problem. For how does one preserve a practice? This thesis argues that attempts to preserve
videogames as playable objects are, conversely, further contributing to their effacement.
Videogame preservation appears to fixate on the technical object. Rather than attempt to
approach SMM as a singular identifiable entity, this thesis considers videogames as
discursive practices and/as sociotechnical assemblages. Its proposed method of study is to
trace the contours of videogame play through the cultural records produced by those who
play them. Its explicative method utilises the medium of video. Through tracing the multiple
trajectories of SMM play, this study moves to highlight how dominant play styles (and, to
this end, dominant players) shape our cultural memory. Whilst there is no “right” way to play SMM, hegemonic discourses influence what kind of play is valorised and consequently,
whose histories of play are likely to remain