Affiliation:
1. Sabanci University, Turkey
Abstract
This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter.
Reference29 articles.
1. Ascott, R., & Shanken, E. (Ed). (2003). Telematic Embrace: Visionary Theories of Art, Technology, and Consciousness, University of California Press. Berkeley, CA.
2. Ayiter, E. (2008), Syncretia: A Sojourn in the Uncanny Valley, New Realities: Being Syncretic, Springer, Vienna, AT
3. Castranova, E. (2007), Exodus to the Virtual World, Palgrave MacMillan, NY, NY.
4. Damer, B., & Judson, J. Dove, j., (1997) Avatars! Exploring and Building Virtual Worlds on the Internet, Peachpit Press Berkeley, CA, USA
5. Dewey, J. Art as Experience, 1934, (1980) Perigree Books, NY, NY.
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献