28 resultados para drama education

em Deakin Research Online - Australia


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A version of this article was first presented at the Drama Australia Conference, Fremantle, July 2002. It draws upon Freebody and Luke's four resources literacy framework, where they describe four kinds of literacy  practices. It shows how this model is used within the literacy community and argues that this model is useful to describe the contribution that drama can make to literacy development. Freebody and Luke's model is used and  promoted throughout Australia and the author argues that it is politically astute for drama teachers to reclaim and promote their links to the English/Literacy curriculum.

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This article draws from findings of qualitative research of a community- based drama and theatre group for adults with intellectual disabilities. The article considers constraints experienced by people with disabilities and explores the ways that experiences in drama and theatre can be particularly empowering for them. The article also reveals the ways that participants can increasingly become collaborators in the research and are empowered through the research process and through the opportunity to have their voices heard.

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Educational Drama as a teaching and learning methodology is already widely in use and well accepted by Australian teachers and students. This paper reports on a study in which the author investigated Japanese primary school students' and teachers' responses to educational drama as a pedagogical tool in their English language classes. The participants had no prior experience of drama in education. Along with the participants' responses, the applicability of educational drama as a teaching method for the Japanese teachers is also discussed. The author, as a teacher-researcher, used action research methods for this study. It became evident that educational drama tended to motivate the Japanese students' foreign language learning of English, by providing them with an opportunity for a higher level of engagement and participation in learning. In the study, the students showed enhancement of the skills necessary for learning, including social, communication, linguistic, non-linguistic and problem-solving skills.

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This article explores the intersections between drama and digital gaming and the educational possibilities for literacy of both. The article draws on a model for the educational uses of digital gaming and three case studies from the Australian Research Council funded three and a half year project, Literacy in the digital world of the twenty first century: Learning from computer games. This model theorises the scope of the possibilities for literacy outcomes from the usage of computer games. The article describes how the model works, and then applies the model to drama education, specifying some new ways of thinking about the literacy outcomes from drama education. Process drama is theorised as the creation of text-in-action.

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The Seoul Agenda (2010, p.8) recognizes the value of arts education in enhancing creative and innovative capacity in young people. It goes so far as to suggest that applying arts will “cultivate a new generation of creative citizens”. This paper documents a specific area of arts education in university level drama degrees. In a case study approach, it discusses the outcomes of a work-based learning approach for students of applied drama. It explores the drama student‟s experience and considers how engaging in the study of applied drama and applied performance and having the support and opportunity to transfer these skills in real contexts acts to develop creative capacity and to contribute to consolidating the students‟ identities as citizens

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This paper considers two different methodological approaches to 'capturing' and analysing reflection-in-action in process drama teaching. Reflection-in-action, the 'thinking on your feet' that drama teachers constantly do, is ephemeral and difficult to record. In the first project discussed here, a teacher researcher study, examines the problem of representing the reflection-in-action, working around the central question of 'How can I as a researcher describe and document my reflection-in- action when working as a teacher in process drama?' The second project, an interview-based research project', developed some of the findings of the first study through a series of interviews with drama practitioners. This paper considers these methodological approaches in terms of the possibilities they provide, the limitations for the study of reflection-in- action in process drama and some possible applications of the approaches investigated for future drama research

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In 2006 Drama Australian launched the VINE Project, bringing together groups of drama students within schools, universities and the broader community to make group performances based on a common theme. Using the VINE Project's multi-user blogging environment, group or individuals maintained blogs of their performance-making processes. This allowed the work to be shared within the VINE Project community and potentially a world-wide audience.

This paper contributes to the discussion on the applications of information and communication technologies (ICT) in drama and theatre education. It considers the blog, emerging from web-culture, as a space for groups and individuals to reflect upon performance-making processes. A range of VINE Project participants was asked to reflect and comment upon the performance-making and blogging experience. This paper presents emerging understandings of the role of blogs in encouraging reflection, in creating a sense of group identity and significance, in validating performance-making processes and in building a sense of connection and community among student performance-makers.

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In online role plays, students are asked to engage with a story that serves as a metaphor for real-life experience as they learn and develop skills. However, practitioners rarely examine the characteristics and management of this story as factors in the students' engagement in and learning from the activity. In this paper I present findings from a recent case study which examines these factors in an online role play that has been named as an exemplar and has been run for 19 years in Australian and international universities to teach Middle East politics and journalism. Online role plays are increasingly popular in tertiary education, in forms ranging from simple text-based role plays to virtual learning environment activities and e-simulations. The role play I studied required students to communicate in role via simulated email messages and draw on real-life resources and daily simulated online newspaper publications produced by the journalism students rather than rely on information or automated interactions built into an interface. This relatively simple format enabled me to observe clearly the impact of the technique's basic design elements. I studied both the story elements of plot, character and setting and the non-story elements of assessment, group work and online format. The data collection methods include analysis of student emails in the role play, a questionnaire, a focus group, interviews and the journal I kept as a participant-observer in the role play. In evaluating the qualities and impact of story elements I drew upon established aesthetic principles for drama and poststructuralist drama education.