6,731 research outputs found
Developing the scales on evaluation beliefs of student teachers
The purpose of the study reported in this paper was to investigate the validity and the reliability of a newly developed questionnaire named âTeacher Evaluation Beliefsâ (TEB). The framework for developing items was provided by the two models. The first model focuses on Student-Centered and Teacher-Centered beliefs about evaluation while the other centers on five dimensions (what/ who/ when/ why/ how). The validity and reliability of the new instrument was investigated using both exploratory and confirmatory factor analysis study (n=446). Overall results indicate that the two-factor structure is more reasonable than the five-factor one. Further research needs additional items about the latent dimensions âwhatâ âwhoâ âwhenâ âwhyâ âhowâ for each existing factor based on Student-centered and Teacher-centered approaches
The Effect of Rule-Based Scaffoldings on Second Grade Students\u27 Digital Storytelling
Digital storytelling is a powerful method for revitalizing literacy instruction. Past research suggested that digital storytelling activities improve studentsâ writing skills through construction of various types of stories. However, little research has investigated in what ways educators can promote studentsâ interests and actual abilities to express narrative discourse in a digital format. Recent research indicated that the use of story grammars help students develop sophisticated stories. From this perspective, Labovâs story grammar emphasized two functions of good story structure: referenceâthe listeners (or readers) are told what happened, and evaluationâthe speakers (or writers) reveal their attitude toward the events of the narrative. Meanwhile, current practitioner based research suggests that Lambertâs seven elements approach of digital storytelling emerged as a practical guideline for creating effective digital stories in elementary classrooms. Therefore, the purpose of this study was to investigate the potential of three instructional approaches: Labovâs story grammar only, Lambertâs seven elements only, and both instructional approaches, as scaffolding(s) for studentsâ digital storytelling. Specifically, a quantitative research design with three experimental groups and one control group, pre-test and post-test, was employed. Participants included 104 second-graders (largely from high socioeconomic status families), with 26 in each of four classrooms. Therefore, the three instructional scaffold approaches and one non-scaffold supported approach were randomly assigned to each of four classrooms respectively to support studentsâ story writing, storytelling, story design and construction using Movie Maker software. Studentsâ understanding of narrative writing was assessed before and after the implementation of the intervention. The results indicated that the instructional scaffolding positively enhanced studentsâ performance in story writing, storytelling, as well as verbal and visual expression. In particular, the story grammar scaffolding motivated students to produce coherent, more sophisticated stories. The seven elements scaffolding sparked studentsâ creative verbal and visual expressions and stimulated them to elaborate using a variety of adjectives in their digital stories. When both scaffolding approaches were implemented, students significantly outperformed the other groups on the quality of story content, story coherency and narrative knowledge. The implications of these findings and recommendations for future research are discussed
Interactive Technologies for the Public Sphere Toward a Theory of Critical Creative Technology
Digital media cultural practices continue to address the social, cultural and aesthetic
contexts of the global information economy, perhaps better called ecology, by inventing
new methods and genres that encourage interactive engagement, collaboration, exploration
and learning. The theoretical framework for creative critical technology evolved from the
confluence of the arts, human computer interaction, and critical theories of technology.
Molding this nascent theoretical framework from these seemingly disparate disciplines was
a reflexive process where the influence of each component on each other spiraled into the
theory and practice as illustrated through the Constructed Narratives project. Research
that evolves from an arts perspective encourages experimental processes of making as a
method for defining research principles. The traditional reductionist approach to research
requires that all confounding variables are eliminated or silenced using methods of
statistics. However, that noise in the data, those confounding variables provide the rich
context, media, and processes by which creative practices thrive. As research in the arts
gains recognition for its contributions of new knowledge, the traditional reductive practice
in search of general principles will be respectfully joined by methodologies for defining
living principles that celebrate and build from the confounding variables, the data noise.
The movement to develop research methodologies from the noisy edges of human
interaction have been explored in the research and practices of ludic design and ambiguity
(Gaver, 2003); affective gap (Sengers et al., 2005b; 2006); embodied interaction (Dourish,
2001); the felt life (McCarthy & Wright, 2004); and reflective HCI (Dourish, et al., 2004).
The theory of critical creative technology examines the relationships between critical
theories of technology, society and aesthetics, information technologies and contemporary
practices in interaction design and creative digital media. The theory of critical creative
technology is aligned with theories and practices in social navigation (Dourish, 1999) and
community-based interactive systems (Stathis, 1999) in the development of smart
appliances and network systems that support people in engaging in social activities,
promoting communication and enhancing the potential for learning in a community-based
environment. The theory of critical creative technology amends these community-based
and collaborative design theories by emphasizing methods to facilitate face-to-face
dialogical interaction when the exchange of ideas, observations, dreams, concerns, and
celebrations may be silenced by societal norms about how to engage others in public
spaces.
