Category Archives: orange

Scribjab: Multimodal/Multilingual Digital Storytelling

Produce & Publish your own L2 iBooks: Kelleen Toohey & Diane Dagenais

Learning through Digital Storytelling

In this video, SFU’s Kelleen Toohey and Diane Dagenais present their innovate digital storytelling tool, Scribjab.

Scribjab is a multilingual tool to create and share digital stories in 2 different languages. .

Scribjab enables anyone to publish multimodal on-line books in multiple languages, including French, English, Arabic, Punjabi, Japanese, Chinese, German, Korean and Vietnamese.

keywords

MULTIMODAL LITERACIES
GRAPHIC TEXTS
L2/ELL LITERACY LEARNING

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Digital Narratives & Student Publication: Case Study

Natasha Zseder, York University

 

Learning through Digital Storytelling

What might happen when students take authentic roles as authors, poets, editors, media producers, journalists, comic-makers, and researchers – and then mobilize new media to their own creative and critical purposes? What might happen when students imagine and design their own literary/media landscapes?

In this case-study video, Natasha Zseder explores the educational opportunities of building – from the ground-up – an online literary and media/arts magazine, and examines why situated, student-directed production can engage multiple and complex literacies while connecting with the politics of students’ own lived worlds.

Related: Poetronica

Natasha Zseder, York University

keywords
STUDENT PUBLICATION
PRODUCTION PEDAGOGY
IDENTITY / ROLE PLAY
SITUATED LEARNING

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Models & Media Tools for Digital Storytelling

Resources: Explore Media Tools & Models for Supporting Digital/Multimodal Narrative Building

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Case Study: Making Cellphilms

Casey Burkholder, McGill University

Learning through Digital Storytelling

In this case-study video, Casey Burkholder models the art and practice of creating digital narratives through cellphilm production.

Related: Poetronica

Resource: For more on Cellphilms and how they can be ‘mobilized’, educationally, to creative, critical and progressive/activist ends and purposes, please see: What’s A Cellphilm? Integrating Mobile Phone Technology into Participatory Visual Research & Activism.

by Katie MacEntee, Casey Burkholder & Joshua Schwab-Cartas
McGill University, Canada

keywords
CELLPHILMS
PARTICIPATORY VISUAL RESEARCH
DIY VIDEO/NARRATIVE PRODUCTION
MOBILE TECHNOLOGIES FOR LEARNING

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The Pedagogy of Production

Investigating What Works for Teaching Media Literacy

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Theory

AUTHOR
Joslyn Hunscher-Young

ABSTRACT
Rapidly changing technologies and new forms of communication demand a revision of what literacy instruction needs to look like today. There is already extensive research about literacy in a wide variety of contexts, including both in-school and out-of-school situations. However, there is limited research published around the learning that occurs in media literacy programs. This article explores what we can learn from media/literacy programs, and how these programs can inform – and help us rethink – literacy-learning in dynamic production contexts beyond media literacy classrooms.

This article can be explored conjunction with Joslyn Hunscher-Young’s video presentation in this module.

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Pedagogies Of Production: Making Digital Films

Joslyn Hunscher-Young, Washtenaw International Middle Academy & High School

Learning through Digital Storytelling

This video examines several key ideas in the pedagogy of production. It highlights what novice video producers like and need from their mentors as they acquire knowledge and skills through their own hands-on practice. Specifically, this video describes the importance of communities of practice, situated learning, and mentor ‘fading’ in creating authentic, meaningful research & narrative video projects.

Joslyn Hunscher-Young is a social studies teacher at Washtenaw International Middle Academy and High School in Ypsilanti. Her current practice is informed by her work in creating and running a youth media production program in Chester, Pennsylvania, from 2009-2010 called Chester Voices for Change.

Related Video: Decolonizing Encounters – A Critical Visual Essay

Pedagogies Of Production: Making Digital Films

keywords
SITUATED LEARNING
COMMUNITIES OF PRACTICE
MENTOR FADING
APPRENTICESHIP

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Tutorial: RPG Maker

Learning through Game Design

Ever dream of making your own video games? RPG Maker allows you to customize every aspect of your game with an easy-to-use interface, making it perfect for beginners yet powerful enough for experts. Our RPG Maker tutorial set introduces you to the basics of RPG Maker, as well as some of the software’s more complex game-making, simulation, and world-building features.

Use RPG Maker to create adventure games, interactive narratives, simulations, or experimental digital artworks.

rpgmakertutorial

RPG Maker Tutorial Set

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Tutorial: GameMaker Studio

Related Elements

GameMaker: Studio has everything you need for games development, no matter what your level or expertise, and our tutorial set introduces you to basics. Learn to code as you create, design, play and share. Making games development accessible to everyone means taking away the barriers to getting started.

Related article: Learning through Game Design: A GameMaker Study

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Case Study: The Art of Game Design

Kara Stone, Media Artist & Game Designer

Learning through Game Design

In this video, media artist and game designer, Kara Stone, explores her digital game-design practices, and signals how we might think about video games differently – as art, as a form of personal expression, and as a means of critically engaging and (re)designing the social worlds we inhabit.

Kara Stone is an artist creating videogames, interactive art crafts. She achieved an MA in Communication and Culture at a joint program at York and Ryerson University, focusing on mental health, affect, feminism, and videogames. Her work has been featured in Vice, Wired, The Atlantic, and NPR. It consists of feminist art with a focus on gendered perspectives of affect – but it’s much more fun than it sounds.

For more from Kara on digital game design, please see the New Media Modules GameMaker video tutorials.

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Theory: Critical Game Design & Critical Play

Readings by Critical Game Design by Mary Flanagan & Lindsay Grace

Learning through Game Design

Anxiety, Openness & Activist Games: A Case Study for Critical Play

Mary Flanagan

ABSTRACT: This paper explores the boundaries of social issues or ‘activist’ games with a case study on a popular game released in 2009 which fosters a critical type of play among the audience. We assess the game’s public reception to better understand how contradictory play elements led to an anxiety of ambiguity during open play. Borrowing from the “poetics of open work,” we will demonstrate how the most powerful play experience in activist games result from a new relationship formed between the audience and the player through mechanics, subject position, representation, and content.

Critical Games: Critical Design in Independent Games

Lindsay Grace

ABSTRACT: As a sign of the maturing game medium, critical games have grown to provide meaningful critique. Where once a critic might write an article, some have taken to making critical games. These games critique the conventions of digital experience to provide social commentary, examination of gameplay assumptions or simply create playful design. This paper provides a simple topographical view of critical games, proposing formal attributes for analyzing games made through critical design practices. The result is a formal two axes description. The first spectrum is the dichotomy between social critique and game mechanics critique, described as reflective and recursive respectively. The mechanics of these play experiences are further explained as either continuous or discontinuous, as executed through the rhythmic structure of the game. From this perspective, any critical game can be described by the apex between mechanic and social critique, continuous and discontinuous delivery. The result is a useful framing for game designers and game researchers.

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