The Qualitative Report · 2019 · 10 citations · 20 references
EducationEducational TechnologyTeachingDramaDramaturgyVirtual Reality In EducationEducational DramaEmbodied InteractionVirtual Classroom InteractionVirtual Reality Language LearningAvatar-mediated CollaborationDrama In The ClassroomDrama-based LearningFront Stage BehaviorImmersive DramaturgyPerformer InteractionRole-play PracticeYoung Learners
This study presents a qualitative approach to exploring classroom behaviour using dramaturgical analysis of student interactions in relation with, and as mediated through, a gesture-based gaming software among L2 learners of English at two international branch campuses in the Arabian Gulf where face-to-face interactions between unrelated members of the opposite sex are generally discouraged. We investigated whether Avatar Kinect might provide a safe way for young males and females to interact while discussing social issues in a composition course. Data were collected through personal observation and survey. Five key themes emerged from the study. First, some participants chose to perform at front stage and others chose to remain back stage. Second, front stage participants chose avatars with gender and skin colour similar to themselves. Third, all participants appeared to be engaged in the interactive role play processes and with one another. Fourth, front stage actors appeared to act without inhibition. Finally, all participants expressed frustration with technology shortcomings.
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Faculty Lived Experiences in the Online Environment
Simone C. O. Conceição · Adult Education Quarterly · 2006 · 214 citations