The Constructed Narratives project is an experiment in the design of a critical creative
technology that emphasizes the collaborative construction of new knowledge about one's
lived world through computer-supported collaborative play (CSCP). To construct is to
creatively invent one's world by engaging in creative decision-making, problem solving
and acts of negotiation. The metaphor of construction is used to demonstrate how a simple
artefact - a building block - can provide an interactive platform to support discourse
between collaborating participants. The technical goal for this project was the development
of a software and hardware platform for the design of critical creative technology
applications that can process a dynamic flow of logistical and profile data from multiple
users to be used in applications that facilitate dialogue between people in a real-time
playful interactive experience
Immersive Journalism as Storytelling
"This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives.
Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews, alongside insightful case studies that discuss Euronews, Nonny de la Peñaâs Project Syria, and The New York Timesâ NYTVR application.
This book is written for journalism teachers, educators, and students, as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice.
Building The Ark: Text World Theory and the evolution of dystopian epistolary
Told through a series of interrelated documents (including emails, text messages, newspaper clippings and blog posts), Annabel Smithâs interactive digital novel The Ark epitomises the contemporary hybridity of the dystopian genre. Designed to be fully immersive, the story can be engaged with across media, enabling readers to âdive deeper into the world of the novelâ and challenge how they experience dystopian texts. Taking a Text-World-Theory perspective, I examine the implications of this challenge, investigating the impact of transmedial storytelling on world-building and exploring the creative evolution of dystopian epistolary more broadly. In analysing both the ebook element of The Ark and certain facets of its companion pieces (which take the form of a dynamic website and a smartphone app), I investigate the creation of the novelâs text-worlds, considering the process of multimodal meaning construction, examining the conceptual intricacies of the epistolary form and exploring the influence of paratextual matter on world-building and construal. In doing so, I offer new insights into the conceptualisation of âempty text-worldsâ, extend Gibbonsâ discussions of transmedial world-creation and argue for a more nuanced understanding of dystopian epistolary as framed within Text World Theory
Digital stories as a tool for learning at work
This dissertation examines the use of digital storytelling in learning in different types of work environments. The research focuses on representations of identity, agency and positioning in visual narratives. The digital stories are two-to-three-minute-long autobiographical minidocumentaries told with the support of the group and facilitators. Digital storytelling is regarded as both a method and movement that promotes the democratic storytelling of individuals. Digital stories have become more popular because of social media and technological developments in the area of personal devices; hence, it is now possible to produce and share digital stories for anyone, from anywhere.
The research data for the three studies of this dissertation were collected during two digital storytelling workshops. The first workshop was organised in a business organisation, and eight participants took part after a long-term staff development project. In the second workshop, nine university teachers studied the education for sustainable development with digital storytelling while simultaneously considering digital storytelling as a teaching method suitable for their own students.
Study I was a 1.5-hour group discussion. Stories developed from modes of closed, open or ante-narratives when the participants made facilitation or inhibition along the discussion and presented the preliminary ideas of their digital stories. Stories in open and ante-narratives especially tended to be co-authored. Future thinking was equally involved along with reflection of the past and present. In the group discussions, there was collaborative meaning-making and reflection of identities. The visuals of the stories enabled the storytellers to express things difficult to verbalise, allowing the participants to experience that the method of digital storytelling was a creative way to evaluate the staff development project both individually and as a community.
In Study II, three digital stories produced in a business organisation workshop were analysed with social interactional narrative analysis (SIA) and with multimodal transcription and text analysis. There were three modalities in agency enhancement at work that differed from each other among others in their timing. Sociocultural agency enhancement was the slowest modality and had its roots in the employeeâs childhood, studies and earlier work. Transformative agency enhancement showed the changes and renewing of established ways in thinking and in work practices, while situational agency enhancement was found to be the resiliency in the rhythm of daily work and its practices. Different modalities of agency enhancement overlapped, and there was also other things in life outside of work that impacted agency enhancement.
Study III examined education for sustainable development and teachersâ positioning as sustainable development educators as they worked through their own digital storytelling process. In the interviews of nine university teachers, the method of digital storytelling was experienced as a challenging method, even though it was noted to be immersive. The teachers learned media skills they could use in their studies. In better understanding sustainable development, the teachers broadened their thinking, and after the course, they included all dimensions of sustainable development under the holistic umbrella concept, including ecological, economic, social and cultural aspects. Before the course, they mostly focused on the ecological aspect.
