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  • This multidisciplinary collection probes ways in which emerging and established scholars perceive and theorize decolonization and resistance in their own fields of work, from education to political and social studies, to psychology, medicine, and beyond

  • Paix, pouvoir et droiture : un manifeste autochtone, qui tire sa structure des chants rituels de la cérémonie de condoléances rotinohshonni, appelle toutes les Premières Nations à prêter attention aux messages des ancêtres afin de développer une philosophie visant à contrer l'assimilation. L'essai de Taiaiake Alfred est un véritable plaidoyer en faveur de droits et de l'autodétermination des peuples autochtones. Ce manifeste se veut avant-gardiste proposant des pistes de réflexion inédites ayant significativement participé à améliorer la compréhension des enjeux des Première Nations de l'Amérique du Nord.

  • Indigenous and decolonizing perspectives on education have long persisted alongside colonial models of education, yet too often have been subsumed within the fields of multiculturalism, critical race theory, and progressive education. Timely and compelling, Indigenous and Decolonizing Studies in Education features research, theory, and dynamic foundational readings for educators and educational researchers who are looking for possibilities beyond the limits of liberal democratic schooling. Featuring original chapters by authors at the forefront of theorizing, practice, research, and activism, this volume helps define and imagine the exciting interstices between Indigenous and decolonizing studies and education. Each chapter forwards Indigenous principles - such as Land as literacy and water as life - that are grounded in place-specific efforts of creating Indigenous universities and schools, community organizing and social movements, trans and Two Spirit practices, refusals of state policies, and land-based and water-based pedagogies.--publisher's description.

  • En esta charla conversaremos sobre las luchas históricas por la reivindicación de los derechos del pueblo afro que están detrás de su estética, específicamente en dos de sus expresiones femeninas: el turbante afro y el pelo natural, los cuales han servido como elementos de resistencia para la pervivencia de las prácticas y costumbres ancestrales. Como parte de la exposición temporal del Museo del Oro 'A bordo de un navío esclavista, La Marie-Séraphique' (que se presentó en Bogotá del 7 de octubre de 2018 al 7 de abril de 2019) hablamos en el museo sobre algunos peinados ancestrales, como la espina de pescado, las tropas, el hundidito, el ciempiés y la vicha, y sobre los usos, significados y modelos de los turbantes afro, como la cadena del esclavo, la autoridad, el kitambala, el enkeycha y el doek. El termino mata ‘e pelo surge de las expresiones propias de nuestras ancestras, que se referían al pelo afro cómo una gran mata (árbol), frondosa, incontrolable y rizada, que requería unos cuidados particulares por su condición crespa, abundante y diversa. El cuerpo de la mujer negra, raizal y palenquera ha estado históricamente ligado a las luchas por la reivindicación de los derechos del pueblo afro, siendo la mata ‘e pelo el elemento estético que más las ha transmitido. Entre las personas de ancestros africanos, la estética del pelo afro se remonta a un pasado cargado de lucha y resistencia, pues las trenzas fueron usadas para la elaboración de mapas que marcaban el camino a la libertad de los cimarrones. Las mujeres se reunían en el patio para peinar a las más pequeñas. Diseñaban en su cabeza un mapa lleno de caminitos y salidas de escape, en el que ubicaban los montes, ríos y árboles más altos. Así, al verlas, los hombres sabían cuáles rutas tomar. Su código, desconocido para los amos, les permitía a los esclavizados huir. El balance humano de la trata de cautivos africanos a través del Atlántico es dramático: con una inmensa brutalidad, desplazó a 13 millones de hombres, mujeres y niños entre la segunda mitad del siglo XVI y finales del siglo XIX. #ElMuseoDelOroTambiénEsAfro Producción Banco de la República Realización Santiago Martínez

