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My interest in this? All of this ultimately relates to:
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Addendum on 9/12/12:
- Transmedia storytelling for content creators — by Jason Konopinski
In each game episode, you play as Dak, Sera, and young Hystorian Riq as they travel back in time to fix one of the Great Breaks. Use your Hystorian’s Guide to discover what has gone wrong in history. Then, the story continues as you explore the open environment and play mini games such as lock picking or white-water rafting. Along the way you will also complete side quests and speak with historical characters who will aid you in — or perhaps deter you from — your quest.
The Infinity Ring game boasts an immersive open-world environment in which players are free to explore a 3-D representation of sites around the globe and throughout time. The game is available on desktop computers. Coming soon for mobile and tablet devices.
Also see:
Scholastic goes global to promote its latest transmedia epic — from digitalbookworld.com
NEW MULTI-PLATFORM TIME TRAVEL ADVENTURE SERIES infinity ring™ LAUNCHES WITH global promotional campaign
FROM SCHOLASTIC
KIDS CAN PREVIEW THE INFINITY RING ONLINE GAME ON WWW.INFINITYRING.COM STARTING TODAY
Scholastic (NASDAQ: SCHL), the global children’s publishing, education, and media company, today announces a massive worldwide campaign to promote INFINITY RING™, a new multi-platform time travel adventure series for children ages 8-12, launching on August 28th simultaneously in the United States, Canada, United Kingdom, Australia, and New Zealand with “Book 1: A Mutiny in Time” by New York Times bestselling author James Dashner. As the pioneering force behind the groundbreaking and international bestselling The 39 Clues® series, Scholastic expands its innovative multi-platform publishing program with Infinity Ring, a fully immersive reading experience which combines books, an interactive “Hystorian’s Guide” map, and an online game experience where readers travel back in time to “fix” history.
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20 schools innovating with digital tools — from Getting Smart by Tom Vander Ark and Sarah Cargill
Excerpt:
Hans Renman in Stockholm (@tankom_hans) asked on Twitter, “Do you know any US schools that are REALLY using digital tools in an INTERESTING way for communication, marketing, or learning?” That tweet kicked off a few days of snooping around. Here is the list of 20 we came up with. We look forward to your additions!
5 tips for better storytelling — from columnfivemedia.com by Ian Klein
Excerpt:
At a recent conference on transmedia, or multiplatform storytelling, Starlight Runner Entertainment CEO Jeff Gomez said that stories help us commune with things greater than ourselves. In a world where attention and big ideas are prized, knowing a few things about storytelling can make you more successful in your endeavors. Below are five steps you can take to help better tell your story.
Connect with your audience through storytelling – an interview with Samantha Starmer of REI — from blog.slideshare.net by Kit Seeborg
Excerpt:
With so much information bombarding conference attendees during an event, it’s easy to overwhelm and saturate an audience with facts, figures and data. A skilled storyteller can form a deeper connection with each audience member by sharing knowledge in story form.
Samantha Starmer leads cross-channel experience, design, and information architecture teams at REI (Recreational Equipment Inc.). An active public speaker, Samantha has evolved her presentation style to that of storytelling. Audience members quickly forget that they’re in a conference room or auditorium, and are immediately drawn in as Samantha’s story unfolds.
We caught up with Samantha just after her return from O’Reilly OSCON where she presented the workshop How to Design for the Future – Cross Channel Experience Design.
Digital storytelling in online courses — an upcoming presentation by Aldo Caputo for the 18th Annual Sloan Consortium Conference
Abstract
This session looks at the power of digital storytelling to achieve greater impact, relevance, and ultimately learning in online courses.
