digital storytelling
Playing Video Games Motives, Responses, and Consequences
Submitted Thursday, February 18, 2010 - 11:13Description:
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research.
This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.
URL:
ISBN:
ISBN-10: 0805853227, ISBN-13: 978-0805853223
Year:
2006
Length:
480 pages
Table of contents:
Foreword. Preface.
P. Vorderer, J. Bryant, K.M. Pieper, R. Weber, Playing Video Games as Entertainment.
M. Sellers, Designing the Experience of Interactive Play.
Part I: The Product. H. Lowood, A Brief Biography of Computer Games.
B.P. Smith, The (Computer) Games People Play.
S. Smith, Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games.
E. Chan, P. Vorderer, Massively Multiplayer Online Games.
Part II: Motivation and Selection.
G.C. Klug, J. Schell, Why People Play Games: An Industry Perspective.
P. Ohler, G. Nieding, Why Play? An Evolutionary Perspective.
T. Hartmann, C. Klimmt, The Influence of Personality Factors on Computer Game Choice.
C. Klimmt, T. Hartmann, Effectance, Self-Efficacy, and the Motivation to Play Video Games.
M. von Salisch, C. Oppl, A. Kristen, What Attracts Children?
A.A. Raney, J.K. Smith, K. Baker, Adolescents and the Appeal of Video Games.
J. Bryant, J. Davies, Selective Exposure to Video Games.
Part III: Reception and Reaction Processes.
D. Williams, A Brief Social History of Game Play.
J.L. Sherry, K. Lucas, B.S. Greenberg, K. Lachlan, Video Game Uses and Gratifications as Predicators of Use and Game Preference.
R. Tamborini, P. Skalski, The Role of Presence in the Experience of Electronic Games.
S.M. Zehnder, S.D. Lipscomb, The Role of Music in Video Games.
K.M. Lee, N. Park, S-A. Jin, Narrative and Interactivity in Computer Games.
M.A. Shapiro, J. Pe¤a-Herborn, J.T. Hancock, Realism, Imagination, and Narrative Video Games.
A-S. Axelsson, T. Regan, Playing Online.
F.F. Steen, P.M. Greenfield, M.S. Davies, B. Tynes, What Went Wrong With The Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game.
Part IV: Effects and Consequences.
K.M. Lee, W. Peng, What Do We Know About Social and Psychological Effects of Computer Games? A Comprehensive Review of the Current Literature.
R. Weber, U. Ritterfeld, A. Kostygina, Aggression and Violence as Effects of Playing Violent Video Games?
K.E. Buckley, C.A. Anderson, A Theoretical Model of the Effects and Consequences of Playing Video Games. D.A. Lieberman, What Can We Learn From Playing Interactive Games?
U. Ritterfeld, R. Weber, Video Games for Entertainment and Education.
K. Durkin, Game Playing and Adolescents' Development.
Untold Stories
Submitted Friday, February 12, 2010 - 16:45Description:
Untold Stories: Learning with Digital Stories (UntoldStory), is a project under the European Commission Lifelong Learning Programme focusing on the provision by public libraries and museums of informal learning opportunities for migrant communities in specific regions of four countries (Czech Republic, Denmark, Germany and Greece), through shared Digital Storytelling, utilising the potential of new Web 2.0 technologies.
Digital Stories usually entail the creation by an individual or group of a short ‘digital movie’ integrating images, text, and sound with narration.
Untold Stories enables individuals and groups from migrant communities to create, store, promote and share Digital Stories which reflect their experiences in their adopted country.
The website lists the stories in a repository and also provides a 'Toolbox' with 'Cookbooks' in several languages, which are in fact manuals: 'In order to help you with your digital story, our team has prepared a detailed manual that would guide you through the whole process of digital storytelling. This guide has information that covers the concept of storytelling itself as well as the technical aspects of it: images, sound,video edition, conversion to FlashVideo format.' One of those cookbooks is the English one: http://www.untoldstories.eu/eng/content/download/470/3990/file/COOKBOOK%20EN.pdf
Length:
web site
Table of contents:
* Stories
* Join us
* About the Project
* Toolbox
MICROTUBE
Submitted Friday, February 12, 2010 - 16:30Description:
MICROTUBE is a website where students can submit short video clips that explain microeconomic concepts, effects, or theorems.
