Abstract
The positive
effects of student engagement and motivation on student learning, have been
supported by a great deal of academic research (Carini, R. M., Kuh, G. D.,
& Klein, S. P. , 2006, Zhao, C.-M., & Kuh, G. D. , 2004, Christenson,
S. L., Reschly, A. L., & Wylie, C. , 2012, and, Leah Taylor & Jim
Parsons, 2016). Knowing that transmedia has been successful in creating
engaging environments, some educators have been developing transmedia projects
to improve student engagement and motivation in order to enhance learning (Weinreich
N. K. , 2006 and Roth, C., Vorderer, P., & Klimmt, C. , 2009, Raybourn, E.
M. , 2014). This paper describes how transmedia learning is viewed by different
researchers, analyses the ways it is being practiced by educators, and
discusses its strengths and its drawbacks. This paper also explains how a
transmedia learning campaign can be developed. The study targets educators who
we believe need to learn about transmedia learning, and find out about how they
can develop effective transmedia learning projects.
Transmedia:
definitions
Two
definitions help explain what is meant by ‘using transmedia in education’.
These two definitions been developed by two experts in the field, the media
scholar Henry Jenkins III, and the research scientist, Elaine M Raybourn. The
first definition is a general definition of transmedia, while the second is a
specific definition of transmedia learning. Jenkins (2011) defines transmedia
story telling as “the process where integral elements of the fiction get
dispersed systematically across multiple delivery channels, for the purpose of
creating a unified and coordinated entertainment experience”. It is clear
from this definition that we cannot envision transmedia except as fiction which
is narrated on different platforms and which aims at entertainment. Jenkins’
transmedia is a form of storytelling for entertainment. So how can the concept of transmedia become
related to training and pedagogy?
Focusing on
education, Raybourn (2014) defines what she calls “transmedia learning”,
as “the scalable system of messages that represents a narrative or core
experience that unfolds from the use of multiple media, emotionally engaging
learners by involving them personally in the story”. One can question whether
transmedia learning, as defined by Raybourn, qualifies as a form transmedia -
as defined by Jenkins. In fact, a ‘scalable system of messages that represents
a narrative or core experience that unfolds from the use of multiple media’ is
not necessarily a form of fiction; it is common knowledge that a narrative
could be some account of actual events and that an experience is not a
narrative. Hence, Raybourn’s definition
does not qualify, according to Jenkins, as being that of transmedia. However,
one can argue that as consumers experience a fictional narrative, an actual
realistic experience is actually unfolding. This means that Jenkins’
definition, which restricts transmedia to fiction, can be challenged. Without
further elaboration on the definition, it is suitable for the objectives of
this paper to adopt Raybourn’s definition.
Examples
of successful transmedia narratives and franchises
Star Wars is
perhaps the best example of a successful thriving transmedia narrative. It grew
to become a whole digital world that is much larger than the original
narrative; it became vastly shared and explored by consumers; it allowed for
fan immersion and for fans to produce independent extensions. Star Wars was
initially created by George Lucas in 1977 as a science fiction film about the
adventures of some alien civilization in a faraway galaxy. Eventually many sequels
followed and the narrative spread over many platforms including books, games,
blogs, toys, and others. Star Wars fans developed “fan fiction, fan music, fan
cinema, fan viding ( which is developing music videos from the original footage),
thereby exploring the source itself in a new way, cosplay (costumed
roleplaying), role play, and model-building”, Jenkins, H. (2015), and it
eventually grew to become a “social phenomenon that belongs to the general
public of fans and their participatory culture”. Star Trek and The Matrix
are other successful transmedia examples.