Extended Abstract
The use of narrative has been used to pass on knowledge from generation to generation since humans began communicating. Storytelling started out as an oral tradition, and has taken root in every medium that has emerged since, including print, radio, video, and now the web. Storytelling plays a tremendous role in the human experience. Schank argues in Tell Me a Story: Narrative and Intelligence (1995) that stories are the foundation of human memory and intelligence. John Seely Brown and Paul Duguid posit in The Social Life of Information (2000) that stories are one of the key ways that organizational learning is captured and transferred. Digital storytelling can also be used in the online classroom to make strong learning connections. We will examine some cases of digital storytelling in selected fully-online, asynchronous courses at the University of Waterloo, and look at how the stories were created, why they were used, and the impact they had on the learning experience. In particular we’ll explore how we can leverage digital storytelling online for greater impact, relevance, and ultimately, learning. Examples will include videos of students and working professionals relating experiences relevant to the content being studied to underscore the importance of the intended outcomes and help establish connections and applications of the knowledge to the real world. Excerpts of these videos will be shown and discussed. We will also share strategies for capturing effective stories and incorporating them in an online course, inviting participants to discuss their own examples and experiences. A discussion of strategies for capturing effective video stories will likely break out at the end, as will as a fruitful exchange of advice and ideas. Anyone interested in making online or blended learning more relevant, engaging, memorable, and effective would benefit from this session. The presentation and tip sheet for effective video stories will be made available online to participants.
4 ways to gamify learning in your classroom — from tophatmonocle.com
Excerpt:
This post explores the role of gamification in education and provides four examples of how you can bring the learning method into your classroom.
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Top Hat Monocle closes $8M to bring gamification to university classrooms — from betakit.com
Excerpt:
Today another student engagement platform, Top Hat Monocle, announced it has closed $8 million in Series A funding led by Emergence Capital Partners and iNovia Capital, with participation from SoftTech VC, Version One Ventures, and Golden Venture Partners. The Toronto- and San Francisco-based company, which raised $1.5 million in seed funding in November 2011, launched their product in 2010 and has been used by 65,000 students at over 150 global universities.
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Gamified courses from Course Hero and Bunchball boost student engagement — from gigaom.com by Ki Mae Heussner
Excerpt:
In some circles, the phrase “gamification” may have gone out of fashion, but Course Hero and Bunchball are intent on showing that it can still pack a punch in education.
In April, Course Hero, which uses free online resources to offer students digital study guides and other tools, launched a series of full-length online courses infused with game mechanics from Bunchball’s gamification platform. The companies Tuesday revealed some of the initial results from the partnership.
On average, users spend three times more time on the gamified courses than on all of CourseHero.com and total time on the platform has increased five percent since the Bunchball integration, Course Hero reported. The company also said that social sharing of achievements, which are awarded as students progress through the courses, has climbed nearly 400 percent since the Bunchball partnership.
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From DSC:
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Addendum on 7/19/12:
From DSC:
I wonder:
From DSC:
As the massive convergence of the computer, the telephone, and the television continues, other trends are also taking place that may eventually impact how we interact with educationally-related content. That is, the main screen of our living rooms might be delivering a 5-10 minute “lecture”, but our tablets and smart phones may be in our laps as we interact around this content with others.
Along these lines, as transmedia storytelling develops, the use of multiple devices and methods to consume and contribute to content may be setting the stages for how things can get done with more educationally-related applications.
Consider this excerpt from Complex TV: Transmedia Storytelling — by Jason Mittell, Associate Professor of American Studies and Film & Media Culture at Middlebury College:
As television series have become more complex in their narrative strategies, television itself has expanded its scope across a number of screens and platforms, complicating notions of medium-specificity at the very same time that television seems to have a clearer sense of distinct narrative form. This chapter explores how television narratives are expanded and complicated through transmedia extensions, including video games, novelizations, websites, online video, and alternate reality games. With specific analyses of transmedia strategies for Lost and Breaking Bad, I consider how television’s transmedia storytelling is grappling with issues of canonicity and audience segmentation, how transmedia reframes viewer expectations for the core television serial, and what transmedia possibilities might look like going forward.
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Addendum on 6/2/12
Braver, newer literary worlds — from futurebook.mit.edu by Debra Di Blasi
Description of videos:
The following video (in two parts) was part of my presentation to the Louisville Conference of Literature, February 2012. I am presenting a more extensive multimedia paper at the International Book Conference in Barcelona, June 29-July 2, 2012.