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How to stimulate creative thinking trough the educational games and story telling on transmedia platforms.

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Post on 25-Jul-2015




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1. How to stimulate creative thinking trough the educational games and story telling on transmedia platforms. 2. Why creativity is important GE#t=145 Sir Ken Robinson-is an English author, speaker and international advisor on education. 3. Creativity in education: Why it matters The value of creativity in education and impact on career success. 4. Creative thinking/ creativity When people talk about creativitythen usually it is thought of as a context of art, but creativityis needed in every aspect of our lives, everyday. Every business needs creative thinkers in the form of scientists,engineers,medical researchers,technology innovators,business entrepreneurs,artists, performers, writers and illustrators,designers, inventors,educatorsand parents. Those people with the ability to "think outside of the box" will lead the future and make special things happen. 5. Transmedia __A Monsters To Clowns is a multiplatform transmedia project that transforms children nightmares into sweet bedtime stories, created in cooperation with Baltic Film and Media School. 6. Transmedia The word transmedia means across media, it uses multiple media platforms and formats to tell a story on a current digital technologies. Each media platformwhether its a film, animation, comic, textbook,book, video games, mobile app, appisodes,web series, social tagging, augmented reality or a connectedobjects function as a standalone story experience which are all completeand satisfying on their own and together. Differenttransmeida platforms are like a giant puzzle, each piece also contributesto a larger narrative. 7. Storytelling Everybody likes a good story especially young kids. When the story is constructedright then it is not only entertainingbut it is capable of holding student attention while they learn important concepts, attitudes and skills. Story tellingcould be a great for helping students with their vivid metal images and creativity. A good story can make the information more meaningfuland memorable. It could be a very effective way to teach new material/knowledge. 8. Transmedia+ storytelling Transmedia storytelling use each platform to add something new to the overall narrative, by offering background stories, changing the perspective on an event or character through different viewpoints, or continuing a story arch that was left off in another medium. It could become twenty-first century learning tool. 9. The problem at the moment. The creativity isnt encouraged much at the moment, school curriculum teaches more facts. Kids have knowledge how to use different technology such as computers and second screen devices but schools havent adopted these technologies. (These devices could help and encourage students to be more creative). When schools dont encourage creativity and focus on teaching just facts and look creativity as something what isnt a real subject or as a big change to fail in life could lead to that the kids wont be confident enough to express their ideas as adults. Companies arentjust looking for a degree and the knowledge of the facts but also creativity and innovation and ability to think out side of the box. 10. Research The fast growth of the technology has changed the way kids learn and interact with each other. The learning from the textbooks is shifting to the web and to the hand held devices. This will make educators rethink and change the old ways of teaching into something more engaging and memorable. Educators have to come up with new methods of teaching and adapt it to the needs of the students. Using second screen devices have given a new challenges to the innovative designers to connect the physical world and digital world with connected objects (toys, game cards, activity/text books) also the trend of social tagging and QR codes has become popular way to share the information and learn new things. 11. Research Researches have found that when the content is scattered across the different media platforms then it will help students to construct the knowledge and get complex messages through more meaningful, challenging and technology-enhanced experiences. If the learning methods are constructed effectively,then the educational program and the technology become one, the core is the interaction between technology and story, creating a deep, rich and memorable learning experience. Trough transmedia storytelling kids could learn about creativity,curiosity, exploring, decision-making and responsibility (trough the open ended games). 12. Research The cognitivetheory of multimedialearning was popularised by the work of Richard E. Mayer and other cognitive researchers who argue that multimediasupports the way human brain learns. Multimedialearning is the new and innovative way to learn, Richard E. Mayer points out, there are many unresolved issues in multipleplatform learning and research, which means that the field continues to be wide open and should provide a challengingand stimulatingarea of research for many years to come. 13. Research According to Richard E. Mayer, one of the main principle of multimediainstructionis to encourage the learner to build a logical mental representationfrom the presentedmaterial. The learners job is to make sense of the presented material as an active participant,ultimately constructingnew knowledge. The researches show that more simple and basic visual design is actually more effectivethan a design with a lot of detail. Most importantaspect is to focus on the learning contentand less on the visual design issues. 