Transmedia Storytelling and the New Era of Media Convergence in Higher Education [electronic resource] /
Kalogeras, Stavroula.author.
Stories, whether they are fact or fiction, popular or not, are a proven method of pedagogy. In the age of media convergence and with the advancement of technology, stories have morphed into new forms; however, their core purpose remains the same, which is to pass on knowledge and information. The internet, with its inherent interactivity, and story, with its inherent capacity to engage, can lead to innovative and transformative learning experiences in media-rich environments. This book focuses on web-based Transmedia Storytelling Edutainment (TmSE) as an andragogical practice in higher education. Story is at the forefront of this investigation because narrative is the basis for developing entertainment media franchise that can be incorporated into pedagogical practice. The propulsion of this analysis consists of practice-based research through narrative inquiry and an e-module case study presented on multimedia storytelling in the classroom. A Transmedia Storytelling Framework is provided for creating screenplays for cross-media projects and for analyzing their appropriateness in education. Additionally, a hypertext screenplay, which allowed students to dig deeper into the story word and to build more knowledge, is evaluated for its use in higher education. Since screenplays are by nature writing for the screen, it is believed that the more visual the input, the more likely it is to be memorized and recalled. A link to The Goddess Within screenplay is available for download on the right hand side of this page.
Description based upon print version of record.
Cover; Half-Title ; Title; Copyright; Dedication; Contents; List of Figures; Foreword; Preface; Acknowledgments; 1 Introduction, Theory, and the Media-Education Landscape; 1.1 Introduction; 1.2 Overview of the route to discovery; 1.2.1 Narrative theory and perspective; 1.2.2 Screenplay; 1.2.3 E-module; 1.2.4 Questionnaire; 1.2.5 Framing the research question; 1.2.6 Gathering information; 1.3 Media-education convergence theory; 1.4 Media-education landscape; 2 Media Convergence's Impact on Storytelling, Marketing, and Production; 2.1 Narratives and folk culture; 2.2 Transmedia storytelling
2.3 Digital storytelling2.3.1 Transmedia and digital storytelling in collaboration; 2.4 Theorizing transmedia storytelling from a film perspective; 2.4.1 The Hollywood System Abroad: Hollywood to Bollywood; 2.4.2 Transnational cinema; 2.4.3 The disdain for popular entertainment; 2.5 Era of convergence; 2.6 The Internet: media and content; 2.6.1 Audience and advertising; 2.7 Branded story worlds; 2.8 Digital marketing; 2.9 Social convergence and peer production; 2.10 Peer-to-peer file sharing; 2.10.1 Peer production and user-generated content; 2.11 Fandom culture and communities
2.12 Communities of practice and collaborative learning2.13 Minority talks, Beavis and Butt-head walks; 3 Media Convergence's Impact on Education; 3.1 The education system; 3.2 The history of educational media; 3.3 Media and information literacy; 3.4 Learning through play; 3.5 Multimedia and multimodal theory of learning; 3.6 E-learning; 3.6.1 Story-centered pedagogy in e-learning; 3.6.2 Faculty and constructivist-learning environments; 3.7 Emotional engagement, motivation, and retention in e-learning; 3.7.1 E-learning and the net generation; 3.8 Transliteracy through transmedia storytelling
4 Challenges, Concerns, and Critiques of Transmedia Storytelling Edutainment4.1 Critical success factors; 4.2 Learning disabilities; 4.3 The cultural representation of film: The Goddess Within; 4.4 Minorities and representation; 4.5 Technology-supported approaches to pedagogy; 4.6 The era of screen education: performance, digital text, and transformation; 4.7 Entertainment-education and social change; 4.8 Transformational education: a model for social change; 4.9 Pedagogy of the Oppressed; 4.10 Tranformative learning through transmedia storytelling: a critical-creative pedagogy
5 Fiction: A Screenplay-to-Understanding5.1 The representation of knowledge through fiction; 5.2 Realities of fiction: the identity and representation of a diasporic narrative and the mythology of my own life story; 5.3 The screenplay; 5.4 The twelve stages of the hero's journey; 5.5 The archetypes; 5.6 Transmedia storytelling framework: the five Fs; 5.7 Schön's model of reflective practice; 6 E-Module Case Study; 6.1 Theoretical framework; 6.2 Reflection on the instructional theories, practice, and the screentext; 6.3 Student feedback; 6.4 Evaluation; 7 Interviews and Discussion
7.1 Developing the questionnaire
Includes bibliographical references and index.
Stories, whether they are fact or fiction, popular or not, are a proven method of pedagogy. In the age of media convergence and with the advancement of technology, stories have morphed into new forms; however, their core purpose remains the same, which is to pass on knowledge and information. The internet, with its inherent interactivity, and story, with its inherent capacity to engage, can lead to innovative and transformative learning experiences in media-rich environments. This book focuses on web-based Transmedia Storytelling Edutainment (TmSE) as an andragogical practice in higher education. Story is at the forefront of this investigation because narrative is the basis for developing entertainment media franchise that can be incorporated into pedagogical practice. The propulsion of this analysis consists of practice-based research through narrative inquiry and an e-module case study presented on multimedia storytelling in the classroom. A Transmedia Storytelling Framework is provided for creating screenplays for cross-media projects and for analyzing their appropriateness in education. Additionally, a hypertext screenplay, which allowed students to dig deeper into the story word and to build more knowledge, is evaluated for its use in higher education. Since screenplays are by nature writing for the screen, it is believed that the more visual the input, the more likely it is to be memorized and recalled. A link to The Goddess Within screenplay is available for download on the right hand side of this page.
Communication.
Educational technology.
Teaching.
Industries.
Higher education.
Assessment.
Media Studies.
Technology and Digital Education.
Teaching and Teacher Education.
Industries.
Higher Education.
Assessment, Testing and Evaluation.