General
features of transmedia narratives
A transmedia
narrative may make use of blogs, social media internet games, and according to
Jenkins (2010), “immersive simulations, intelligent tutoring systems, virtual
environments, machinima (video or short films made with game technology),
mobile learning, graphic novels, motion comics, film, radio, print, and social
media”. Jenkins summarises the core
concepts of transmedia in his 2010 blog post Transmedia Education: the 7
Principles Revisited. According to Jenkins transmedia storytelling should
motivate the consumer to share its content with others and on different
platforms. The consumer also should be able to explore the content in depth,
and according to their individual interest. Transmedia narratives may allow for
alternative worlds or characters that can be created by fans; they are also
extractable, which means the consumer can own, or take away, some item, toy, or
resource that they keep or use. Transmedia would allow the consumer to become a
part of the story; it would also allow for real world and digital extensions.
Producers should expand the narrative at critical points thus creating interest
and curiosity regarding what may happen next. The central narrative should be
explorable from different perspectives, and through the eyes of different
characters, who may or may not, belong to the core narrative. Jenkins
description of transmedia narratives explains why they attract enormous fandom,
create a lot of interest and motivation, and spread over media and over time.
The
business of transmedia production
Transmedia
learning can happen only if it is economically feasible and the economical, or
business, part of transmedia production is at the root of its feasibility.
Hence I feel that it is important to introduce it briefly. The text Getting
Started with Transmedia Storytelling, Robert Pratten (2011), is a comprehensive
resource that tackles thoroughly all aspects of transmedia production. Unit 8
of this text describes the procedure that Pratten suggests for setting the
initial foundations of the production, namely building the initial audience and
priming the project and its community for funding and financing thus explaining
transmedia project production from the business and social perspectives.
Pratten describes the preliminary steps and conditions of the first phase of
the production. During this phase the
producers according to Pratten would start by creating and exhibiting low cost
transmedia aiming at building and involving an initial audience. Then he includes a repetitive loop that
describes priming the initial audience and raising the inceptive funds. The
last step in the repetitive loop is a decision making step, which will either direct
the producer to go back to the start of the loop in order to enhance the size
of the initial audience and financing, or to go ahead and leave the loop. Next, the producer looks into the feasibility
of producing a successful transmedia feature and decides whether to go ahead
with it or not. Pratten’s text would be very helpful for educators who wish to
embark on major transmedia productions.
How can
pedagogy benefit from transmedia?
Educators can
target specific learning attainment objectives through transmedia by developing
narratives and worlds where the learning attainment targets form the canon.
Such projects need to be spreadable over different media in order to capture
students’ diverse interests and to allow them explore the elements of the learning
target, to different depths, and in different dimensions, each individual
student according to their inclinations and their readiness. Educational
transmedia narratives should facilitate student immersion which enhances their
learning; this can be catered for by producing a capturing feature and allowing
students to interact with the characters and participate as characters who
belong to this newly created virtual world. Students may also be allowed to
develop splinter narratives within that world. In history, for example, the
narrative could allow students to influence the result of a certain battle, or
allow them to hear the voices of the people living the battle, so they can
empathise with people who may come from other cultures, and who would have lived
in older times. In the sciences students would be able to look into the effects
of modifying the initial conditions of a certain event such as the angle at
which a certain stone is thrown and observe how this change would modify what
happens next and how the whole narrative may be modified. Controlling the
initial angle of projection of a stone and its initial speed, or the strength
of gravity, could form capturing experiences for students within the world of
projectile physics. Within the same narrative, other physics phenomena can be
explored. A transmedia narrative can incorporate any of the other academic
dimensions in a similar manner such as science, economics and business, social
studies, music and arts, coding, and so no.
The case
for transmedia learning
In her
article Transmedia Learning for More Effective Training and Education 2014,
Raybourne upholds that “the human brain is wired to learn from stories” and
proposes a method that “can be used to create transmedia learning story
worlds”. She also asserts the importance of being able to track learners’
progress and how within a transmedia campaign can be done through data mining
their social media and their decisions as they interact with the story. Her
study compares and contrasts transmedia and serious games concluding that games
fail to “adequately support self-paced learning outside of facilitated
exercises” and “lack the ability to detect the users’ context and therefore
cannot personalize instruction very well”. Raybourn emphasizes that transmedia
is more accessible and more effective than other training and educational
approaches. The use of transmedia
learning campaigns, according to Raybourn, is an innovative approach that can
boost learners’ retention and help knowledge reinforcement as learners are able
to access content continually, and almost ubiquitously, and also in a
self-paced manner. This claim, Raybourn clarifies, has still to be
substantiated by research.
