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Media, Learning, and Sites of Possibility provides new insights into the relationships between youth, pedagogy, and media, and points to unexamined possibilities for teaching, learning, and ethnographic research that emerge when media - including computer technologies, photography, popular music, and film - become central features of learning spaces that youth occupy. Through six empirically driven essays, all written by new scholars in the fields of literacy, media, technology, and youth culture, this book surveys a variety of learning environments, methodological approaches, and forms of media engagement.
Understanding Storytelling Among African American Children: A Journey From Africa to America reports research on narrative production among African American children for the purpose of extending previous inquiry and discussion of narrative structure. Some researchers have focused on the influence of culture on the narrative structures employed by African American children; some have suggested that their narrative structures are strongly influenced by home culture; others posit that African American children, like children in general, produce narrative structures typically found in school settings. Dr. Champion contributes to previous research by suggesting that African American children do not produce one structure of narratives exclusively, but rather a repertoire of structures, some linked to African and African American, and others to European American narrative structures. Detailed analyses of narratives using both psychological text analysis and qualitative analysis are presented. An informative introduction provides background for the study, including a history of storytelling within the African American community. Part I offers a framework for understanding narrative structures among African American children. In Part II, evidence is presented that African American children produce a repertoire of narrative structures that are complex in nature. Part III connects the research findings to implications for educating African American children. Researchers, students, and professionals in the fields of literacy education, language development, African American studies, and communication sciences and disorders will find this book particularly relevant and useful.
Although not considered a formal area of study, scholarship on the uses, content, and effects of entertaining media has been central to communication studies and related fields for more than a century. The serious study of entertainment seems paradoxical, as we presume entertainment to be the “lighter side” of our daily lives. Yet as revealed in this volume, entertainment media serve as cultural artifacts that shape our understandings of various peoples and publics in ways that invite deeper, immersive, and increasingly interactive engagement. On this backdrop, Entertainment Media and Communication serves as a reference guide for canonical and foundational research into media entertainment and a collection of emerging and updated theories and models core to the study of media entertainment in the 21st century. Across more than forty chapters and with a diverse and inclusive list of authors, this volume provides a broad-yet-nuanced view into entertainment media and communication scholarship. The contributors explore its foundations, define and extend key concepts and theories through myriad lenses, discuss unique considerations of digital media, and divine future paths for scholarly inquiry.
Provides information on integrating digital storytelling into curriculum design.
This book examines how digital technology is being used to assist the artists and designers. The computer is able to store data and reproduce designs, thus facilitating the speed-up of the iterative process towards a final design which meets the objectives of the designer and the requirements of the user. Collaborative design enables the sharing of information across digital networks to produce designed objects in virtual spaces. Augmented and virtual reality techniques can be used to preview designs before they are finalized and implemented. Art and design have shaped the values, social structures, communications, and the culture of communities and civilisations. The direct involvement of artists and designers with their creative works has left a legacy enabling subsequent generations to understand more about their skills, their motivations, and their relationship to the wider world, and to see it from a variety of perspectives. This in turn causes the viewers of their works to reflect upon their meaning for today and the lasting value and implications of what has been created. Art installations are harnessing modern technology to process information and to display it. Such environments have also proved useful in engaging users and visitors with real-time images and interactive art.
ÿThe aim of this book is to share a relatively loose collection of studies using digital storytelling as a pedagogical tool in Cape Peninsula University of Technology (CPUT). The book takes an informed social justice approach to teaching and learning, at the heart of which is the exploration of DST as a practice of voice and agency. Voice and agency are important in excavating and recovering subjugated identities, and moving the concerns of those occupying subaltern spaces to the mainstream of teaching and learning. Yet this discursive shift is not without inherent challenges. Multi-modal technologies are reflective of wider inequities in the so-called technological divide. Whilst this is a book about higher education, there are important lessons for schooling. On the one hand, the book is a powerful demonstration of the potential of DST for enhancing learning in schools, particularly in schools serving the poor and marginalised. On the other hand, improving teaching and learning in higher education, through the creative use of technology, is essential to overcome the learning challenges of those entering tertiary level institutions.
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.