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Cathy Arreguin

YouTube - The Life and Times of Uncle D - 0 views

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    The magic of storytelling is captured in this compelling short film about an hiv positive character dealing with hiv aids known as "Uncle D." Accompany the Reluctant Quester and his trusty sidekick Cice the therapy dog as they embark on a life changing journey. http://www.tvwsp.com Youtube overview of the "Uncle D" storyquest ... great 3D narrative example
Cathy Arreguin

Dusan Writer's Metaverse » The Stars Alive: Rezzing Dreams at the Virtual Ca... - 0 views

  • See, we’re here because we can tell stories, we can be inside art, we can give context to conversation and learning and collaborating in ways that are, simply, impossible in nearly every other medium, including reality.
  • I call Second Life the largest collaborative creative venture on the planet today.
  • And I really don’t get why people don’t see that. I don’t get why the news articles aren’t about the creation of a city with the population of San Francisco and the land mass of Rhode Island, and that the city is one giant collection of user-generated art, whether it’s crappy art like that gazebo I made when I didn’t realize there were camera controls (yeah, tell me about it), or mind-blowing art like….well, like simply sitting around in a little cabin you built, or the skybox you decorated, or the club you put together where a couple dozen people come to dance and hang out and give the equivalent of little Tweets about their experiences.
  • ...6 more annotations...
  • rezzing dreams
  • Portable Stories The value of virtual worlds isn’t for its power to represent 3D landscapes or for your avatar to look the same when you move from OpenLife to Reaction Grid: the value is in the portability of our stories and the ability to narrate our experiences and to carry those narrations in different forms.
  • In virtual worlds, the stories ARE the platform. Which is what I meant by their power to form new heuristics from WITHIN the algorithm, or what Tom Boellstorff calls ‘techne within techne’.
  • The Lab, it’s starting to look like, is no longer in the business of operating a virtual world. They’re in the business of helping people to create and transport stories, to link those stories and forms of expression to commerce, and, if they succeed, to create a new form of search, to solve the conundrum of how to not just connect people, but to connect people in ways that are meaningfully referenced to the stories we tell, based on grounding those stories in a robust and expressive tool set.
  • I am attracted to how Second Life may be a new camp fire around which we weary hunters gather, scratching pictures in the sand with our primitive tools and telling each other of the days we’ve had, and the adventures ahead.
  • the platform enables us to all collectively participate in creating a shared narrative
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    we're here because we can tell stories, we can be inside art, we can give context to conversation and learning and collaborating in ways that are, simply, impossible in nearly every other medium, including reality. Dusan Writer blogs of interactive, collaborative narrative (storytelling) as the compelling reason for virtual worlds such as second life.
Cathy Arreguin

Exploring Social Issues ~ A Project in Teen Second Life ~ - 0 views

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    Virtual Storytelling Project - 125 Grade 8 students in 5 Regina Public schools were involved in an inquiry learning project integrating English Language Arts, Social Studies and Arts Ed Drama curriculums, as well as cutting edge technology through the use of Teen Second Life and the iLife suite of applications.
gcsnow

Sparrow's Quest for Brigadoon - 0 views

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    This site is an example of a way to combine storytelling and/or reading comprehension with a more interactive environment. You go to the magical town of Brigadoon and learn the story of some of its inhabitants. Along the way you get quizzed on what you've read. Kits are available for those interested in designing their own quests. I wish they had made the environment more interactive, so that one could explore the places referenced in the story.
Cathy Arreguin

The Virtual Worlds Story Project - 0 views

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    The Virtual Worlds Story Project (TVWSP) utilizes "Questing" to develop interactive, immersive, and educational journeys designed to explore specific ideas/themes, teach vital 21st century learning skills, and generate Narrative Synergy™ through story.    The goal of every Quest is to help each individual experience and express his or her Narrative Thread™ - that special spark of spirit that makes each of us unique.  Once identified and articulated, these threads or "strands of story" form the warp and weave of larger communities of practice*.
Deborah Lawson

A Virtual World Designed for Tweens (ages 8-12) - 2 views

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    Dizzywood was developed by the entertainment company Rocket Paper Scissors. It is considered a virtual game, but there are many learning experiences built in. Dizzywood is participating in an elementary school program with the Reed Union School District in Marin County. "The highly interactive workshop uses virtual activities to reinforce the school's character pillars, which include caring, citizenship, fairness, respect, responsibility and trustworthiness. Students also learn about important issues relating to virtual worlds, such as digital citizenship and online safety, as well as complete storytelling and team-building exercises that emphasize creativity, writing and reading skills, and working together to achieve goals." In addition, they have partnered with the YMCA to create a virtual learning program promoting cooperative skills.
Robert Sevilla

Kidz Connect - 0 views

shared by Robert Sevilla on 19 May 10 - Cached
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    Kidz Connect is a program that helps connect young people from different countries and learn about each other's culture thru the process of music, dance, digital art, and storytelling within Teen Second Life. Kidz Connect holds events during the summer and throughout the year wherein collaboration between various schools and organizations in dance, music, theater, and multimedia art are organized. The collaborations culminate in mixed reality performance combining the various live performances and multimedia art with performance interactions in Teen Second Life.
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