  • Este trabajo presenta los resultados de la investigación Imágenes de lo extraordinario: monstruos americanos del siglo XVI, proceso de creación artística desarrollado por los estudiantes del Semillero de Investigación en Artes Visuales (SINAV) del programa de Artes Visuales de la Universidad Nacional Abierta y a Distancia (UNAD) entre 2018 y 2019. Para analizar de manera crítica e histórica la construcción de identidades sobre lo latinoamericano, se tomó como marco de análisis la representación de lo monstruoso en los relatos y las imágenes construidas por los cronistas de Indias en el siglo XVI, los cuales marcaron procesos de marginalización cultural, construcción de subjetividades y dinámicas de poder, y presentaron al habitante americano como una otredad que estaba fuera de los límites de la cultura dominante occidental. Se presentan los postulados teóricos sobre lo monstruoso como marco para el análisis histórico y la creación de obra, con una metodología de trabajo colaborativo y en gran parte virtual. Posteriormente, se exponen algunos resultados de la investigación histórica que dan paso a detallar el proceso de creación de obra que culminó con la exposición de la instalación audiovisual Imágenes de lo extraordinario, así como con una amplia serie de ilustraciones contemporáneas sobre lo monstruoso y un producto digital en formato página web donde se presenta una cartografía de lo monstruoso en América Latina y se recogen las memorias de todo el proyecto. This work presents the results of the research Images of the Extraordinary: American Monsters of the 16th Century, artistic creation process developed by the students of the Research Seedbed in Visual Arts (SINAV, for its initials in Spanish) of the Visual Arts program of Universidad Nacional Abierta y a Distancia (UNAD) between 2018 and 2019. With the objective of analyzing, in a critical and historical way, the construction of identities on Latin American matters, the representation of the monstrous in the stories and images constructed by the chroniclers of the Indies in the 16th century was used as a framework of analysis. These chroniclers marked processes of cultural marginalization, construction of subjectivities and power dynamics, and presented the American inhabitant as an otherness that was outside the limits of the dominant Western culture. The theoretical postulates about the monstrous are presented as a framework for historical analysis and the creation of works, with a collaborative and largely virtual working methodology. Some results of the historical research are then presented, which gives way to detailing the process of creating work that culminated in the exhibition of the audiovisual installation Images of the Extraordinary, as well as a wide range of contemporary illustrations on the monstrous and a digital product in web page format where a cartography of the monstrous in Latin America is presented and the memories of the whole project are collected.

  • Digital games, with their capacity for expression and facilitating experience through code, design, art, and audio, offer spaces for Indigenous creatives to contribute to Gerald Vizenor’s characterization of survivance as an active sense of Native presence. Indigenous digital games can be acts of survivance both in the ways they are created as well as the resulting designs. We Sing for Healing is an experiment in developing an Indigenous digital game during limited Internet access that resulted in a musical choose-your-own adventure text game with design, art, and code by Anishinaabe, Métis, and Irish game developer Elizabeth LaPensée alongside music by Peguis First Nation mix artist Exquisite Ghost. The non-linear gameplay expresses traditional storytelling patterns while enabling players to poetically travel in, through, and around traditional teachings. The design uses listening, choosing, and revisiting to reinforce what is best described as a non-linear loopular journey.

  • Digital games can uniquely express Indigenous teachings by merging design, code, art, and sound. Inspired by Anishinaabe grandmothers leading ceremonial walks known as Nibi Walks, Honour Water (http://www.honourwater.com/) is a singing game that aims to bring awareness to threats to the waters and offer pathways to healing through song. The game was developed with game company Pinnguaq and welcomes people from all over to sing with good intentions for the waters. The hope is to pass on songs through gameplay that encourages comfort with singing and learning Anishinaabemowin. Songs were gifted by Sharon M. Day and the Oshkii Giizhik Singers. Sharon M. Day, who is Bois Forte Band of Ojibwe and one of the founders of the Indigenous Peoples Task Force, has been a leading voice using singing to revitalize the waters. The Oshkii Giizhik Singers, a community of Anishinaabekwe who gather at Fond du Lac reservation, contribute to the healing for singers, communities, and the waters. Water teachings are infused in art and writing by Anishinaabe and Métis game designer, artist, and writer Elizabeth LaPensée. From development to distribution, Honour Water draws on Indigenous ways of knowing to reinforce Anishinaabeg teachings with hope for healing the water.