The three studies of this dissertation help deepen the understanding of the digital storytelling process and the role of group and social interaction when the aim is to enable professional identity, agency and positioning in communities and organisations. To tell a story is a social process, even though the voice and autonomy of individual storytellers is highlighted. Digital storytelling is a suitable method for learning with complex and multidisciplinary items, especially when the aim is to build relational agency among multiprofessional experts.
KEYWORDS: agency, agency enhancement, identity, identity work, professional identity, positioning, relational agency, digital storytelling, narrative research, narrative, work, higher education, pedagogical methodsVĂ€itöskirjassa tutkittiin digitaalisen tarinankerronnan kĂ€yttöÀ oppimisen vĂ€lineenĂ€ erilaisissa työyhteisöissĂ€. Tutkimuksessa tarkasteltiin visuaalisia narraatioita erityisesti identiteetin, toimijuuden ja asemoitumisen representaatioina. Digitaaliset tarinat ovat 2â3 minuutin pituisia omaelĂ€mĂ€kerrallisia mini-dokumentteja, joiden tekemisessĂ€ ovat tukena ryhmĂ€ ja työskentelyn fasilitaattorit. Digitaalista tarinankerrontaa voidaan pitÀÀ sekĂ€ menetelmĂ€nĂ€ ettĂ€ suuntauksena joka korostaa yksilöiden mahdollisuuksia demokraattiseen tarinankerrontaan. Sosiaalinen media ja teknologinen kehitys ovat tehneet kenelle tahansa mahdolliseksi omien videotarinoiden tekemisen ja jakelun jopa globaalisti.
Tutkimusten I, II ja III aineistot kerÀttiin kahden työpajan yhteydessÀ. EnsimmÀisessÀ työpajassa yrityksen kahdeksan ihmistÀ osallistui digitaalisen tarinankerronnan työpajaan henkilöstönkehittÀmisprojektin pÀÀtteeksi ja toisessa työpajassa yhdeksÀn yliopisto-opettajaa perehtyi kestÀvÀn kehityksen opettamiseen ja digitaaliseen tarinankerrontaan sekÀ tekemÀllÀ henkilökohtaisen digitarinan ettÀ pohtimalla digitaalista tarinankerrontaa opetusmenetelmÀnÀ. Digitaalinen tarinankerronta on osallistava menetelmÀ ja digitaaliset tarinat soveltuvat narratiiviseksi tutkimusaineistoksi. Tutkimuksessa II digitaaliset tarinat toimivat tutkimusaineistona.
Tutkimuksessa I tarkasteltiin digitaalisten tarinoiden rakentumista aiheista kÀydyn 1,5 tunnin ryhmÀkeskustelun pohjalta. Suljetut, avoimet tai ja vielÀ esiasteella olevat tarinat kehittyivÀt eteenpÀin ryhmÀn yhteisessÀ tarkastelussa, jossa ryhmÀn jÀsenten tekemÀt erilaiset avaukset joko nostattivat tai sammuttivat tarinankertojien alustavia ideoita etenkin silloin kun kÀsikirjoitus oli vielÀ avoin ja jÀsentymÀtön. Tarinoiden suunnittelussa myös tulevaisuus oli vahvasti lÀsnÀ menneiden kokemusten ja nykyhetken rinnalla. Tarinoista keskustelu ryhmÀssÀ synnytti yhteisöllistÀ merkitystenantoa ja identiteettien reflektointia. Visuaalisten tarinoiden ansiosta osallistujat pystyivÀt ilmaisemaan vaikeasti sanoitettavia asioita ja menetelmÀ oli yritykselle luova tapa arvioida henkilöstönkehittÀmisprojektin antia sekÀ yksilöiden ettÀ yhteisön tasolla.
Tutkimuksessa II analysoitiin tarkemmin kolme liike-elÀmÀn työpajassa tehtyÀ tarinaa narratiivisen analyysin (SIA) ja multimodaalisen sisÀllönanalyysin avulla (multimodal transcription, and text analysis). Digitaalisista tarinoista erottui kolme toimijuuden muutosmuotoa, jotka erottuvat toisistaan mm. aikaikkunoiden perusteella. Sosiokulttuuriset toimijuuden muutokset alkavat rakentua jo lapsuudessa ja jatkuvat opiskelujen lÀpi työelÀmÀÀn. Transformatiivinen toimijuuden muutos on vakiintuneiden ajattelu- tai toimintamallien kyseenalaistumista ja uudelleenrakentamista ja situationaalinen toimijuus pyrkii mukautumaan työn arjen tapahtumiin. Toimijuuden kehittymisen eri modaliteetit lomittuvat osittain toisiinsa ja professionaaliseen toimijuuteen vaikuttavat myös työn ulkopuolisen elÀmÀn kokemukset.
