Critical Media Literacy for Sports Technology Design

Critical Media Literacy for Sports Technology Design
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体育技术设计的批判媒体素养

DOI:
10.1145/3545947.3576261
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发表时间:
2023
期刊:
Special Interest Group in Computer Science Education (SIGCSE
影响因子:
--
通讯作者:
Smith, Michael
Smith, Michael
中科院分区:
--
文献类型:
--
作者:
Smith, Michael

文献摘要

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这项工作是正在进行的体育、技术和学习课程的一部分,计算机科学专业的学生和学生运动员在体育技术的背景下学习技术开发、构思、设计和原型的不同方面。在发展这些技术技能的同时,该课程还利用与体育相关的各种媒体来研究和讨论利用这些媒体作为背景因素来决定要建造什么以及为什么建造。媒体对体育的描述以及技术在叙事和创新创作中的作用,往往是一种未被充分研究的方式,以加深对种族、性别和能力等众多现象的社会结构的理解。在这张海报中,我们展示并讨论了一项试点作业,使用批判性媒体素养(CML)原则作为在课堂上参与媒体讨论的明确工具,以及它如何影响学习者对技术思维、设计和评论的理解和实践。当学生参与到为课程收集的媒体时,如电影和电视、会议和期刊文章以及体育新闻,他们用课程内容吸引课外人员,并以各种形式(例如,写作、播客、视频、绘图等)记录这些参与。整个季度的讨论都在继续,旨在培养学生对体育和技术交汇处的背景的认识,这将为他们的最终设计项目提供指导。
This work is part of an ongoing Sports, Technology, and Learning class where computer science students and student-athletes learn different aspects of technological development, ideation, design, and prototyping in the context of sports technologies.Alongside developing these technical skills, this class also takes advantage of various media related to sports to examine and discuss utilizing such media as a contextualizing factor in deciding what to build and why. Media depictions of sports and the role of technology in the creation of narratives and innovation is an often under-examined way of furthering understandings about the social construction of numerous phenomena like race, gender, and ability. In this poster, we present and discuss a pilot assignment using Critical Media Literacy (CML) tenets as an explicit tool for engaging with media discussions in class and how it can impact learners' understandings and practices around technology ideation, design, and critique.As the students engage with the media collected for the course, such as films & television, conference & journal articles, and sports journalism, they engage people outside of the class with course content and document the engagements in an assortment of formats (e.g., writing, podcasting, videos, drawings, etc.). The discussions continue throughout the quarter, aiming to develop the student's awareness of a context at the intersection of sports and technology that will inform their final design projects.