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DesignDesign of aof a
TransmediaTransmedia ProjectProject
targeted totargeted to Language LearningLanguage Learning
.
Ito et al. 2013 Connected Learning
The disconnect between classroom learning and
the everyday lives and interests of many you
ng people is not new.
How can we capitalize on today’s new media to
expand these forms of learning opportunity?
.
​TRANSMEDIA STORYTELLING EDUCATION
"a process where integral elements of a fiction get di
spersed systematically across multiple delivery channe
ls for the purpose of creating a unified and coordinat
ed entertainment experience. Ideally, each medium make
s it own unique contribution to the unfolding of the s
tory" Henry Jenkins
C
.
EEDUCATIONALDUCATIONAL FFRAMEWORKSRAMEWORKS
SYSTEM UPGRADE
CONNECTED LEARNING
TRANSMEDIA PLAY
LEARNER AT THE CENTER OF A NETWORKED WORLD
.
CCONNECTEDONNECTED LLEARNINGEARNING
.
REDESIGN LEARNING ENVIRONMENTS
to learn ANY Place, Time, Pace
NETWORKED LEARNING ENVIRONMENTS
INFRASTRUCTURE that will CONNECT ALL STUDENTS
INTEROPERABILITY across learning networks;
incorporate DIGITAL, MEDIA AND SOCIAL-EMOTIONAL
LITERACIES as basic skills
LLearner at theearner at the CCenter of aenter of a NNetworked Worldetworked World
.
.
CCONNECTINGONNECTING CCATAT
TARGET AUDIENCE
Portuguese 10th-grade learners, 16-year-old teenagers
WHAT ?
Basis of research for the creation of a transmedia
learning environment in ESL learning
Setting for the exploration of contents + curricular goals
of ESL, level 6 - Intermediate
.development of communication skills
use of technology
engagement in the topics: media culture,
multiculturalism,
linguistic diversity
developing media literacy + engagement in multimodal
learning experiences
CCONNECTINGONNECTING CCATAT
WHAT FOR ?
CCONNECTINGONNECTING CCATAT
HOW ?
SSTORYTORY && SSTORYWORLDTORYWORLD
compelling characters
+
exciting and convincing storyworld
+
strong storyline with clearly defined plot points
N. Bernardo 2014Transmedia 2.0
Connecting Cat Adventure Story
Cat, an ordinary teen girl, living in Portugal, is a seeker of the Fluxu
s tribe (native cyberspace warriors) with the mission to assemble a port
al that ultimately allows the Fluxus to interact with humans. The portal
pieces are scattered all over the world. In order to collect them, Cat
relies on her cat, an undercover warrior of the Fluxus, to give her clue
s. Together they will try to connect the Fluxus to mankind.
.
SSTORYTORY && SSTORYWORLDTORYWORLD
Real + Mystical Worlds
The Hero's JourneyThe Hero's Journey
UUSER'SSER'S EEXPERIENCEXPERIENCE
.
SCAFFOLDING LEARNINGSCAFFOLDING LEARNING
Can the story be integrated into an existing curriculum?
Is the story engaging, and can it help make learning more effective?
Does the story contain subject matter that is relevant to the module?
Do the hyperlinks found in the story provide valuable information in keeping
with learning objectives and outcomes?
Can additional learning extensions be created by subject-matter
experts/producers?
Can the students create stories extensions via digital stories to provide
educational value?
S. Kalogeras (2014) Transmedia Storytelling and the New Era of Media Convergence in Higher
Education
test a beta version of the
project with a control group
of students
study case based on the
project implementation
assessment and reflection on
the learning processes that
might emerge
.
* pages from the books Steal like an Artist and Show your Work by Austin Kleon.
@Artech 2015
by Patrícia Rodrigues & José Bidarra
Read more about it here:
(page 53)http://bit.ly/1HjxdKw

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Design of a Transmedia Project targeted to Language Learning

  • 1. DesignDesign of aof a TransmediaTransmedia ProjectProject targeted totargeted to Language LearningLanguage Learning
  • 2. . Ito et al. 2013 Connected Learning The disconnect between classroom learning and the everyday lives and interests of many you ng people is not new. How can we capitalize on today’s new media to expand these forms of learning opportunity?
  • 3. . ​TRANSMEDIA STORYTELLING EDUCATION "a process where integral elements of a fiction get di spersed systematically across multiple delivery channe ls for the purpose of creating a unified and coordinat ed entertainment experience. Ideally, each medium make s it own unique contribution to the unfolding of the s tory" Henry Jenkins
  • 4. C . EEDUCATIONALDUCATIONAL FFRAMEWORKSRAMEWORKS SYSTEM UPGRADE CONNECTED LEARNING TRANSMEDIA PLAY LEARNER AT THE CENTER OF A NETWORKED WORLD
  • 5.
  • 7.
  • 8. . REDESIGN LEARNING ENVIRONMENTS to learn ANY Place, Time, Pace NETWORKED LEARNING ENVIRONMENTS INFRASTRUCTURE that will CONNECT ALL STUDENTS INTEROPERABILITY across learning networks; incorporate DIGITAL, MEDIA AND SOCIAL-EMOTIONAL LITERACIES as basic skills LLearner at theearner at the CCenter of aenter of a NNetworked Worldetworked World
  • 9. . . CCONNECTINGONNECTING CCATAT TARGET AUDIENCE Portuguese 10th-grade learners, 16-year-old teenagers WHAT ? Basis of research for the creation of a transmedia learning environment in ESL learning Setting for the exploration of contents + curricular goals of ESL, level 6 - Intermediate
  • 10. .development of communication skills use of technology engagement in the topics: media culture, multiculturalism, linguistic diversity developing media literacy + engagement in multimodal learning experiences CCONNECTINGONNECTING CCATAT WHAT FOR ?
  • 12. SSTORYTORY && SSTORYWORLDTORYWORLD compelling characters + exciting and convincing storyworld + strong storyline with clearly defined plot points N. Bernardo 2014Transmedia 2.0 Connecting Cat Adventure Story Cat, an ordinary teen girl, living in Portugal, is a seeker of the Fluxu s tribe (native cyberspace warriors) with the mission to assemble a port al that ultimately allows the Fluxus to interact with humans. The portal pieces are scattered all over the world. In order to collect them, Cat relies on her cat, an undercover warrior of the Fluxus, to give her clue s. Together they will try to connect the Fluxus to mankind. .
  • 14. The Hero's JourneyThe Hero's Journey
  • 16. . SCAFFOLDING LEARNINGSCAFFOLDING LEARNING Can the story be integrated into an existing curriculum? Is the story engaging, and can it help make learning more effective? Does the story contain subject matter that is relevant to the module? Do the hyperlinks found in the story provide valuable information in keeping with learning objectives and outcomes? Can additional learning extensions be created by subject-matter experts/producers? Can the students create stories extensions via digital stories to provide educational value? S. Kalogeras (2014) Transmedia Storytelling and the New Era of Media Convergence in Higher Education
  • 17. test a beta version of the project with a control group of students study case based on the project implementation assessment and reflection on the learning processes that might emerge
  • 18. . * pages from the books Steal like an Artist and Show your Work by Austin Kleon. @Artech 2015 by Patrícia Rodrigues & José Bidarra Read more about it here: (page 53)http://bit.ly/1HjxdKw