most digital stories focus on a specific topic and contain a particular point of view. However, as the name implies, digital stories usually contain some mixture of computer-based images, text, recorded audio narration, video clips and/or music.
Would our multi-media essay be considered a form of digital storytelling? This is another new technological tool that I look forward to exploring more. By the description is this article link I understand that a narrative aspect must be part of the project. I'll explore more.
I think digital storytelling can definitely be viewed as one of our alternatives. We had a digital storytelling course spring semester. Here is the link: http://2010medu601.wikispaces.com/ There may be some useful resources for you to investigate.
Thank you for this resource. I began to explore the wiki but will spend more time on it this week so that I am more familiar with the digital storytelling concept and tools.
"This forum, entitled "The Power of Youth Voice," brought together experts in digital media and learning to share their research and experiences using digital media in and outside of the classroom."
"Digital Storytelling is the practice of using computer-based tools to tell stories. As with traditional storytelling, most digital stories focus on a specific topic and contain a particular point of view. However, as the name implies, digital stories usually contain some mixture of computer-based images, text, recorded audio narration, video clips and/or music. Digital stories can vary in length, but most of the stories used in education typically last between two and ten minutes. The topics that are used in Digital Storytelling range from personal tales to the recounting of historical events, from exploring life in one's own community to the search for life in other corners of the universe, and literally, everything in between. "
"The Center for Digital Storytelling is an international not-for-profit community arts organization rooted in the craft of personal storytelling. We assist youth and adults around the world in using media tools to share, record, and value stories from their lives, in ways that promote artistic expression, health and well being, and justice."
"Gaming remains new territory for most schools. As the following examples show, educators on the frontiers are eager to share what they're learning. Here are just a few examples."
"The PSU Educational Gaming Commons is creating a community of users who will support both physical and virtual infrastructure to promote the broad impact of gaming within the teaching, learning, and research environment. "
"Get ready to step down from the stage, get out of your faculty cloak,and join the new learner-centric revolution. Forget courses and curriculums. The future of learning is about online conversations and communities, podcasting on the go, and shared immersive-3D virtual-worlds experiences. A new breed of learners is entering the workforce with little patience for traditional "Web 1.0" PowerPoint dronathons and e-learning drudgery. They want to be engaged, in control, and part of the storyline. Leading companies are turbocharging workplace performance with learning and communications that focus on doing, simulating, socializing, playing, sharing, and collaborating. In this session, learn how leading companies are betting that the future of learning won't be built on flat, static webpages but rather in traversable 3-D spaces; think Facebook meets Grand Theft Auto, or a Smurf Village reduction of your classroom."
"When writing the whitepaper about Casual games, I did a fair bit of research and looked at several hundred web links. While doing so, I documented a few of the better ones. I'd been mulling posting these to the blog. So here they are - a Top 100 Learning Game Resource list. If you are already developing learning games, these links will broaden your horizons, as they did mine. If you are contemplating beginning - it might help to look at links that interest you to get some grounding ideas. "
"The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector. Part of its overall charter is to help forge productive links between the electronic game industry and projects involving the use of games in education, training, health, and public policy. "
"The Education Arcade explores games that promote learning through authentic and engaging play. TEA's research and development projects focus both on the learning that naturally occurs in popular commercial games, and on the design of games that more vigorously address the educational needs of players."
This site contains specific gaming projects, research papers and news about gaming in education.
"Using gaming in educational settings opens the doors for new possibilities in teaching and learning. Games, if done right, can become a powerful tool to get groups to work together. "
"Quest Atlantis (QA) is an international learning and teaching project that uses a 3D multi-user environment to immerse children, ages 9-16, in educational tasks."
"You don't have to be a genius to understand the work of the Nobel Laureates. These games and simulations, based on Nobel Prize-awarded achievements, will teach and inspire you while you're having FUN!"