14. Research-Transmedia learning Transmedia learning applies storytelling techniques across multipleplatforms to create immersiveeducationalexperiences that enable entry and exit points for learning and teaching. A transmedia pedagogy allows learners and content to flow fluidly across media platforms. Students can enter their learning in a way that meets their needs and educators can draw upon the strengths of and maximizethe power of individual platforms. - Laura Fleming 15. Research- Transmedia learning The digital (transmedia) technologies are making knowledge available to everyone and turning everyone into a creator as well as a consumer. The technology also allows us to spread knowledge across the globe, people can share their stories and ideas and learn from others. Learning dosent only happen in a class room any more. 16. Research- what needs to be done. Problem- big number of teachers are not used to or comfortable using new technologies. Have to support, encourage and train the teachers- how to use transmedia technologies so it would make sense to them. Educators have to come up with new ways of teaching on the transmedia platforms-new innovative curriculum what doesnt only exist on the print. 17. Target group For my research I have chosen the targetgroup of kids 7-12. Usually children in Estonia start their elementary school at age of 7 Most of 7 year old kids who start school are able to read and use the multiple technologies such as TV, web, second screen devices (tablets, smart phones) and textbooks. Why I chose this targetgroup is because kids usually have very good imagination and sometimes schools can put more effort into learning facts rather than creativity. When creativity is blocked by schools from the early age then later on in life it will be more harder for kids to express their creativity and be confident about their ideas. (That is why I believe that creativity should encouraged from the early age 18. My aim Come up with a conclusionhow to connect meaningful storytellingexperience across transmedia platforms what will encourage and teach creativity. Do it trough the transmedia storytelling/learning. Come up with educationalgame on transmedia platforms what will encourage creativity( Multiplatformexperience - web, 2nd screen,connected toys, social tagging, etc). Create a positive and interestingenvironment for learning so kids would benefitfrom the learning experience and would stay focused. Violence free games 19. Research question This research will focus on the educational games on transmedia platforms as a learning tool. How transmeida learning could encourage creativity. I will explore the new and innovative ways to teach trough the digital and physical world and how two worlds could be connected. The goal of this research is how to encourage creative thinking trough the storytelling on transmedia platforms. More detailed research questions will arise during the study. 20. Method To gather informationI will constructinterviewsand testswith kids and with the professionalswho work with the kids (psychologist,teachers) and professional people who work in transmeida industry. Read and follow research articles. Find out based on the research outcomes how to constructan effectiveeducational game what will fit into the elementary school curriculumwhat will teach creativethinking skill. This research will be done by analyzing, interviewing and experimenting(testing). 21. What Im doing Reading articles Sleepwalkers serious games workshop Avastusrada Creative classroom 22. Sleepwalkers serious games seminar Sleepwalkers student film festival is organising a workshop about serious games to the film students. The aim of the workshop is to introduce the gaming world to the people who dont know about it but are curios how it all works. We have participants from different companies who will talk about the principles of the gaming world, how to create a game, what is needed to create a came. I will hopefully take part of it and will do a presentation, topic will depend on what will be covered by the speakers. I would like to talk about the transmeida learning. 26.11.2014from 10 am till 4pm everyone is welcome to join! 23. Avastusrada It is a web project mainly meant for students. The aim of the project is to encourage kids to go out side and explore different tracks for example the walking path in the forest, botanical gardens, zoo etc and at the same time learn new things depending where they are. It will work on the mobile or tablet device as long there is internet. Participants have to answer the questions about the track ( could cover history, biology, geography) they will get the points for the tasks.The data will be stored in the web, game will record the track and answers. What could be analyzed after the game. Im going to participate in that project by helping to come up with the educational context for the game. The aim is that kids would learn new knowledge and will stay focused. 24. Creative classroom Creative classroom is a project what will help the teachers to adopt the digital and innovative ways to teach in schools. The project has partners from Finland, Slovenia and Croatia who will help to train Estonian teachers to use the digital technologies in schools. Hopefully I can take part of this project. Not decided on what Im going to do exactly.