Thomas Browne “ CAN CONTEMPORARY ACTIVITY BASED LESSONS IN DRAMA BE TAUGHT THROUGH ONLINE PROGRAMS LIKE SECOND LIFE AND HO...
VIRTUAL WORLDS <ul><li>“ The success, and wide reporting, of Second Life has helped to highlight the wider use of immersiv...
WHAT ARE VIRTUAL WORLDS? <ul><li>A virtual world is an online community that takes the form of a computer-based simulated ...
HISTORY OF VIRTUAL WORLDS <ul><li>Among the earliest virtual worlds implemented by computers were virtual reality simulato...
VIRTUAL WORLDS IN EDUCATION <ul><li>Virtual worlds represent a powerful new media for instruction and education that prese...
DRAMA IN SECOND LIFE <ul><li>Second Life is flexible in the modes of interaction that it enables, which include public and...
FUTURE OF DRAMA IN VIRTUAL WORLDS <ul><li>Productions in Drama are still in the beginning stages. </li></ul><ul><li>Not ju...
REFERENCES <ul><li>Bell.M (2008)  “Virtual Worlds Research: Past, Present & Future”  Journal of Virtual Worlds Research Vo...
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Can contemporary activity based lessons in Drama be taught through online programs like Second Life and how will this develop in the future?

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Thomas Browne 1002579 Newman University College.

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Can contemporary activity based lessons in Drama be taught through online programs like Second Life and how will this develop in the future?

  1. 1. Thomas Browne “ CAN CONTEMPORARY ACTIVITY BASED LESSONS IN DRAMA BE TAUGHT THROUGH ONLINE PROGRAMS LIKE SECOND LIFE AND HOW WILL THIS DEVELOP IN THE FUTURE?”
  2. 2. VIRTUAL WORLDS <ul><li>“ The success, and wide reporting, of Second Life has helped to highlight the wider use of immersive worlds for supporting a range of human activities and interactions, presenting a wealth of new opportunities for enriching how we learn, how we work and how we play” </li></ul><ul><li>(Freitas, 2008) </li></ul>
  3. 3. WHAT ARE VIRTUAL WORLDS? <ul><li>A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects. </li></ul><ul><li>The term has become largely identical with interactive 3D virtual environments, where the users take the form of avatars visible to others. </li></ul><ul><li>massively multiplayer online role-playing games (MMORPGs), also called virtual game worlds, where the user playing a specific character is a main feature of the game. </li></ul><ul><li>massively multiplayer online real-life games (MMORLGs), also called virtual social worlds, where the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles. </li></ul>
  4. 4. HISTORY OF VIRTUAL WORLDS <ul><li>Among the earliest virtual worlds implemented by computers were virtual reality simulators. </li></ul><ul><li>Maze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first person shooter game. (1973-1974) </li></ul><ul><li>The first virtual worlds presented on the Internet were communities and chat rooms. </li></ul><ul><li>In April 1999, Numedeon Incorporated launched Whyville as the first virtual world explicitly designed to engage young students in a wide range of educational activities. With a player base of over 3 million </li></ul>
  5. 5. VIRTUAL WORLDS IN EDUCATION <ul><li>Virtual worlds represent a powerful new media for instruction and education that presents many opportunities. </li></ul><ul><li>Allows users to be able to carry out tasks that could be difficult in the real world due to constraints and restrictions, such as cost, scheduling or location. </li></ul><ul><li>This is not a substitute for actual face-to-face meetings. </li></ul>
  6. 6. DRAMA IN SECOND LIFE <ul><li>Second Life is flexible in the modes of interaction that it enables, which include public and private text chat, public and private voice chat, animations, and gestures. </li></ul><ul><li>key tools for creative drama are the participants´ avatar, which may be infinitely customized and modified, as well as the environment itself. </li></ul><ul><li>Most creative drama in Second Life is role-playing where the user can identify with the character they are playing through the avatar. </li></ul>
  7. 7. FUTURE OF DRAMA IN VIRTUAL WORLDS <ul><li>Productions in Drama are still in the beginning stages. </li></ul><ul><li>Not just a technical problem, but it is an artistic and design problem as well. </li></ul><ul><li>I believe that until the art, design and technical difficulties such as graphics are improved, Drama processes can not be enhanced. </li></ul>
  8. 8. REFERENCES <ul><li>Bell.M (2008) “Virtual Worlds Research: Past, Present & Future” Journal of Virtual Worlds Research Vol.1 No.1 [Online] Available at: http://journals.tdl.org (Accessed 06/01/2012) </li></ul><ul><li>Bishop, J. (2009). Enhancing the understanding of genres of web-based communities: The role of the ecological cognition framework. International Journal of Web-Based Communities, 5(1), 4-17. [Online] Available at: http://jonathanbishop.com/comment-editorial/publications-papers-chapters-books/ (Accessed 06/01/2012) </li></ul><ul><li>Cook, A.D. (2009). A case study of the manifestations and significance of social presence in a multi-user virtual environment. MEd Thesis. [Online] Available at: http://library.usask.ca/theses/available/etd-09102009-012757/ (Accessed 06/01/2012) </li></ul><ul><li>El‐Nasr.M.S, Vasilakos.T, Robinson.J (2008) Process Drama in the Virtual World – A </li></ul><ul><li>Survey [Online] Available at: http://www.sfu.ca/~magy/conference/creativedrama.pdf (Accessed 06/01/2012) </li></ul>

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