The basic idea underlying the MICROTUBE project is very simple: Students of economics produce video clips for students of economics. If these clips are worthwhile to watch, all the better. But how to implement such an idea? After some initial discussions with experts from the media services at the University of Zurich, it was agreed that it would be advisable to invest the available time in a small number of clips (rather than having too many). So a plan was made. A script was written, a casting organized, and locations were selected. Two camera teams worked in parallel over an extremely dense offsite weekend. And then, following weeks of cutting and fine-tuning, we ultimately arrived at the clips that are shown on this website. The MICROTUBE team hopes these clips will be (or have been) enjoyable for you!
Acknowledgement. This e-learning project was made possible by the generous support of the Initiate Interactive Learning (IIL) at the University of Zurich during the years 2007 and 2008. The website was designed and realized by Michael Hohl. The MICROTUBE project is an original idea of Christian Ewerhart.
URL:
Year:
2008
Table of contents:
Home
Clips
Complementary Material
Give-aways
Submissions
Making-of
Information & Contact
Chair Homepage
Anti-anti
Submitted Friday, February 12, 2010 - 16:01Description:
This multimedia supported pervasive game was created by five secondary school pupils of the Sint-Lievenscollege Ghent (Belgium) around the theme of bullying and racketeering to sensitise students against useless violence. Students participating in this 50-minute lifesize game had to search a fictitious murderer in their school through clues provided in mp3-files and video clips.
The five girls who created this game, set up a campaign to attract their fellow pupils to participate in the lifesize Cluedo game with flyers and a website. The story was that a boy in school who had bullied one of his classmates, was found dead at his school. There were four suspects, so fellow students had to find the actual killer. The creators had created video clues but separated audiotracks and videotracks so participants needed to download mp3 files in advance and once the game began at school, they could find the accompanying videos at different locations in the school and then link sound with video.
In the Dutch project website the mp3 tracks could be first downloaded (http://anti-anti.slc-gent.be - with frames - watch in Internet Explorer). The English project website shows the different videos and a segment about the game of the local news. All videos are Dutch.
This project won the MEDEA Special Jury Award 2008 and so an (English) interview the pupils' teacher was recorded as part of the project's showcase: http://medea-awards.com/anti-anti. In the interview, he explains that the students used their own material as the school didn't have video or audiomaterial at the time.
Year:
2008
Length:
web page
Table of contents:
# introductory video
# four video with clues (+ audiotracks)
# video with announcement killer
# news segment
System requirements:
Internet Explorer for the Dutch project website (with frames)
Daisy and Drago
Submitted Friday, February 12, 2010 - 15:42Description:
Daisy and Drago is an animation by 6-year old Turkish pupils under the guidance of two teachers from the Terakki Foundation Schools in Istanbul, Turkey, English teacher Miss. Özge Karaoğlu and animation teacher Mrs. Havva Kangal Erdoğan. Daisy and Drago aims to entertain young learners while they learn a foreign language (in this case English) and help them to build permanent learning in English. The pupils made drawings in their animation class, coloured them and by putting them behind each other, an animation was created. The pupils also dubbed the animation for a Turkish and an English version.
In a repetitive and funny story young children can learn to use the English phrases “I can – I can’t – Can you?” as the young girl Daisy invites her friend Drago to several of her favourite sports activities, but he can’t do them as he is a dragon and she is a human, but there is one thing that Drago can do...
By integrating Art and English lessons, pupils had the opportunity to learn and combine artistry and language skills during the production of this animation film and their audiovisual aids are now an important part of the resulting animation. They learned how to record their voices and sounds for the animation, but also to create and maintain teamwork and present their artwork to an audience.
This film has been used in English lessons as a teaching resource in English language teaching. The resulting animation is also part of lessons as Özge and Havva explain: “We have used this film in our kindergarten classes when we teach sports . Before we present the topic we show some snapshots of the video where they do different sports and we ask the kids to name them. We ask students about their favorite sports then we ask them which sports they can do. They look at the snapshots and decide what Daisy can do and what Drago can’t. After they watch the film, students role-play the story and discuss what Daisy and Drago can or can’t do. They also watch the film without the sound and then try to remember what the characters say in different scenes. Another related activity is preparing posters for the film and making puppets of the characters.” Follow-up stories were later created such as 'Daisy and Drago and the Magic Wand', ...
