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Integrative art education in a metaverse: ground

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Virtual learning environments (VLEs) present us with unprecedented opportunities in bringing together students and educators from widely disparate geographical locations, as well as diverse cultures and backgrounds to participate in a learning experience that should take into cognizance the affordances of these novel arenas in the design of both content and the environment(s) in which this content is to be implemented/enacted. While VLEs do seem to address the requirements of well-structured learning endeavours, the boundaries of which are clearly defined, they are challenged where complex learning material in which boundaries are less easily defined, as is the case in art/creativity education, are concerned. Given that the learning content of the creative fields is open ended by its very nature and as such does not seem to readily lend itself to an implementation within the structure of present-day, two-dimensional virtual learning environments, can such an environment/methodology be developed in the open-ended three-dimensional structure of a metaverse, based upon the critical examination of a real-life, historic precedent?

Keywords: avatar; groundcourse; metaverse; role play; virtual design/architecture; virtual learning environment

Document Type: Research Article


Affiliations: Sabanci University.

Publication date: May 28, 2008

More about this publication?
  • Technoetic Arts focuses upon the juncture between art, technology and the mind. Divisions between academic areas of study, once rigidly fixed, are gradually dissolving due to developments in science and cultural practice. This fusion has had a dramatic effect upon the scope of various disciplines. In particular, the profile of art has radically evolved in our present technological culture
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