  • The educational video game, When Rivers Were Trails, was launched in 2019. The purpose of the game is to teach players about Indigenous perspectives of history, US federal allotment policies affecting tribal nations, and some of the effects of these policies on Indigenous peoples. This article explores tribal college student experiences playing When Rivers Were Trails in hopes that it provides the basis for further research into how tribal college faculty may be able to teach the game within their own classrooms. Tribal colleges and universities were created by tribal nations to provide for the higher education needs of their citizens. Using phenomenological research methods, seven college students volunteered to participate in a brief study about their experiences playing the video game. Upon transcription and analysis of the interview data, three themes were developed that capture how these students define their experience with When Rivers Were Trails: feelings of representation, histories of land dispossession, and resilience of communities.

  • Video games can be dynamic sovereign spaces for Indigenous representation and expression when the self-determination of Indigenous people is supported. Where ga...

  • Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

  • Thunderbird Strike, a 2D side-scroller developed by Elizabeth LaPensée, allows a player fly from the Tar Sands to the Great Lakes as a thunderbird protecting Turtle Island with searing lightning against the snake that threatens to swallow the lands and waters whole. The game encouraged players to learn about the indigenous culture, reflect on water protection and alternative energy sources, and gain awareness of risks posed by oil pipeline construction for the conveyance of tar sands.Thunderbird Strike was developed through residencies including O k’inādās Residency, The Banff Musicians in Residence Program, and Territ-Aur(i)al Imprints Exchange thanks to the 2016 Artist Fellowship grant from the Arrowhead Regional Arts Council.

  • When Rivers Were Trails is a 2D adventure game wherein The Oregon Trail meets Where the Water Tastes Like Wine through an Indigenous lens. The game depicts a myriad of cultures during the player’s journey from Minnesota to California amidst the impact of land allotment in the 1890s. Initiated by the Indian Land Tenure Foundation, the game was developed in collaboration with the Games for Entertainment and Learning Lab at Michigan State University thanks to support from the San Manuel Band of Mission Indians and the many Indigenous creatives who contributed design, art, music, and writing. Uniquely, When Rivers Were Trails is a sovereign game, meaning that it was directed and informed by Indigenous creatives who maintained the role of final decisions during development. Merging design research and close reading methods, this study sets out to describe the game’s design, development process in regards to the game writing, and the resulting themes which emerged as a result of engaging Indigenous writers in self-determined representations.

  • En 2014, une collaboration entre le studio Upper One Games et des conteurs et aînés iñupiats d’Alaska a mené au lancement du jeu vidéo Kisima Inŋitchuŋa (Never Alone). Ce jeu de plateforme invite à une immersion poétique dans un univers nordique guidée par une trame narrative inspirée d’une légende traditionnelle. Dans une perspective culturelle, les fonctions ludique et documentaire du jeu permettent d’acquérir des connaissances en lien avec les pratiques traditionnelles et la vision du monde des Iñupiats. Ainsi, l’étude exploratoire présentée dans cet article contribue à comprendre les caractéristiques du jeu (design, narration, mécaniques) et les stratégies relevant de sa conception. Les résultats invitent à reconsidérer des représentations dominantes du Grand Nord et soulignent en quoi le jeu vidéo se fait vecteur d’expression du patrimoine culturel, artistique et oral d’un peuple autochtone de l’Arctique.

  • Computer Science education research establishes collaboration among students as a key component in learning, particularly its role in pair programming. Furthermore, research shows that girls, an underrepresented population in computing, benefit from collaborative learning environments, contributing to their persistence in CS. However, too few studies examine the role and benefits of collaborative learning, especially collaborative talk, among African-American girls in the context of complex tasks like designing video games for social change. In this exploratory study, we engage 4 dyads of African-American middle school girls in the task of designing a video game for social change, recording the dyads' conversations with their respective partners over an eight-week summer game design experience during the second year of what has now become a six-year study. Qualitative analysis of dyadic collaborative discussion reveals how collaborative talk evolves over time in African-American middle-school girls.

