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ICTs for creative practice in drama : creating cyberdrama with young people in school contexts

机译:信息通信技术促进戏剧创作实践:在学校环境下与年轻人一起创造网络戏剧

摘要

This study explores young people's creative practice through using Information and Communications Technologies (ICTs) - in one particular learning area - Drama. The study focuses on school-based contexts and the impact of ICT-based interventions within two drama education case studies. The first pilot study involved the use of online spaces to complement a co-curricula performance project. The second focus case was a curriculum-based project with online spaces and digital technologies being used to create a cyberdrama. Each case documents the activity systems, participant experiences and meaning making in specific institutional and technological contexts. The nature of creative practice and learning are analysed, using frameworks drawn from Vygotsky's socio-historical theory (including his work on creativity) and from activity theory. Case study analysis revealed the nature of contradictions encountered and these required an analysis of institutional constraints and the dynamics of power. Cyberdrama offers young people opportunities to explore drama through new modes and the use of ICTs can be seen as contributing different tools, spaces and communities for creative activity. To be able to engage in creative practice using ICTs requires a focus on a range of cultural tools and social practices beyond those of the purely technological. Cybernetic creative practice requires flexibility in the negotiation of tool use and subjects and a system that responds to feedback and can adapt. Classroom-based dramatic practice may allow for the negotiation of power and tool use in the development of collaborative works of the imagination. However, creative practice using ICTs in schools is typically restricted by authoritative power structures and access issues. The research identified participant engagement and meaning making emerging from different factors, with some students showing preferences for embodied creative practice in Drama that did not involve ICTs. The findings of the study suggest ICT-based interventions need to focus on different applications for the technology but also on embodied experience, the negotiation of power, identity and human interactions.
机译:这项研究通过在一个特定的学习领域-戏剧中使用信息和通信技术(ICT)探索了年轻人的创造性实践。该研究着重于两个戏剧教育案例研究中的学校环境和基于ICT的干预措施的影响。首次试点研究涉及使用在线空间来补充共同课程的绩效项目。第二个重点案例是基于课程的项目,其中使用在线空间和数字技术来创建网络戏剧。每个案例都记录了特定机构和技术环境下的活动系统,参与者的经历和含义。使用维果茨基的社会历史理论(包括他的创造力研究)和活动理论得出的框架,分析了创造性实践和学习的本质。案例研究分析揭示了所遇到矛盾的性质,这些都需要对制度约束和权力动态进行分析。网络戏剧为年轻人提供了通过新模式探索戏剧的机会,而使用信息通信技术可被视为为创造性活动提供了不同的工具,空间和社区。为了能够使用信息通信技术进行创造性的实践,需要关注除纯技术之外的一系列文化工具和社会实践。控制论创新实践要求在工具使用和主题的协商方面具有灵活性,并且需要一种对反馈做出响应并可以适应的系统。基于课堂的戏剧练习可以在想象力协作作品的开发中进行权力和工具使用的谈判。但是,在学校中使用信息通信技术的创造性实践通常受到权威权力结构和访问问题的限制。该研究确定了参与者的参与和从不同因素中产生的意义,一些学生表现出偏好不涉及ICT的话剧中的具体创造性实践。该研究的结果表明,基于ICT的干预措施应侧重于该技术的不同应用,还应侧重于具体经验,权力,身份和人际互动的谈判。

著录项

  • 作者

    Davis Susan Elizabeth;

  • 作者单位
  • 年度 2010
  • 总页数
  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
  • 中图分类
  • 入库时间 2022-08-20 20:48:23

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