Features
of transmedia learning
According to
Roth (2009) good stories generate curiosity, suspense, and engagement.
Interactive story telling according to Roth, opens opportunities for the reader
to participate in creating the setting, interact with the characters and
influence the narrative. This makes readers experience through transmedia
realistic and therefore enables the develop feelings of authenticity and
ownership, more than what can be provided through learning games or other
pedagogical paradigms. Roth here clearly concurs with Raybourn. Roth’s study
concludes that transmedia enhances learning and makes it enjoyable.
McCarthy
(2012) investigates the effects of the implementation of transmedia on
education. McCarthy’s study uses standardised nationally-normed tests to
compare the learning progress of two types of groups of preschoolers,
experimental groups who used PBS transmedia educational apps and control groups
who didn’t. McCarthy found evidence that the learning gains of the experimental
groups exceeded those of their counterparts. It is important to note that the
study also involved the parents of the experimental groups and found evidence
that transmedia apps improved parents’ involvement and their ability to support
their children’s learning. In my view however, many PBS apps do not qualify as
transmedia though they are good multimedia learning resources. PBS apps do not
create extendable worlds or charming fictitious characters.
In her essay
Transmedia Play: Literacy Across Media (2013), Alper explains how important the
resourcefulness, sociality, mobility, accessibility, and replayability of a
transmedia production are for making it a successful transmedia learning
campaign. Alper’s essay is an elaborate discussion of transmedia learning and
is a very useful resource for educators.
Raybourn’s
Simulation Experience Design Method:
Raybourn developed a methodology for transmedia production for education and labeled it
the Simulation Experience Design Method. The method is cyclical and starts with
deciding how the learners will interact with the characters of the narrative
and focus on developing likable characters that the learner can emotionally
bond with. Next according to Raybourn the producers should develop a narrative
that serves as the story through which the learners will explore concepts that
they need to learn. The narrative needs to be realistic so that the learners
find them easy to connect with. Learners should be given the opportunity to
explore the narrative as it unfolds through different media such as mobile
devices, radio, blogs or printed material. The framework should allow the
learner to participate in the creation of the narrative’s scenarios. The
project should next focus on reflection aiming at developing a culture that
holds the new knowledge and skills that the learners acquire. Feedback follows
and allows for performance assessment. Raybourn also encourages the
incorporation of social media activity tracking and data mining in order to
track learners’ experience. According to Raybourn (2104) “Transmedia learning
campaigns are the purposeful, coordinated, scalable” and “represent a unique
opportunity to transform serious games and other tools for education and
training from stand-alone learning instances into complete training experiences
that transcend time and any one medium”. What Raybourn seems to have missed
however, is to mention that at the essence of a transmedia campaign is for the
educator to define the main objective of the learning experience; i.e. what
educators call learning intentions. The targeted learning intentions form the
main pivotal dynamic of a learning transmedia narrative.
Important
Issues and questions
How small can
a transmedia learning campaign be; is it more pedagogically effective to build
a large number of small independent narratives or a smaller number of larger
ones? How does effectivity vary with the size of the narrative? What skills
would enable a teacher produce a transmedia lesson? Does every teacher have to
be a talented story teller for them to be able to use transmedia in their
teaching? Do teachers need to learn coding in order to be able to use
transmedia for their classroom? Do these ‘required’ skills form unsurmountable
difficulties for teachers or is it possible to find ways to overcome them? What
type of teacher education would be best for the constantly changing paradigm?
There are definitely many more questions that educators will be discovering and
researching as their transmedia learning endeavours develop.
