Abstract
Social and Community Theatre (SCT) is a methodology promoting active participation in cultural events with the aim to enable cultural awareness and transformative learning. This paper presents how SCT is enriched with the use of digital technologies to promote active participation of audiences before, during and after cultural interventions that are organized within the context of the Caravan Next project (http://caravanext.eu). We present a mobile app (cNext App - http://cnext.tuc.gr/app) that enables audiences to get informed about cultural interventions, participate, share and reflect on their experiences when attending such interventions, thus promoting transformative learning in an informal inclusive learning framework. Furthermore, we present how special software employing innovative input devices enables the use of digital marionettes in schools thus promoting drama-based digital storytelling learning scenarios.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Jones, M., Kimberlee, R., Deave, T., Evans, S.: The role of community centre-based arts, leisure and social activities in promoting adult well-being and healthy lifestyles. Int. J. Environ. Res. Public Health 10(5), 1948–1962 (2013)
Schinina, G.: Here we are. Social theatre and some open questions about its development. Drama Rev. 48(T183), 17–31 (2004)
Bernardi, C.: On the dramaturgy of communities. In: Jennings, S. (ed.) Dramatherapy and Social Theatre: Necessary Dialogues. Routledge, New York (2009)
Dudina, V.: Performative turn and epistemological reconfiguration of social knowledge. In: XVIII ISA World Congress of Sociology, 13–19 July 2014. Isaconf (2014)
Cabitza, F., Simone, C.: Building socially embedded technologies: implications about design. In: Designing Socially Embedded Technologies in the Real-World, pp. 217–270. Springer, London (2015)
Dirksmeier, P., Helbrecht, I.: Time, non-representational theory and the ‘Performative Turn’ – towards a new methodology in qualitative social research. Forum Qual. Soc. Res. 9(2), Art. 55 (2008)
Ganascia, J.-G.: Views and examples on hyper-connectivity. In: Floridi, L. (ed.) The Onlife Manifesto: Being Human in a Hyperconnected Era. Springer, Cham (2015)
Beeman, W.O.: The anthropology of theater and spectacle. Annu. Rev. Anthropol. 22(1), 369–393 (1993)
Turner, V.: Are there universals of performance in myth, ritual and drama? In: Schechner, R., Appel, W. (eds.) By Means of Performance. Cambridge University Press, Cambridge (1990)
Kolb, D.A., Fry, R.E.: Toward an Applied Theory of Experiential Learning. MIT Alfred P. Sloan School of Management, Cambridge (1974)
Honey, P., Mumford, A.: Manual of Learning Styles. P. Honey, London (1982)
Moraiti, A., Moumoutzis, N., Christoulakis, M., Pitsiladis, A., Stylianakis, G., Sifakis, Y., Maragoudakis, I., Christodoulakis, S.: Playful creation of digital stories with eShadow. In: 11th International Workshop on Semantic and Social Media Adaptation and Personalization, SMAP 2016, pp. 139–144 (2016)
Moumoutzis, N., Christoulakis, M., Pitsiladis, A., Maragoudakis, I., Christodoulakis, S., Menioudakis, M., Koutsabesi, J., Tzoganidis, M.: Using new media arts to enable project-based learning in technological education. In: 2017 IEEE Global Engineering Education Conference (EDUCON), pp. 287–296 (2017). ISSN 2165-9567
Christoulakis, M., Pitsiladis, A., Moraiti, A., Moumoutzis, N., Christodoulakis, S.: eShadow: a tool for digital storytelling based on traditional Greek shadow theatre. In: Proceedings of the 8th International Conference on the Foundations of Digital Games (2013)
Leap Motion. https://en.wikipedia.org/wiki/Leap_Motion
Brooke, J.: SUS-a quick and dirty usability scale. Usability Eval. Ind. 189(194), 4–7 (1996)
cNext App. http://cnext.tuc.gr/app
Moumoutzis, N., Christoulakis, M., Pitsiladis, A., Sifakis, G., Maragkoudakis, G., Christodoulakis, S.: The ALICE experience: a learning framework to promote gaming literacy for educators and its refinement. In: International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), pp. 257–261 (2014)
Makris, D., Makris, K., Arapi, P., Christodoulakis, S.: PlayLearn: a platform for the development and management of learning experiences in location-based mobile games. In: 8th International Conference on Mobile, Hybrid, and On-line Learning (eLmL 2016), pp. 43–48 (2016)
Acknowledgments
The work reported in this paper is implemented in the Caravan Next (Creative Europe 559286) project. Further use of the digital marionette software in schools is implemented in the e-ARTinED (Erasmus + ID 2015-1-SE01-KA201-012267) and the MultiLib (Erasmus + ID 2016-1-SE01-KA201-022101) projects.
The authors thank Nikos Blazakis for supporting this work by developing the original version of the marionette depicting the myth of Europe. They also thank Mrs Aliki Vitoriou, teachers in the 19th Primary School of Chania, Crete, Greece and her students for participating in the evaluation of the digital marionette software.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, a part of Springer Nature
About this paper
Cite this paper
Moumoutzis, N., Gioldasis, N., Anestis, G., Christoulakis, M., Stylianakis, G., Christodoulakis, S. (2018). Employing Theatrical Interactions and Audience Engagement to Enable Creative Learning Experiences in Formal and Informal Learning. In: Auer, M., Tsiatsos, T. (eds) Interactive Mobile Communication Technologies and Learning. IMCL 2017. Advances in Intelligent Systems and Computing, vol 725. Springer, Cham. https://doi.org/10.1007/978-3-319-75175-7_16
Download citation
DOI: https://doi.org/10.1007/978-3-319-75175-7_16
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-75174-0
Online ISBN: 978-3-319-75175-7
eBook Packages: EngineeringEngineering (R0)