2013
DOI: 10.1080/00131857.2013.857287
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Performativity, Performance and Education

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Cited by 25 publications
(15 citation statements)
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“…Educational literature abounds with examples of professional knowledge subordinated to a common standard (e.g. Gerrard & Farrell, 2014;Locke, 2015). For Marx it is through the movement of such abstractions, false substitutes for real (universal) material conditions, that workers fall prey to the ideology of dominant groups.…”
Section: Marx Hegel and Praxismentioning
confidence: 99%
“…Educational literature abounds with examples of professional knowledge subordinated to a common standard (e.g. Gerrard & Farrell, 2014;Locke, 2015). For Marx it is through the movement of such abstractions, false substitutes for real (universal) material conditions, that workers fall prey to the ideology of dominant groups.…”
Section: Marx Hegel and Praxismentioning
confidence: 99%
“…If this conjecture is accepted then "gaming" can be seen as performative actions that might be taken by school leaders in an attempt to ensure that pupil outcomes meet the needs of accountability performance measures rather than designing these to meet the learning needs of individual pupils. Performativity is the idea that organisations operate in a way that maximises outcomes in terms of performance frameworks and that other elements of their operations are subservient (Lyotard 1984;Locke 2015). In the case of a business organisation this framework could conceivably be focused on the maximisation of the profit measure, whereas in an education situation it could be focused on measures of attainment or progress by pupils in a school or responses to school inspections.…”
Section: Gamification and Gamingmentioning
confidence: 99%
“…Such measures could be characterised as a "performative" response (Lyotard. 1984;Locke 2015) Whilst this study is focused on gaming in secondary school contexts, there is literature that supports a contention is gaming, characterised by performative responses to policy, is also experienced in primary schools (Hardy and Lewis, 2017;Keddie, 2017; Braun and Maguire, 2018) and in further education. Boocock (2014) explains the situation in a further education college where the staff are engaged by senior management in performative (gaming) activities designed to improve success rates.…”
Section: Gamification and Gamingmentioning
confidence: 99%
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