ProfileChristopher WalshEditor

Christopher is currently a Senior Lecturer (Permanent) of International Development and Teacher Education within the Faculty of Education and Language Studies (FELS), Department of Education at the Open University (UK). In this position, he works on two externally funded projects: Creative Emotional Reasoning Computational Tools Fostering Co-Creativity in Learning Processes (C2Learn)and Meeting Teachers' Co-Design Needs by Means of Integrated Learning Environments (METIS). He was the co-applicant on C2Learn (€2.4 Million), funded by the European Commission’s Seventh Framework Programme (F7P), a project that aims to introduce an innovative digital gaming and social networking environment incorporating diverse tools, the use of which can foster co-creativity in learning processes in the context of both formal and informal educational settings. He is also a team member on METIS (€498K), funded through the European Commission’s Life Long Learning Programme. METIS aims to contribute to the improvement of national in-service teacher training curricula (one of the EU Lisbon strategic goals) by offering high quality material for teachers' professional development on the use of modern learning techniques and tools that will focus on higher order skills and 21st century competencies. He is also the current UK academic lead for Teacher Education through School-based Support in India’s (TESS-India) Monitoring and Evaluation (M&E) team. He was also on the team who authored the successful accountable grant (£10 million) in 2012. The TESS-India project is working alongside the Indian Government to help India reach its target of free, compulsory and quality education for all children by 2017. The project is funded by UK Aid from the Department for International Development (DfID).

Email: c.s.walsh@open.ac.uk

Website: http://www.open.ac.uk/education-and-languages/people/people-profile.php?staff_id=2418018

Articles by Christopher Walsh

Platforms in the cloud: On the ephemerality of platforms
November 14, 2016  |   0 Comments

Casey O’Donnell

Published Online: November 14, 2016
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Abstract: This essay explores the ephemeral character of platforms and the critical role that theoretical frameworks play in making sense of platforms as socio-technical assemblages. Through an exploration aimed at further complicating the Nintendo Wii as platform and exploring Twitter as platform, the essay considers the crucial [...]

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Platform studies as method for the critical historical study of electronic games?
November 14, 2016  |   0 Comments

Raiford Guins

Published Online: November 14, 2016
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Abstract: “What is the research value of a platform studies approach for the writing of game history?” This is the question that I assign to students enrolled in my Game History course each year.  In this short reflective piece, I “take the test” like my students to [...]

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In praise of limits
November 14, 2016  |   0 Comments

Samuel Tobin

Published Online: November 14, 2016
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Abstract: This argues for a focus on context and space in the study of mobile play. Platform Studies is examined as a worthy alternate method. The author reflects on the difficulties in studying quotidian and mobile play practices, presents some methodical solutions and assembles a review of [...]

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Introduction: Special section on platform studies
November 14, 2016  |   0 Comments

Robbie Fordyce & Tom Apperley

Special section published online: November 14, 2016
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This special section of Digital Culture & Education comprises a number of short pieces on the topic of platform studies. Platform studies is an interdisciplinary approach borne out of the intersection of computer science, design studies, and media studies, and finding substantial [...]

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Introduction: Special section on platform studies
November 14, 2016  |   0 Comments

Robbie Fordyce & Tom Apperley

Published Online: November 14, 2016
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In praise of limits
November 14, 2016  |   0 Comments

Samuel Tobin

Published Online: November 14, 2016
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Platform studies as method for the critical historical study of electronic games?
November 14, 2016  |   0 Comments

Raiford Guins

Published Online: November 14, 2016
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Platforms in the cloud: On the ephemerality of platforms
November 14, 2016  |   0 Comments

Casey O’Donnell

Published Online: November 14, 2016
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Museums, games, and historical imagination: Student responses to a games-based experience at the Australian national maritime museum
July 28, 2016  |   0 Comments

Leonie Rowan, Geraldine Townend & Catherine Beavis with Lynda Kelly & Jeffrey Fletcher
Published Online: July 28, 2016
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Abstract: Digital games feature prominently in discussions concerning the ways museums might reimagine themselves—and best serve their audiences—in an increasingly digital age. Questions are increasingly asked about the opportunities various games might provide to foster historical [...]

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Museums, games, and historical imagination: Student responses to a games-based experience at the Australian national maritime museum
July 28, 2016  |   0 Comments

Leonie Rowan, Geraldine Townend & Catherine Beavis with Lynda Kelly & Jeffrey Fletcher

Published Online: July 28, 2016
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Digital Culture & Education (DCE) is an international inter-disciplinary peer-reviewed journal. This interactive, open-access web-published journal is for those interested in digital culture and education.

The journal is devoted to analysing the impact of digital culture on identity, education, art, society, culture and narrative within social, political, economic, cultural and historical contexts.

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