Available
tools
Educators can
use the tool called Conducttr that allows even beginners to produce transmedia
projects. Conducttr lets the teacher/narrator to produce interactive media
scenarios where students’ responses influence the progress of the narrative,
hence allowing for setting conditions that guide learning. The website http://www.conducttr.com/training/teach/
provides on hands training to teachers. The website firstly directs teachers to
develop a transmedia project called ‘Saving Alice’, as a training example. This
project, once developed by the trainee, would define a character called Alice
who seeks help from students by sending them media messages and directing them
as to how they can help her. Once they act, students would have interacted with
Alice and with her environment. Students immediately become secondary
characters who influence the progress of the narrative. A student’s success in
satisfying a certain condition, which would be related to what they need to
learn or practice, would save Alice from some predicament. The narrative then
would continue to target further learning quests. Conducttr’s Alice interacts
with students through text messages, preprogrammed phone calls, tweets, etc.
which makes the experience feel very realistic. The program can track students’
progress and keep records that can be used as feedback. Saving Alice is just an example that the
Conducttr site uses to train beginners. Once confident, teachers should be able
to produce their own Conducttr based transmedia learning campaigns.
Another
transmedia production tool available for teachers is called Unity. Unity is a
powerful media game production set of tools that teachers can use to produce
transmedia teaching projects. Unity ninja is a community where one can get
help, share ideas, etc. I will not elaborate further about the available tools
for as I am write new tools are being produced.
Alice in
Digitland: Inanimate Alice as compared to Alice in Wonderland
In his
article in Transdisciplinary Digital Art: Sound, Vision and the New Screen,
edited by Adams, R., Gibson, S., & Arisona, S. M. (2008), K. Pullinger
explains on page 122 that he developed Inanimate Alice as a marketing campaign
project that was commissioned by Ian Harper. The project narrates the stories
of Alice, a games animator, and Brad the digital character who she created.
Pullinger seems to have called his lead character Alice, after Lewis Carroll’s
Alice in Wonderland. The similarities between Lewis Carrol’s Alice and
Pullinger’s Inanimate Alice are striking. In both narratives each Alice embarks
on adventures where one of them goes through experiences in an imaginary
wonderland and the other experiences a digital world. Both Alices find
themselves in situations that are frequently undesirable, in foreign settings
or alien environments. Both feel uneasy about their experiences and try to
attend to the problems they encounter. In both narratives Alice starts as a
child and grows up through the chapters or episodes to become an adult. It is
highly unlikely that all these similarities are accidental; in fact it is very
justifiable for Pullinger to have pulled Alice from Carrol’s wonderland to his
Digitland. Pullinger has built on the already existing endemic priming of world
audiences: Alice of Wonderland is a very well known character who has been invading
families’ homes for centuries. Alice in Wonderland is trusted by parents and by
teachers and is liked by children. Pullinger constructed his new brand on top
of an existing brand and hence he abridged a major starting underpinning of the
project.
More about
Inanimate Alice
While
watching Inanimate Alice you cannot but feel an eerie message that Pullinger
may have not meant; or that he may have not included consciously; Alice in
alien land feels lonely, fearful and vulnerable. No society is around her; it
is just her parents and her. She sometimes reaches for a tutor who comes from
another culture, but very briefly. The tutor however sounds remote and cannot
extend help; she neither expresses any form of empathy. From this angle, as an
educator, I would not endorse the project for school children as it does not
agree with what I see as a major duty that we build trust between cultures;
Inanimate Alice seems to have the opposite effect on me.
On the other
hand, inanimate Alice is a most successful project. One of the reasons for
Inanimate Alice’s successes is the ambiguity that revolves around Alice; we
neither see her face nor hear her voice. This ambiguity leaves a lot of room
for imagination and is definitely very intriguing and capturing. However, this
element which contributed to the success of the narrative was in fact only
accidentally introduced by the producer. Pullinger admits that “we had no money
to hire actors, so could not represent Alice’s face or record her voice”
(Adams, Gibson and Arisona, 2008, p. 122).
