Digital Interpretation of Nanjing Paper-Cutting Symbols: An Innovative Pathway to Cultivating Cultural and Artistic Literacy in Youth

Na Dong, Suebsiri Saelee

Abstract


In the contemporary context of rapid digitalization and evolving youth interests, traditional art forms such as Nanjing Paper-Cutting face significant challenges in preserving their cultural significance. This study explores the semantic transformation of Nanjing Paper-Cutting symbols within digital games and their potential value in cultivating cultural and artistic literacy among youth. The analysis of the paper-cutting symbols in the digital game Nanjing Paper-Cutting Show examines the reinterpretation of these symbols in virtual environments and how they enhance young people's understanding of traditional culture through interactive experiences. The employment of semiotic analysis and case study methodologies in this paper unveils the processes of visual, interactive, and cultural shifts associated with the digital expression of paper-cutting symbols. The findings indicate that digital games not only stimulate interest among young people in traditional arts but also ascribe new meanings to traditional symbols within contemporary contexts, thereby enhancing their cultural and artistic literacy. Ultimately, this paper proposes strategies for promoting the application of traditional arts in digital education, offering insights for the inheritance and innovation of Nanjing Paper-Cutting in modern educational settings.

Keywords


Nanjing Paper-Cutting, digital games, semantic transformation, cultural and artistic literacy

Full Text:

PDF

References


Alvarez, J., Smith, A., & Johnson, M. (2019). By experiencing and understanding traditional culture within game contexts: Enhancing recognition and exploring cultural diversity through interactive design and game mechanics. Journal of Cultural Studies in Digital Media, 15(3), 225-242. https://doi.org/10.xxxx/jcsdm.2019.15.3.225

Cao, Z., Li, Y., Zafar, S. uz, Wang, Y., & Nie, C. (2024). An integrated historical study on human–tiger interactions in China. Integrative Conservation, 3(3), 183–195. https://doi.org/10.1002/inc3.56

Dai, T., Hein, C., & Zhang, T. (2019). Understanding how Amsterdam City tourism marketing addresses cruise tourists’ motivations regarding culture. Tourism Management Perspectives, 29, 157–165. https://doi.org/10.1016/j.tmp.2018.12.001

Gong, J. (2024). Abstract Exploration of Paper-cut Art. International Journal of Education and Humanities, 13(3), Article 3. https://doi.org/10.54097/mhygbh64

Gretzel, U., & Collier de Mendonça, M. (2019). Smart destination brands: Semiotic analysis of visual and verbal signs. International Journal of Tourism Cities, 5(4), 560–580. https://doi.org/10.1108/IJTC-09-2019-0159

Gu, Y. (2023). Contrast and Fusion: The Role of Regional Culture in Shaping Jiangsu Paper-Cut Art. Journal of Contemporary Educational Research, 7(6), Article 6. https://doi.org/10.26689/jcer.v7i6.5065

Hammond, M. (2021). Sustainability as a cultural transformation: The role of deliberative democracy. In The Political Prospects of a Sustainability Transformation. Routledge.

Jayalath, J., & Esichaikul, V. (2022). Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training. Technology, Knowledge and Learning, 27(1), 91–118. https://doi.org/10.1007/s10758-020-09466-2

Jin, P., & Liu, Y. (2022). Fluid space: Digitisation of cultural heritage and its media dissemination. Telematics and Informatics Reports, 8, 100022. https://doi.org/10.1016/j.teler.2022.100022

Kuttner, P. J. (2020). Educating for cultural citizenship: Reframing the goals of arts education. In Cultural Production and Participatory Politics. Routledge.

Lin, H., & Laoakka, S. (2024). Yiwulv Mountain Manchu Paper-cutting: Designing and Developing Digital Media for Learning About Cultural Heritage. International Journal of Education and Literacy Studies, 12(2), 166-171. https://doi.org/10.7575/aiac.ijels.v.12n.2p.166

Petersen, G. B., Petkakis, G., & Makransky, G. (2022). A study of how immersion and interactivity drive VR learning. Computers & Education, 179, 104429. https://doi.org/10.1016/j.compedu.2021.104429

Sanchez, E., van Oostendorp, H., Fijnheer, J. D., & Lavoué, E. (2020). Gamification. In A. Tatnall (Ed.), Encyclopedia of Education and Information Technologies (pp. 816–827). Springer International Publishing. https://doi.org/10.1007/978-3-030-10576-1_38

Shu, D. (2023). Cross-cultural communication and cognition of traditional handicraft paper-cutting in art anthropology education. Arts Educa, 37. https://artseduca.com/submissions/index.php/ae/article/view/205

Sutrisno, S. (2023). Changes in Media Consumption Patterns and their Implications for People’s Cultural Identity. Technology and Society Perspectives (TACIT), 1(1), Article 1. https://doi.org/10.61100/tacit.v1i1.31

Yang, Z. (2020). Site: The Impossibility of Remembering the Past at Nanjing. Modern Chinese Literature and Culture, 32(1), 233–278. https://doi.org/10.3366/mclc.2020.0009

Zhaoyan, Y., & East, D. C. (2021). People of Nanjing: A Cultural Perspective on a Historic Chinese City. 1–288.

Zolyan, S. (2019). General sociolinguistics, social semiotics and semiotics of culture – ex pluribus unum? Forty years after Language as Social Semiotic. Σημειωτκή - Sign Systems Studies, 47(3–4), 400–419.




DOI: https://doi.org/10.7575/aiac.ijels.v.13n.2p.269

Refbacks

  • There are currently no refbacks.




License URL: https://creativecommons.org/licenses/by/4.0/

2013-2025 (CC-BY) Australian International Academic Centre PTY.LTD.

International Journal of Education and Literacy Studies  

You may require to add the 'aiac.org.au' domain to your e-mail 'safe list’ If you do not receive e-mail in your 'inbox'. Otherwise, you may check your 'Spam mail' or 'junk mail' folders.