  • "Les bandes dessinées, chansons, films, jeux vidéos, musées, reconstitutions, romans, séries télévisées et voyages occupent de plus en plus de place dans la vie des élèves. Comment exploiter en classe ces biens, loisirs et services culturels d'histoire pour que les élèves posent de mieux en mieux certains actes mentaux que les historiennes et historiens doivent effectuer lorsqu'elles et ils adoptent leur pratique? Pour répondre à cette question, les auteures et auteurs de cet ouvrage explorent les usages scolaires possibles et souhaitables des produits qui ne sont pas associés à l'histoire savante et sur l'exploitation didactique de ce que la Loi québécoise sur les biens culturels désigne comme "?une oeuvre d'art, un bien historique, un monument ou un site historique ... une oeuvre cinématographique, audiovisuelle, photographique, radiophonique ou télévisuelle?". Les auteures et auteurs s'intéressent à des oeuvres qui ne sont pas créées pour l'école, mais qui peuvent néanmoins servir aux enseignantes et enseignants pour faire apprendre l'histoire aux élèves."--Résumé de l'éditeur.

  • This contribution interrogates the figure of the perpetrator as it emerges in narrative videogames. First, we provide a brief outlook on some key characteristics of videogames, before we discuss how the specific affordances of this “new” medium offer unprecedented ways of approaching and dealing with perpetrators and perpetration. Finally, we offer concrete examples from three games to illustrate different possible configurations of the playerperpetrator nexus—Yager Development’s Spec Ops: The Line (2012), 11 Bit Studio’s This War of Mine (2015), and Hangar 13’s Mafia III (2016). In contrast to other media, games enable an active exploration of, and participation in, a variety of possible offenses. Rather than merely witnessing evil deeds, players are immersed in simulated environments that demand constant evaluations of complex settings and require decision-making under systemic limitations. This performative aspect of play makes games a unique medium for learning and teaching about the intricate logics and innate dynamics of perpetrations.

  • Games face a crisis of diversity in both their content and in the industry itself. The inequalities that underlie these issues are heightened in the Global South. Addressing these issues will require a systemic decolonisation of games education in which future generations of industry professionals become critically engaged in their creative practice. Decolonisation requires the investigation and reconstruction of the ways knowledge is created and produced. To enable this, the curricula employed in teaching games requires close investigation and intervention. The difficulties of enabling access to knowledge when teaching games are exacerbated when seen in light of the need for decolonisation. Situated in a South African context, this article investigates the first-year core course ‘Key Concepts in Game Design’ offered at the University of the Witwatersrand in Johannesburg. It outlines the challenges games education faces in South Africa and takes stock of the state of the course and of the perceptions of students enrolled in it. It demonstrates that the course curriculum requires increased Africanisation and the establishment of common play practices. Finally, it highlights the importance of focusing on the development of critical game literacies as part of the decolonising project.

  • Burn the Boards (Causa Creations, 2015) portrays the life of an Indian worker who recycles electronic waste in a precarious environment. Phone Story (Molleindustria, 2011) simulates the journey and process of production and consumption of mobile phones, from Congo and China to Pakistan. Whereas Phone Story is described as ‘an educational game’ that addresses the player directly as a consumer, Burn the Boards is a resource management puzzle that creates compassion through role playing. These games bring to the fore a hidden reality of the everyday that is ingrained in historical relationships and power dynamics, drawing attention to what Michael Rothberg has recognized as ‘exploitation in an age of globalized neo-liberal capitalism’ (2014: iv).  This article explores how these games denounce the smartphone industry by using that same technology. For this purpose, we refer to Game Studies theory on procedural rhetoric; values and ethics; and the role of the player, combined with questions of (neo)colonization, globalization, and neoliberalism drawn from Postcolonial Studies. Our analysis shows the complicity of users and their confrontation with the extreme vulnerability of others, emphasizing how the coloniality of power works in our global consumer society. Thus we study the power relationships described and established by these games, the affective reactions which they seek to trigger, and their potential to transform players from passive observers into ethical players and consumers.

  • Transformation and the decolonization of the curriculum, modes of teaching, and classroomare key concerns in South African Higher Education. In game design education this need is exacerbatedby the slow pace of diversification in both academia and the industry.This paper presents a close analysis of interventions undertaken into an introductory game design course to address the difficultiesof diversification across racial, genderand economic divides. The results of the interventions are assessed, and recommendations for future adjustments to the course in aid curricular decolonization is are made.

Dernière mise à jour depuis la base de données : 28/10/2025 05:00 (EDT)