Pericles VR: towards pedagogical innovation through gamified adaptation of classic literature

Our paper seeks to investigate how mediation using emerging technologies can increase student engagement within the context of teaching English Literature in Singapore. Through a discussion of our ongoing project to create an adaptation of Shakespeare’s Pericles, Prince of Tyre as an animated game i...

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Main Authors: Rall, Hannes, Harper, Emma
Other Authors: School of Art, Design and Media
Format: Article
Language:English
Published: 2024
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Online Access:https://hdl.handle.net/10356/181015
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1810152024-11-11T06:13:09Z Pericles VR: towards pedagogical innovation through gamified adaptation of classic literature Rall, Hannes Harper, Emma School of Art, Design and Media Arts and Humanities Virtual reality Immersive media Our paper seeks to investigate how mediation using emerging technologies can increase student engagement within the context of teaching English Literature in Singapore. Through a discussion of our ongoing project to create an adaptation of Shakespeare’s Pericles, Prince of Tyre as an animated game in virtual reality, we focus upon the interdependencies between narrative content, style of visualization and interactive engagement to demonstrate the potential of fully immersive media in an educational context. Pericles is one of Shakespeare’s lesser-known plays: in five acts, it tells the dramatic story of a family separated at sea and reunited by fate. Our findings will highlight the opportunities that works of Shakespeare that fall outside the group of texts commonly studied offer for innovation within the classroom, as well as the benefits of taking a practice-led approach to research that draws together Shakespeare scholars, artists, researchers, and technical developers to adopt a playful yet meaningful approach towards educating secondary-level students. Most importantly, however, we will focus on demonstrating how our adaptation facilitates conclusions regarding employing animated immersive media for novel ways of teaching “boring”, complex, canonical literary texts. We suggest our adaptation prompts a reconsideration of means of student engagement for classical literature in general, and Shakespeare’s work in particular. Ministry of Education (MOE) The work was supported by the Ministry of Education - Singapore [AcRF T2 Grant MOE-T2EP40120-0003]. 2024-11-11T06:13:09Z 2024-11-11T06:13:09Z 2024 Journal Article Rall, H. & Harper, E. (2024). Pericles VR: towards pedagogical innovation through gamified adaptation of classic literature. Pedagogies, 19(3), 403-420. https://dx.doi.org/10.1080/1554480X.2024.2379801 1554-480X https://hdl.handle.net/10356/181015 10.1080/1554480X.2024.2379801 2-s2.0-85204453650 3 19 403 420 en MOE-T2EP40120-0003 Pedagogies © 2024 Informa UK Limited, trading as Taylor & Francis Group. All rights reserved.
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Arts and Humanities
Virtual reality
Immersive media
spellingShingle Arts and Humanities
Virtual reality
Immersive media
Rall, Hannes
Harper, Emma
Pericles VR: towards pedagogical innovation through gamified adaptation of classic literature
description Our paper seeks to investigate how mediation using emerging technologies can increase student engagement within the context of teaching English Literature in Singapore. Through a discussion of our ongoing project to create an adaptation of Shakespeare’s Pericles, Prince of Tyre as an animated game in virtual reality, we focus upon the interdependencies between narrative content, style of visualization and interactive engagement to demonstrate the potential of fully immersive media in an educational context. Pericles is one of Shakespeare’s lesser-known plays: in five acts, it tells the dramatic story of a family separated at sea and reunited by fate. Our findings will highlight the opportunities that works of Shakespeare that fall outside the group of texts commonly studied offer for innovation within the classroom, as well as the benefits of taking a practice-led approach to research that draws together Shakespeare scholars, artists, researchers, and technical developers to adopt a playful yet meaningful approach towards educating secondary-level students. Most importantly, however, we will focus on demonstrating how our adaptation facilitates conclusions regarding employing animated immersive media for novel ways of teaching “boring”, complex, canonical literary texts. We suggest our adaptation prompts a reconsideration of means of student engagement for classical literature in general, and Shakespeare’s work in particular.
author2 School of Art, Design and Media
author_facet School of Art, Design and Media
Rall, Hannes
Harper, Emma
format Article
author Rall, Hannes
Harper, Emma
author_sort Rall, Hannes
title Pericles VR: towards pedagogical innovation through gamified adaptation of classic literature
title_short Pericles VR: towards pedagogical innovation through gamified adaptation of classic literature
title_full Pericles VR: towards pedagogical innovation through gamified adaptation of classic literature
title_fullStr Pericles VR: towards pedagogical innovation through gamified adaptation of classic literature
title_full_unstemmed Pericles VR: towards pedagogical innovation through gamified adaptation of classic literature
title_sort pericles vr: towards pedagogical innovation through gamified adaptation of classic literature
publishDate 2024
url https://hdl.handle.net/10356/181015
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