In order to
make room for children’s contribution to the narrative, and to enrich the
variety of cultural content, the episodes are not linearly continuous, settings
in different episodes jump from one country to another, from one continent to
another. Alice grows up very quickly. It feels as if the episodes that have
been produced so far, should not have been labelled as episodes number one,
number two, number three etc. but probably as episodes number one, number
eight, number sixteen, etcetera, leaving room for conducers to contribute the
missing episodes as Alice would that way grow up gradually. Clearly, the
producers wanted to capture the wider temporal and spacial spans and then
either fill in the gaps, or provide space for conducers to do so. In fact,
there are plenty of conducer produced episodes that cover cultures not tackled
by the original production.
The sound
effects and the filming add to the eeriness of the narratives and successfully
create feelings of suspense. Alice the character feels very realistic to the
viewer, though we never see her face or figure, or even hear her voice. The character reminds me of many of my younger
students and the young children around me, the way they think, the way they
express themselves, how they assess matters, and how they approach their issues. Definitely, the producers have been very
successful in portraying a very realistic lovable character that probably every
one of us can identify with. We never see Alice’s mum or dad, however the
family still feels realistic, and their problems are very common among
expatriates abroad.
In her
article Tips for Using Inanimate Alice in the Classroom, Laura Fleming calls it
a teaching epiphany and says that her students gave standing ovations at the
ends of episodes. She maintained that it motivated them to read and be more
engaged than they used to be when they read ebooks or print. Fleming accounts
for this referring to Transmedia’s ability to allow for user action to drive
the narrative forward, and for the fact that complexity increases with
episodes. Fleming, says that after she discovered Inanimate Alice,
she aligned it with the USA National Curriculum standards.
Inanimate
Alice, the transmedia production has very wide active fandom in the educational
circles. The producers have developed a Facebook page, and have produced with
every episode a teacher’s edition, a music pack, and other educational
material.
Regarding
Planning
Inanimate
Alice was planned as a promotion campaign for another larger project; it was
not preplanned to target learning. It entered the arena of education only after
it was t was discovered and used by educators for the purpose. Though its
success is to be commended, there is a lot missing, for as it was not purposely
preplanned to target learning, educators are having to mold the project in a
manner that makes it useful in class and this would not always succeed. This
matter reminds me of teachers who try to make some mathematics or science
concepts appear realistic and useful, but end up forging scenarios that are
viewed by children as fake and artificial. As an example of this would be a
question that applies the concept of fractions such as; Alex purchased a pizza
and would like to divide it into two parts such that one part is five times the
other. Now who on Earth would use fractions if encountered with a similar
situation? Children who encounter such experiences deduce that their views of
the irrelevance of what they are learning are being confirmed, so they lose trust
in academic settings and in the school system.
However, starting from what children like and appreciate and
then taking them on an enjoyable learning trip full of surprise, suspense and
fun, would definitely capture their interest and create engagement. Inanimate
Alice succeeds in that part of the mission. The difference however, is that
educators need to have been involved from the start if the project was to be a
pedagogical project. Their initial involvement would have allowed the project
to cater for STEM subjects more authentically. But the project was initially a
promotional project for an Art production. Inanimate Alice however, remains an
excellent contribution to a new genre of literature; digital writing or
literature, which is excellent to use in class for learning about literature
concepts such as setting, character development, theme, etc. It is also very
useful when teachers use it to encourage learners to participate in the
production of new episodes and be creative, and to learn about media and
culture. Though a major success Inanimate Alice, the project, falls short of
being a well-planned comprehensive transmedia learning campaign that can target
learning intentions other than the ones mentioned above.