Tutkimus III keskittyi yhdeksÀn yliopisto-opettajan ymmÀrrykseen kestÀvÀn kehityksen opettamisesta ja eri alojen asemoitumiseen kestÀvÀn kehityksen edistÀmisessÀ samalla kun perehdyttiin digitaaliseen tarinankerrontaan oppimisen ja opettamisen menetelmÀnÀ. Haastatteluaineiston perusteella digitaalinen tarinankerronta koettiin haastavaksi, joskin mukaansatempaavaksi menetelmÀksi. Opettajat kokivat oppineensa mediataitoja, joita lÀhtivÀt soveltamaan omissa opinnoissaan ja töissÀÀn jo koulutuksen aikana. KestÀvÀÀn kehitykseen eri tieteenalojen edustajien digitaaliset tarinat aukaisivat nÀkökulmia holistisella tavalla ja koulutuksen jÀlkeen kestÀvÀn kehityksen kaikki neljÀ ulottuvuutta (ekologinen, ekonominen, sosiaalinen ja kulttuurinen) liitettiin kestÀvÀn kehityksen opetuksessa edistettÀviin teemoihin alun ekologispainotteisen dimension sijaan.
Osatutkimukset syvensivÀt ymmÀrrystÀ digitaalisen tarinankerronnan prosessista sekÀ ryhmÀn ja sosiaalisen vuorovaikutuksen roolista tilanteessa, jossa halutaan edistÀÀ professionaalista identiteettiÀ, toimijuutta ja uudelleen asemoitumista osana yhteisöÀ tai organisaatiota. Tarinoiden kertominen on sosiaalinen prosessi, vaikka yksilön ÀÀni ja autonomia on digitaalisten tarinoiden kertojana korostunut. Digitaalinen tarinankerronta soveltuu tutkimuksen perusteella opetusmenetelmÀksi myös monitieteisten ja monimutkaisten asioiden oppimiseen, samoin kuin moniammatillisen ja monitieteisen toimijuuden tukemiseen.
AVAINSANAT: toimijuus, toimijuuden rakentaminen, identiteetti, identiteettityö, ammatillinen identiteetti, positiointi, relationaalinen toimijuus, digitaalinen tarinankerronta, narratiivinen tutkimus, narratiivi, työ, korkeakoulutus, pedagoginen metodi, kestÀvÀn kehityksen opetu
âIMPLICIT CREATIONâ â NON-PROGRAMMER CONCEPTUAL MODELS FOR AUTHORING IN INTERACTIVE DIGITAL STORYTELLING
Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow âhighly-interactiveâ experiences of digital worlds with compelling stories. However, the situation for story creators approaching âhighly-interactiveâ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work.
A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of âimplicit creationâ, storytelling and modelling of simulated worlds are reconciled.
The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design.
In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (âScenejoâ) for the creation of digital conversational stories, and b) the development of a serious game (âThe Killer Phrase Gameâ) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of âimplicit creationâ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to âimplicit creationâ in a learning process.
Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work
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Navigating virtual heritage applications for historic cities in the Middle East
This paper discusses conceptual and practical framework for the development of virtual heritage platforms as a research, educational and engagement tool that brings historic spaces and buildings back to the recognition of the public eye of the ordinary user. It not only reproduces historical scenes through physical modelling of archaeological sites or data, but, more importantly, through serial narratives where life is explored and practiced in motion, and where cultural-feed brings meaning, experiences and understanding to the socio-cultural context. The paper first introduces a brief and summary database of case studies of examples of virtual heritage platforms and outputs that are suitable to different purposes and audiences. It, then, looks at the context and production of VH in Egypt, as an example of Middle Eastern cities with vast heritage sites and advanced technological provisions. It reports on the process and findings of an AHRC-funded project, Virtual Heritage Cairo, that aimed to investigate difficulties, technological and skill gaps amongst stakeholders and local start-ups that would otherwise enable VH in Egypt to become regional power
Immersive Journalism as Storytelling
This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives. Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews alongside insightful case studies that discuss Euronews, Nonny de la Peñaâs Project Syria, and The New York Timesâ VR application NYTVR. This book is written for journalism teachers, educators, and students as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice
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