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Master Class

“A Tale of Two Identities”

Thursday, April 4, 2013, from 2:30 to 4:15 p.m.

Kenneth G. Brown, Ph.D., SPHR
Professor of Management & Organizations and Tippie Research Fellow

In many academic disciplines there are significant gaps between what scholars study and what associated practitioners find useful. Drawing on research in the field of management, Professor Brown will describe underlying causes for these gaps along with possible practical and scholarly solutions. He will discuss his struggle for a coherent identity in education, psychology, and management, and attendees will be encouraged to consider how their own identity can be forged amid tensions between scholarly and practical work.

Learning Objectives:

  • Understand the conflicting values, knowledge bases, and identities held by “scholars” and “practitioners” in disciplines including but not limited to management
  • Explain categories of solutions offered to bridge the gap between scholars and practitioners
  • Appreciate challenges faced by scholars who seek a balanced identity
  • Describe the scientist-practitioner model advocated in applied psychology and management
  • Develop a personal narrative explaining your (current or planned) connection to practice

InterPLAY: Applying Story, Play and Game to Foster Creativity and Innovation

Friday, April 5, 2013, from 10:00 to 11:15 a.m.

Atsusi “2c” Hirumi, Ph.D.
Associate professor of Instructional Design and Technology at the University of Central Florida

Innovation has driven the upward mobility, health and prosperity in both industrialized and developing countries for decades. However, in 2011, the Atlantic Century report indicated that the United States now ranks fourth and Canada seventh among industrialized nations in innovation-based competitiveness. Today’s training and educational system must do better to solidify the scientific and technological building blocks as well as foster the passion and creativity necessary to innovate. For the Master Class, Dr. Hirumi will present the development and testing of InterPLAY; an innovative instructional theory that applies key conventions of interactive entertainment (i.e., story, play and game) to evoke emotions, spark imagination, and advance experiential learning.

Objectives

Participants will:

  • Examine research on creativity, and tools and techniques for fostering creativity;
  • Identify conditions necessary to foster creativity;
  • Characterize experiential learning theories and strategies;
  • Discuss the application of the InterPLAY instructional theory; amd
  • Gain experience in formulating key elements of story, play and game.
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