A brief
transmedia learning plan
I am going to
rely mainly on Raybourn and Pratten to describe a plan for a transmedia
learning production. I will also rely on the document that was provided to me
by Dr. Anna Jackson and that outlines the steps of developing a plan for a
transmedia project. I will describe a plan for a science transmedia learning
production drawing on my personal experience as an educator, a teacher trainer,
and as a teacher of science and mathematics.
The objective
of the proposed project is for the students of primary to achieve the learning
intentions about speed and how it relates to distance and time. These
learning intentions depend on prior knowledge that one would hope that students
of lower primary classes would have learnt: such as how to read time, what the
units of time are, how to measure distance and what its units are. The unit
also requires some arithmetic knowledge mainly those of addition, subtraction,
multiplication and division. Such basic prerequisites are very essential and
should not be assumed, otherwise some students may fail to learn the new
concepts due to gaps in their background. In order to cater for individual
differences, it is essential to create a prerequisite revision unit about time,
distance and simple arithmetic operations. However, for the purposes of brevity
I would focus only on the main unit assuming that the prerequisite work has
been catered for.
Hence the
targeted learning intentions are: what is speed, how it relates to time and
distance, what are the units we use for speed (meters per hours, centimeters
per second or any distance unit per time unit), what instruments do we use, and
what problems we may encounter in our daily lives that require that we learn
about speed. The students also need to develop the ability to actually measure
speed in simple experiments and read speed on speedometers.
The audience
should not be restricted to students; parents and teachers are major
stakeholders in the process of child education; hence the production needs to
cater for these three groups.
Producing the
project can be done using Conducttr (http://www.conducttr.com/training/teach/)
or Unity (https://unity3d.com/education).
Both platforms include support and training units for beginners and have been
used in educational productions.
Relying on
what I have written about the reasons for the success of inanimate Alice, I
believe that starting with a well-established ‘brand’ and previously
established and well known characters would enhance the success of the project.
However, the original narrative should be able to cater for the learning aims.
Aesop’s fable The Hare and the Tortoise would be a good choice to re-produce in
transmedia format. Aesop’s original fable is about a race between a hare and a
tortoise in which the tortoise eventually wins due to its perseverance, while
the hare loses due to its complacency. So in addition to the science
learning intentions the chosen story has a moral. The fable has been narrated
by many and in different forms and through different media.
A most
interesting production is on https://www.youtube.com/watch?v=ZoYQ97h0xGA.
It consists of four different scenarios that teach different morals. The first
scenario is that of the original fable where the tortoise wins the race; the
moral is “slow and steady wins the race”. In the second scenario, however, the
hare has learnt the lesson not to be complacent, and it runs steadily and wins
the race; the moral in this version is “fast and consistent will always beat
slow and steady”. In the third scenario, the tortoise changes the route to
include water and so now it wins the race and the moral becomes “change the
playing field to suit your competency”. Then the hare and the tortoise discover
that if they cooperate and carry each other during the different terrains they
can be even faster, as they can go at the hare’s speed when on land and at the
tortoise’s speed when in water; they cover the route that combines land and
water successfully and quickly. The moral here becomes that through teamwork
you can overcome your shortcomings. The differences in scenarios allow
lots of rooms to different types of questions related to speed such as the
tortoises speed in water compared to its speed on land, or the speed of the
hare when it stopped as it encountered the water, etc.
The project
can be introduced through a blog on which there is a link to the above video.
On the same first page of the blog the character of the hare can be presented.
