Please use this identifier to cite or link to this item: https://hdl.handle.net/2440/42142
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dc.contributor.authorPumpa, M.en
dc.contributor.authorWyeld, Theodor G.en
dc.contributor.authorAdkins, B.en
dc.date.issued2006en
dc.identifier.citationProceedings of Sixth International Conference on Advanced Learning Technologies, 2006: pp.810-814en
dc.identifier.isbn0769526322en
dc.identifier.urihttp://hdl.handle.net/2440/42142-
dc.description.abstractThis 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 [5]. This is in order to provide a tool that complements rather than supplants direct experience of traditional knowledge practices [2]. This paper concludes by reporting on the recent development of an advanced learning technology that addresses this.en
dc.publisherIEEEen
dc.titlePerforming traditional knowledge using a game engine: communicating and sharing Australian Aboriginal knowledge practicesen
dc.typeConference paperen
dc.contributor.schoolSchool of Humanities : Mediaen
dc.contributor.conferenceInternational Conference on Advanced Learning Technologies (6th : 2006 : Kerkrade, Netherlands)en
dc.identifier.doi10.1109/ICALT.2006.1652564en
Appears in Collections:Media Studies publications

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