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영미드라마의 게임적 이해: 욕망이라는 이름의 전차 수업에서 게임 활용도 연구

Reading Drama, Making Games: Teaching A Streetcar Named Desire through Gamification

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In this essay, we examine how dramatic factors overlap with gaming elements and what we can do to incorporate games or gaming culture for college level drama classes. After discussing theoretical comparison of what constitutes games and dramatic literature, we introduce a case study on teaching A Streetcar Named Desire written by Tennessee Williams in 1947. The play has been steadily included in American modern drama classics for the last decades in academia and often chosen for textual analysis in modern American drama classes to exemplify a theatrical style of psychological realism and a good specimen to peep through the changes American society underwent through the early twentieth century. This essay illustrates ‘gamification’ as a pedagogical alternative for drama classroom to promote more flexible access to classic literature for contemporary students, to encourage them to be more creatively engaged, and ultimately to help them experience drama as a producer as well as consumer of literary contents.

I. 축제적 연극에서 축제적 게임으로

II. 드라마 속 게임: 게임 요소를 통해 드라마 이해하기

III. 게임 속 드라마: 연극적 요소를 활용한 게임 제작

IV. 드라마 수업의 융합적 진화

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