This volume presents a rich and stimulating set of accounts of the convergence of drama education and new media.
- English in Education,
This work offers an innovative insight into the many unique ways in which drama teaching can be integrated with digital gaming technology in order to make the student learning experience one that is truly memorable. "Teaching Drama with Digital Technology" explores the rapidly evolving intersections between drama, digital gaming, technology and teaching. It documents the praxis (practice and research) that move beyond anecdotal discussion of approaches and design. The contributors explore the realities of teaching an ancient aesthetic form in classrooms full of technologically able students. It also examines cases from classroom practice to present teaching, with approaches and understandings that are based on evidence and supported by cutting edge learning theory from educational leaders in drama and technology. This series takes a scholarly look at the significant impact digital technology has had on teaching. Each book takes a different subject and discusses the specific implications the increased used of digital technology as a tool for learning has on their particular topic.
Les mer
Explores the intersections between drama, digital gaming, technology and teaching. This work documents the praxis (practice and research) that move beyond anecdotal discussion of approaches and design. It also explores the realities of teaching an ancient aesthetic form in classrooms full of technologically able students.
Les mer
1. Changing teaching and learning: how drama pedagogy and technology can change our schools; 2. Theatre in education; 3. Create, connect, consume: exploring the links between process drama and educational videogames; 4. Stituated role and mediated communities of practice: a commission model of drama; 5. Drama, games, phones and social learning; 6. Drama and game design; 7. Theatre for young people: Rose Myers and Angela Betzien in conversations with Noel Jordan; 8. Digital theatre and online narrative; 9. Process drama and digital storytelling; 10. Second life/simulation: online sites for generative play; 11. Encouraging reflection on practice through blogging; 12. Interactive drama using cyberspaces; 13. Digital video: aesthetic control of film production and distribution; 14. Podcasting and museums: informal learning, drama and technology; 15. 'Dude, where's my flying car?' Speculation on drama, teaching and digital technologies.
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An innovative insight into the ways in which digital gaming technology can be used in drama teaching to make the student learning experience truly memorable.
An innovative look at how teachers can augment their drama teaching using digital gaming technology in order to make learning a truly memorable and engaging experience for their students.
This series takes a scholarly look at the significant impact digital technology has had on teaching. Each book takes a different subject and discusses the specific implications the increased used of digital technology as a tool for learning has on their particular topic.
Les mer
Produktdetaljer
ISBN
9781847062666
Publisert
2009-07-01
Utgiver
Vendor
Continuum International Publishing Group Ltd.
Høyde
234 mm
Bredde
156 mm
Aldersnivå
UP, 05
Språk
Product language
Engelsk
Format
Product format
Innbundet
Antall sider
252
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