315 research outputs found

    Problematizing cultural appropriation

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    Cultural appropriation in games entails the taking of knowledge, artifacts or expression from a culture and recontextualizing it within game structures. While cultural appropriation is a pervasive practice in games, little attention has been given to the ethical issues that emerge from such practices with regards to how culture is portrayed. This paper problematizes cultural appropriation in the context of a serious game for children inspired by DĆ­a de los Muertos, a Mexican festival focused on remembrance of the dead. Taking a research through design approach, we demonstrate that recontextualised cultural elements can retain their basic, original meaning. However, we also find that cultural appropriation is inevitable and its ethical implications can be far reaching. In our context, ethical concerns arose as a result of childrenā€™s beliefs that death affects prominent others and their destructive ways of coping with death. We argue that revealing emergent ethical concerns is imperative before deciding how and in what way to encourage culturally authentic narratives

    A multimodal social semiotic approach to the analysis of manga : a metalanguage for sequential visual narratives

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    Includes abstract.Includes bibliographical references (p. 139-143).This study contributes towards an understanding of the nature of sequential visual narratives, how different semiotic resources may be employed to construct a visual narrative and how sequence of images may be developed. Over the years, extensive research has been undertaken in the area of still images. However, the particularities of meanings made in sequential images remain relatively unexplored. The significance of the study is that it contributes towards an understanding of sequential narratives by proposing a metalanguage for manga. The term ā€˜mangaā€™ refers to comics that originate from Japan and it is currently a trend in popular culture worldwide

    Bongo--a kids' programming environment for creating video games on the Web

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1997.Includes bibliographical references (leaves 86-87).by Andrew B. Bengel.M.Eng

    2023-2024 Course Catalog

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    Identity Stories : Cultural Imprints on the Body

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    As a seasoned dance educator I have spent the last decade developing a curriculum that supports student identity development through creative practice. Through my research and practice in the classroom, I have discovered the power of dance education to promote collaboration, creative problem solving, the ability to learn across disciplines, and several other areas of cognitive development. In this MFA thesis project, I continue this work by applying the creative process to investigate the potential for dance film to be used as an educational tool to support critical analysis of social constructs that inhibit identity development, specifically gender identity development. The resulting research investigates the use of dance film as a tool for building empathy, shifting audience perspectives, and creating a resource for critical examination of the effects of gender stereotypes on identity development. By choreographically challenging ideas of conformity and gender performativity as it relates to the gender binary, and framing the investigation under educational theorist Paulo Freireā€™s structures for social reform, I seek to promote dialogue and social progression to reduce stereotypical threats against gender non-conforming individuals and to educate the larger community about the multiple layers of gender identity

    2019-2020 Course Catalog

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    2019-2020 Course Catalo
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