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This article addresses how, in the Arctic regions, indigenous traditional educational approaches focus on the cultural background of the people and their social learning customs in today’s context. The development of Arctic pedagogical approaches is discussed in light of experiences collected in Finnish Lapland in 2017 with the Sámi people. Particularly, the significance of social interactions in indigenous pedagogies is explored. We ask how social interactions benefit technologically enhanced learning in the Sámi cultural context. The findings suggest that social interactions have the potential for improving learning even when learning with and through information and communication technologies (ICTs).
This intra-view follows a round-table discussion that took place during the New Materialist Informatics conference on 25 March 2021. The discussants – Indigenous researcher and game designer Outi Laiti, artists and researchers Luiza Prado de O. Martins, Femke Snelting and Caroline Ward – start with their own artistic, academic, and creative practices and discuss how these practices relate to otherwise-worldings in computing that engage materialist, anti-racist, decolonial, Indigenous, and trans*feminist thinking and doing. This discussion, facilitated by artist Ren Loren Britton and researcher Goda Klumbytė, brings up questions of collaboration and infrastructures needed to support otherwise practices in computing and design.
Video games can be dynamic sovereign spaces for Indigenous representation and expression when the self-determination of Indigenous people is supported. Where games are concerned, self-determination involves the autonomy and right of Indigenous people to make key decisions regarding the process of how a game is developed as well as what that game entails. A game is sovereign when self-determination is a respected practice throughout all phases of development from conceptualization to distribution. In what ways can games be sovereign and what challenges may be faced? Utilizing comparative case studies of the self-determined games Lost Memories, Terra Nova, and When Rivers Were Trails, this research identifies possible approaches and challenges for sovereign games looking at development as well as the resulting designs.
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