2 resultados para Dystopian Fiction
em Brock University, Canada
Resumo:
Metal Music as Critical Dystopia: Humans, Technology and the Future in 1990s Science Fiction Metal seeks to demonstrate that the dystopian elements in metal music are not merely or necessarily a sonic celebration of disaster. Rather, metal music's fascination with dystopian imagery is often critical in intent, borrowing themes and imagery from other literary and cinematic traditions in an effort to express a form of social commentary. The artists and musical works examined in this thesis maintain strong ties with the science fiction genre, in particular, and tum to science fiction conventions in order to examine the long-term implications of humanity's complex relationship with advanced technology. Situating metal's engagements with science fiction in relation to a broader practice of blending science fiction and popular music and to the technophobic tradition in writing and film, this thesis analyzes the works of two science fiction metal bands, VOlvod and Fear Factory, and provides close readings of four futuristic albums from the mid to late 1990s that address humanity's relationship with advanced technology in musical and visual imagery as well as lyrics. These recorded texts, described here as cyber metal for their preoccupation with technology in subject matter and in sound, represent prime examples of the critical dystopia in metal music. While these albums identify contemporary problems as the root bf devastation yet to come, their musical narratives leave room for the possibility of hope , allowing for the chance that dystopia is not our inevitable future.
Resumo:
This study was undertaken in order to determine the
effects of playing computer based text adventure games on
the reading comprehension gains of students. Forty-five
grade five students from one elementary school were
randomly assigned to experimental and control groups, and
were tested with regard to ability, achievement and reading
skills. An experimental treatment, consisting of playing
computer based interactive fiction games of the student's
choice for fifteen minutes each day over an eight-week
period, was administered. A comparison treatment engaged
the control group in sustained silent reading of materials of
the student's choice for an equal period of time. Following
the experimental period all students were post-tested with an
alternate form of the pre-test in reading skills, and gain
scores were analysed. It was found that there were no
significant differences in the gain scores of the experimental
and control groups for overall reading comprehenSion, but the
experimental group showed greater gains than the control
group in the structural analysis reading sub-skill. Extreme
variance in the data made generalization very difficult, but
the findings indicated a potential for computer based
interactive fiction as a useful tool for developing reading
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