Better than free: How value is generated in a free copy world

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Brief summary/notes from DSC:
Per Kevin Kelly (Feb 2011), the future is about 6 verbs:

  1. Screening — we are moving from being “people of the book” to “people of the screen”
  2. Interacting
  3. Sharing
  4. Accessing — not owning
  5. Flowing — streams/flows of data and information, tags, clouds, not pages, real time, always on (24x7x3765), everywhere, no sense of being completed, feeds, flows of data, books will operate in this same environment
  6. Generating — not copying; pressure on things to become free; value is in things that cannot be copied (easily or cheaply). We want “easy to pay for but hard to copy”; things such as:
  • immediacy
  • personalization
  • authentication
  • findability
  • embodiment
  • interpretation
  • accessibility
  • attention

Originally from — and see:

  • Gerd Leonhard at the Futures Agency.com
  • …and with thanks to O’Reilly for publishing this!

Alternative reality games (ARGs) as mobile learning — from Float Mobile Learning by John Feser

Excerpts:

An alternate reality game, or ARG for short, (pronounced by saying the letters ‘A-R-G’, not by sounding like a pirate) is an interactive narrative that uses the real world as a stage for telling a story, playing out a scenario or creating a learning experience.  ARGs make use of diverse media and game elements to help tell and impact the outcome of the story.

Mobile devices combined with a good story and an educational game can be a powerful way to increase engagement and activity level of your learners. ARGs offer an interesting way to bring your mobile technology along for the ride. ARGs are being successfully used in marketing and entertainment as well as to train and solve real world problems. Organizations that are looking for creative ways to engage in mobile learning should consider the benefits ARGs have to offer. By crafting a realistic, enjoyable experience, you’ll be reinforcing behavior that most companies are actively seeking in their employees: critical problem solving, inquisitiveness and creativity.

Storytelling meets Web 2.0

Storytelling meets Web 2.0 — from Instructional Design Fusions

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Ira Glass on the Art of Storytelling (Part 1) — from openculture.com

Since 1995, Ira Glass has hosted and produced This American Life (iTunes – Feed – Web Site), the award-winning radio show that presents masterfully-crafted stories to almost 2 million listeners each week. What’s the secret sauce that goes into making a great story, particularly one primed for radio or TV? Glass spells it out in four parts.

Also see:

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Our Puppet Shows, Published — from Kevin’s Meadering Mind

All 22 of the collaborative puppet shows have now been published at our Puppet Shows of Norris School website. Just a reminder: these are original plays planned out and written collaboratively, with original puppets made by students, and performed behind a puppet theater made by sixth graders about 10 years ago.

The Puppet Show Website

I have to say that for the most part, the stories were pretty cohesive and followed a story arc with protagonists and antagonists and most were able to get a moral or theme into the writing. These are the writing skills that I was going after, plus the exploration of the genre of script writing.

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Vuvox: A tool for digital storytelling — from Instructional Design Fusions by Dianne Rees

vuvox.com.

Dianne mentions that Vuvox provides some helpful videos to get you started:

The powerful ‘power of story’ — from storycentral DIGITAL

Excerpt:
Robert McKee also has some theories on what constitutes ‘story’:

Story is about eternal, universal forms, not formulas.

Story is about archetypes, not stereotypes.

Story is about thoroughness, not shortcuts.

Story is about mastering the art, not secondguessing the marketplace.

Story is about respect, not disdain, for the audience.

Story is about originality, not duplication.

Addendum 1-12-11 — also see:

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Merging interaction and narrative — from webcredible.co.uk by Philip Webb

Excerpt:

There has traditionally been a tension between the idea of interaction (doing something) and narrative (watching or reading something). The experience of consuming a great film or book isn’t necessarily a passive one but it does differ from the immersive experience of playing a game. And yet the possibilities to combine the two seem so promising.

The trouble is games often struggle to convey narrative – the story can seem bolted on as an afterthought or delivered at clumsy moments between levels. Similarly, attempts at interactive books where readers spontaneously choose the way plots evolve can be unsatisfying because constructing a linear story is an art that novelists spend a lifetime perfecting. Of course, there are notable exceptions such as multi-user games like World of Warcraft where the narrative is something players experience and influence through their participation. Here game designers act more as architects than authors – providing an open environment where the interactions form an unpredictable narrative drama.

Top 100 Tools for Learning 2010: Final list, presentation and more — from Jane Knight

Yesterday I finalised the Top 100 Tools for Learning 2010 list.  Many thanks to the 545 people who shared their Top 10 Tools for Learning and contributed to the building of the list.   Although this list is available online, I also created this presentation which provides the information as a slideset – embedded below.

My Photo

Jane Hart, a Social Business Consultant, and founder
of the Centre for Learning & Performance Technologies.

Transmedia and Augmented Reality — from transmediastoryteller.com by Robert Pratten

(From Robert) This is a presentation I gave in Silicon Valley to a team exploring Augmented Reality (AR). The goal was to provide an overview of what transmedia was and then to suggest ways in which one might approach using AR as part of a transmedia experience.

Transmedia Storytelling and Augmented Reality -- Robert Pratten -- Oct 2010

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