It would introduce itself and explains to the students how they can control its
motion by drag and drop methods. Beside the hare, the students can see a stop
watch that shows the time it takes the hare to run from the beginning of its
path till the end. Students would be asked to record the time they read on the
stopwatch and can repeat the animation as many times as they need until they
learn how to read and record the time on a stop watch accurately. The distance
the hare moves can also be controlled by the student by sliding the starting
position or the final position in either direction. A ruler that they can drag and
drop, and position in the correct place, will allow them to measure the
distance. Every time the student runs the animation, she can read the distance
and the time and record them in specific cells. If they are recorded accurately
the program calculates speed and displays it in a cell that is aligned with the
other two quantities. Students get points accumulated for their successful
attempts of recording time and distance and the hare reacts with animated
encouragement. Eventually the program stops calculating the speed and requires
that the students to calculate it. The tortoise would compete with them and do
the calculation in order to create some challenge. If they make mistakes one of
the characters would disappear and they have to try to discover which keyboard
key brings it back to the screen by trial and error. Once a student logs off
the hare sends them an email thanking them and summarising their attempts and
informing them about the number of points they managed to get during the
session. Students are told that they can become silver card holders or
gold card holders depending on the speed and accuracy of their performance. The
promotion from one card to the higher gives them access to further adventures.
The tortoise
would for example secretly send an email to the students seeking their help to
win a race. Here they need to do calculations where they use their newly learnt
skill in order to position the tortoise at a point where it can win. The
students would be rewarded by having their photo added to an animation where
they are represented by avatars; they would compete for virtual Olympic running
races. Primary students are not at ages which allow them to use Facebook,
however other digital media can be added to the project. The narrative can be modified
by the students as they improve their experience so that they can go deeper
into studying further speed related concepts such as displacement, velocity and
acceleration, and related graphs.
The project
would be active for a term at a time and would have extensions that guide
students as they move from one level to the next to include more complex speed
related concepts. It can also include an on line bog page that includes photos
of the fastest birds, animals, jet planes, rockets etc. and their speeds. It
would also contain actual Olympic and world speed records information. The same
blog may also include information about the slowest moving animals such as
snails and sloths.
Cards and
posters of objects and animals and their speeds can be printed by the students
form the blog page. The project would include a database where the learning
progress records of students are kept and are continuously updated. The records
should be available to students, parents and teachers to explore, discuss and
look into, as feedback is essential. A teachers’ module is needed to provide
tools that help teachers build further upon the project and participate.
Parents education is very important for healthy learning-conducive home
environments, hence the project would also include a parents’ module so that
parents could join their children in the fun-activity-learning process and
provide home support.
Conclusion
Having
explored the different resources, and building on my experience as an educator,
I would endorse Pratten’s Transmedia Business Model 2011, as a main reference
for any transmedia course and build a curriculum around it, as it provides the
learners with a comprehensive thorough transmedia production description. I
would also include in the course some purposely built transmedia production
that introduces the elements of transmedia through some interactive narrative,
where the students become involved as conducers and as critics.
Current
students are digital natives and they need to be addressed through media that
they appreciate. They also live in very distracting environments and hence they
need approaches that can capture their interest and motivate them. Storytelling
and social interaction, even within virtual environments, have proved to be
successful ways to engage learners. Teachers and schools need to acquire the
skills that enable them do their teaching preparation using digital means, such
as transmedia narratives, or whatever the digital future may come up with.
Transmedia projects or campaigns allow teachers to lead learning, capture
feedback and attend to learner’s individual differences.
References
Adams, R.,
Gibson, S., & Arisona, S. M. (2008). Transdisciplinary Digital Art: Sound,
Vision and the New Screen. Springer Science & Business Media.
Betsy
McCarthy, Ph.D., Linlin Li, Ph.D., & Michelle Tiu. (n.d.). PBS KIDS
Mathematics Transmedia Suites in Preschool Homes. Retrieved from
http://www-tc.pbskids.org/lab/media/pdfs/WestEd-HomeStudy-PBSKids-full.pdf
Carini, R.
M., Kuh, G. D., & Klein, S. P. (2006). Student Engagement and Student
Learning: Testing the Linkages*. Research in Higher Education, 47(1), 1–32.
http://doi.org/10.1007/s11162-005-8150-9
Christenson,
S. L., Reschly, A. L., & WYLIE, C. (2012). Handbook of Research on Student
Engagement. Springer Science & Business Media.
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(2010). Transmedia Education: the 7 Principles Revisited. Retrieved 21 March
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