Performing traditional knowledge using a game engine: communicating and sharing Australian Aboriginal knowledge practices

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Pumpa, Malcolm
Wyeld, Theodor
Adkins, Barbara
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This paper challenges current practices in the use of digital media to communicate Australian Aboriginal knowledge practices in a learning context. It proposes that any digital representation of Aboriginal knowledge practices needs to examine the epistemology and ontology of these practices in order to design digital environments that effectively support and enable existing Aboriginal knowledge practices in the real world. Central to this is the essential task of any new digital representation of Aboriginal knowledge to resolve the conflict between database and narrative views of knowledge (L. Manovich, 2001). This is in order to provide a tool that complements rather than supplants direct experience of traditional knowledge practices (V. Hart, 2001). This paper concludes by reporting on the recent development of an advanced learning technology that addresses this.
3D gaming, Australian indigenous cultural heritage, Computer aided instruction, Computer games, Cultural heritage, Virtual storytelling
Proceedings of the 6th IEEE International Conference on Advanced Learning Technologies (ICALT 2006), Kerkrade, Netherlands, 05-07 July 2006 / Kinshuk, R. Koper, P. Kommers, P. Kirschner, D. G. Sampson and W. Didderen (eds.), pp. 810-814