4 research outputs found

    Developing Digital Storytelling of Wayang Topeng Malang As Platform for Cultural Literacy for Students

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    Digital storytelling has been a popular part of education used as a medium for telling stories. A digital storytelling platform can facilitate the development of collaborative stories. If the storytelling process is facilitated properly, it will lead to the creation of stories that enhance the relationship between the players. Wayang Topeng is one of the traditional performing arts in Indonesia that needs to be told digitally so that students become more interested in and understand the stories about Wayang Topeng Malang. This is an R&D research that has used the modified Borg and Gall concept. Data were collected through observation, interviews and documents. The result of this study was the development of a digital introduction of the characters of Wayang Topeng Malang in the form of 2D animation. The digital storytelling application was uploaded on YouTube, making the content accessible to everyone. Keywords: digital storytelling, Wayang Topen

    Digital storytelling for good with Tappetina game

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    Context - Storytelling is an important asset in today’s society. Digital platforms for storytelling can facilitate collaborative development of stories. The storytelling process, if properly facilitated, can lead to the creation of stories that improve the relations between the players. Moreover, stories convey important information about the players and their interaction. Extended knowledge and better tools are needed about how to facilitate storytelling for good and analysis to exploit the power of the generated data. Research question - How to facilitate Digital Storytelling for good? Method - The investigation is based on a case study approach in which participants have been engaged in the creation of stories. The study is based on empirical data collection and analysis: from the stories recorded, we extract the storytelling features and performance. We have provided qualitative (Domain Expert) and quantitative (Machine Learning) analysis of the stories. In total, 58 users played the game in 15 sessions. Results and conclusions - The main result is a framework for analysing digital stories. The analysis gives an indication of which game building blocks lead to stories for good. Future work will include a redesign of the game and its building blocks which lead to stories for good and further analyses
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