Making it professionally: student identity and industry professionals in higher education
Making it professionally: student identity and industry professionals in higher education
Addressing connections between higher education and ‘industry’ framed by UK government creative industries strategies, this article draws on research with games design students to explore their transition from being a student to being ‘industry?ready’. The article introduces broader currents within higher education around personal development and possessing the right skills, and addresses how these emerge through collaboration with industry. These transformations are part of a process of ‘becoming’ in which students are presented with a diverse range of ways to prepare themselves. Focusing on how students negotiate aspects of their identity in becoming industry?ready, the article outlines and compares the influence of ‘celebrity’ designers and industry professionals involved in higher education. Beyond the imparting of information, the article points to the values and ways of being industry professionals present, how these are engaged with by students, and issues around making both games and the self ‘more professional’
student identity, games design, industry?ready
283-300
Ashton, Daniel
b267eae4-7bdb-4fe3-9267-5ebad36e86f7
14 October 2009
Ashton, Daniel
b267eae4-7bdb-4fe3-9267-5ebad36e86f7
Ashton, Daniel
(2009)
Making it professionally: student identity and industry professionals in higher education.
Journal of Education and Work, 22 (4), .
(doi:10.1080/13639080903290439).
Abstract
Addressing connections between higher education and ‘industry’ framed by UK government creative industries strategies, this article draws on research with games design students to explore their transition from being a student to being ‘industry?ready’. The article introduces broader currents within higher education around personal development and possessing the right skills, and addresses how these emerge through collaboration with industry. These transformations are part of a process of ‘becoming’ in which students are presented with a diverse range of ways to prepare themselves. Focusing on how students negotiate aspects of their identity in becoming industry?ready, the article outlines and compares the influence of ‘celebrity’ designers and industry professionals involved in higher education. Beyond the imparting of information, the article points to the values and ways of being industry professionals present, how these are engaged with by students, and issues around making both games and the self ‘more professional’
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Published date: 14 October 2009
Keywords:
student identity, games design, industry?ready
Organisations:
Winchester School of Art
Identifiers
Local EPrints ID: 382755
URI: http://eprints.soton.ac.uk/id/eprint/382755
ISSN: 1363-9080
PURE UUID: 43b8bb1f-54a4-49ed-951e-8fa6d5fa9d35
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Date deposited: 12 Oct 2015 08:33
Last modified: 15 Mar 2024 03:52
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