Daisy and Drago won the MEDEA Award for Creativity and Innovation 2009. You can watch a MEDEA Showcase about the project here: http://www.medea-awards.com/daisy-and-drago, and be sure to watch the "making of video" of Daisy and Drago’s narration: http://video.google.com/videoplay?docid=1352486947893285486#
Year:
2008
Length:
web page
Unseen Voices
Submitted Friday, February 12, 2010 - 14:48Description:
This project Unseen Voices, is a new silent digital film (8 mins) as part of a collaborative interdisciplinary creative learning project, created and delivered by Sergio López Figueroa (Creative Director of Big Bang Lab).
In two-week workshops a group of music students learn the history of the second World War, the Holocaust and Kindertransport (youth refugees in 1939) by learning how to create a film entirely by re-using archive film footage and photography and editing digitised clips, learn where and how to research, copyright issues, make the storyboard and the film, compose the music with support of Music Leader and finally perform live at the Holocaust Memorial Day with the Unseen Voices film in Wembley Town Hall in January 2008.
At a second stage, an educational DVD was produced including four mini documentaries of the whole process and further resources including web resources for the use of teachers and other schools and distributed to 100 schools in the Borough. The project was funded by the Museum Libraries and Archive Council (MLA) and is now actually being used as a best practice model for the second stage of their funding program.
A MEDEA Showcase is dedicated to this project, including an interview and excerpts from the DVD: http://www.medea-awards.com/unseen-voices
Year:
2007
Length:
DVD
KQED Education Network
Submitted Thursday, May 14, 2009 - 15:03Description:
"KQED Education Network engages with community and educational organisations to broaden and deepen the impact of KQED media to effect positive change"
The Education section gives more information on how to use media for education through:
* Featured Lesson Plan
* Examples of digital storytelling
And if you log in, you can access media resources for education.
On the Digital Storytelling section (http://dsi.kqed.org/index.php/inspirations) you can find out more about
* Annual Digital Storytelling Contest and Festival for high school students
* Featured Projects such as youth stories from South Africa created at the 5th World Summit on Media and Children.
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* Digital Storytelling: Watch stories, explore narrative, investigate new technologies and check out resources that have to do with digital storytelling. Including Mobile Projects such as "'Scape the Hood", the first gps-enabled mobile media project:
"'Scape the Hood was conceived and designed as a locative storytelling project for the Digital Storytelling Initiative at KQED for the opening of the 8th annual Digital Storytelling Festival. We convened a group of storytellers, artists, and technologists to envision what this project could be. It became a narrative archeology experiment, combining digital storytelling and emerging technology by overlaying a virtual landscape on the physical world. As originally designed, the audience walks the streets and listens to the neighbourhood stories, taking in the sights, sounds, and smells from both the physical and the virtual world."
Year:
up-to-date
Video in the classroom
Submitted Thursday, February 12, 2009 - 16:35Description:
Video in the Classroom was founded in 2003 by Mathew Needleman to focus on video production in the elementary grades. The site was recently relaunched to showcase the work of elementary educators from across the country and provide additional how-to information, additional links, and a complete redesign.
Year:
up-to-date
Table of contents:
About
View Films
Make Films
Blogs
Podcast
Using Authentic Video in the Language classroom
Submitted Thursday, February 12, 2009 - 16:35Description:
Using film and video in the classroom is motivating and fun but can be daunting for the teacher. This book guides and supports teachers with plenty of practical suggestions for activities which can be used with drama, soap opera, comedy, sports programmes and documentaries. Many of the activities will lend themselves for use with DVD and webcasts.
ISBN:
521799619
Year:
2002
Length:
288 pages
Table of contents:
Introduction
Part A
Video Drama
• Introduction
• Full-length feature films
• Other video drama
Non-fiction video
• Introduction
• Programmes about real life
• Short sequences and promotions
Part B
Activities with authentic video
• Video comprehension
• Activities (sorted alphabetically)
• Glossary
Digital Video in Education
Submitted Thursday, February 12, 2009 - 16:35Description:
Describes the production of digital video from a teacher's and a student's pov
Year:
2002
Table of contents:
Student Process
• Plan
• Produce
• Present
Teacher Process
• Plan
• Coordinate
• Assess
Equipment
Internet Resources
System requirements:
Adobe Reader