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Designing for a Multiple Screen Setup : Interactive Storytelling and Attention Guiding for a Perceivable and Engaging Experience of UTM ExploreBertzen, Charlotte, Basjuka, Jekaterina January 2022 (has links)
An interactive multiple screen visualisation might become an opportunity for engaging and illustrative presentations of scientific, complex, and abstract research. With multiple (interactive) monitors, storytelling and interfaces could bring engagement, immersion, and attraction to the audience. The challenge of designing for a multiple screen setup is that the amount of information can be overwhelming, causing the perception of it and engagement with it to decrease. This thesis explores approaches that could enhance the perception and engagement of the content for a multiple screen setup. The Research Through Design approach sets the structure for the entire thesis. It consists of methods for exploration, concepting, prototyping, and user testing. By following this research approach, three versions of a prototype were developed and tested which led to the results of this thesis. The overall nature of this research process was exploratory and the design decisions were applied during the activities. The main findings of this thesis regarding the multiple screen setup during the research process included three attention guiding approaches: black and white, blur, and pause, and according to the user test participants, the preferred approach was black and white. The second vital aspect of the research and testing were the five-act story arc and interactive storytelling structures. According to the data from user tests, interactivity helped to increase the engagement and perception of the exhibition piece.
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QANON : Från intressegrupp till statskupp / QANON : From interest group to coup'd etatTörnquist, Johannes, Hägglund, Leeloo January 2021 (has links)
This study aims to dive deeper into the specific structure, propagation and adaptability of the American alt-right political movement QAnon’s underlying narrative through the lens of “Digital Storytelling”. The method employed being a holistic narrative analysis. Utilizing data collected from the image boards 4chan, 8chan and 8kun we look at a large narrative specifically centered around Donald Trump’s presidency. By gaining a more thorough understanding of the narrative techniques employed to create said narrative, this study will highlight resilient and recurring structures within the QAnon movement. Our findings show that the movement through the application of several characteristic features of digital storytelling have created a highly adaptable narrative. The cryptic nature of messaging used by the movements original author has through the instance of “decoding”, allowed a range of different interpretations to flourish. We identify three key factors connected to the success of the QAnon narrative, these being, 1: An authentic message, created through both hidden and visible feedback. 2: An elastic and resilient narrative, formed through iterative interpretations of coded messages. 3: A tight knitted group-identity, reinforced by the self-classifying as underdogs.
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A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia StorytellingWakefield, Jenny S. 05 1900 (has links)
This dissertation presents the essence of the experience of instructional designers and instructors who have used alternate reality games (ARGs) and transmedia storytelling (TS) for teaching and learning. The use of game-like narratives, such as ARGs and TS, is slowly increasing. However, we know little about the lived experiences of those who have implemented such transmedia experiences in formal or informal learning. The data consists of written transcripts from interviews with 11 co-researchers in the United States and Europe. Phenomenology was the guiding methodology. The study begins by reviewing storytelling and the use of games in learning, leading up to exploring the tradition of using ARGs and TS in learning contexts. The analysis was one of reduction leading to codes, summary stories, themes, and the essence of the experience. Co-researchers used many techniques to enlighten their learners including problem-solving, critical thinking, collaboration, encouragement, disruption, and connection-making. When successful, connection-making facilitates learner agency development by providing learners with the power to act by their own initiative. Action came through the communicated narratives and games that closely tied to real-world problems. In the context of these efforts, this study's co-researchers emerged as educational life-world learning-coaches, "sensei", who were each using strategies and techniques to move students toward meaningful real-world learning and the ability to make a difference in the world. The dissertation closes by exploring implications of this study for instructional designers and instructors interested in using alternate reality games and transmedia storytelling for teaching and learning purposes.
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Exploring the potential of digital storytelling in the teaching of academic writing at a higher education institution in the Western CapeMkaza, Linda Olive January 2019 (has links)
Magister Educationis - MEd / Writing is an important skill throughout learners’ schooling trajectory because it is through writing that learners need to situate meaning and sense-making across the curriculum. Writing proficiency becomes even more important when learners access tertiary studies. Yet studies suggest that most students struggle with academic writing. Various authors suggest that writing has not been taught appropriately especially in secondary schooling contexts in South Africa and that writing becomes even more daunting for Second Language speakers of English when they reach tertiary education. There is abundant literature on students’ challenges with academic writing and ways to address academic writing challenges but the use of digital storytelling in relation to academic writing development is recent and distinctively underexplored in the literature. In this study, I seek to explore the potential that digital storytelling has in the teaching of undergraduate academic writing skills. I will focus on first year students' academic writing skills, how they are taught currently and how technology in the form of digital storytelling can help first year students improve their academic writing skills. The theoretical framework for the study is largely based on the New Literacies Studies which is championed by members of the New London Group such as Street and Street (1984) Lea and Street (2006) among others. The theoretical framework will draw on the notion of literacy as social practice rather than a set of reading and writing skills which explains why educators need to find new ways of teaching academic writing skills. I use semiotics and multimodality as a foundational concept for using digital storytelling in academic writing. That is because semiotics and multimodality further support the idea that literacy goes beyond words but that audio and visual elements are also part of learning and can help engage students in their academic work. The main aim of this proposed research is to explore both students and lecturer practices of digital literacies in the teaching and learning of academic writing at The Cape Peninsula University of Technology (CPUT). I propose the following research objectives: (i.) elucidate current academic writing scaffolding in academic modules; (ii.) draw on the use of digital storytelling in a first-year undergraduate course; (iii.) shed light on lecturers and students’ perceptions of the ways digital storytelling impacts on first-year academic writing; (iv.) highlight the implications of infusing multimodality into academic writing in this context; and (v.) explore the ways first-year students’ take on new writing practices and how these new practices are facilitated by the ii lecturer. I plan to use a qualitative research method to achieve my set objectives. I have opted to conduct action research, as both participant and researcher. The qualitative research method allows me to use the following research tools: document analysis; questionnaires and interviews. I analyse 15 student essays in order to elucidate current academic writing scaffolding in academic modules. These essays are divided into three categories: high performance; average performance; and low performance. Then questionnaires are distributed to students through a Google Forms link. Of the 40 student participants; 32 students filled in the questionnaires. The interviews were conducted with three lecturers across two departments at CPUT. These interviews, together with questionnaires that the students filled in served to address the following objectives: draw on the use of digital storytelling in a first-year undergraduate course; shed light on lecturers and students’ perceptions of the ways digital storytelling impacts on first-year academic writing; highlight the implications of infusing multimodality into academic writing in this context; and explore the ways first-year students’ take on new writing practices and how these new practices are facilitated by the lecturer. All the ethical considerations were adhered to for my research. I categorized my findings according to the research questions that I posed in the study. There were three research questions which serve as the three main themes of my data analysis. However, during the process of analyzing the data, a fourth theme emerged. The first finding indicates that academic writing scaffolding in academic writing modules is adequate for students who have essays in the high-performance category. However, it is inadequate especially for students who wrote essays in the low performance categories as they could not meet the demands of academic writing. The second finding indicates that students are able to use digital storytelling to help them with various aspects of academic writing. They are able to improve language and grammar; the structure of their writing, that is, the introduction, body and conclusion. The third finding illustrates that lecturers also feel that there are academic writing benefits to when using digital storytelling. Even though that may be, the use of technology for the medium of digital storytelling proved to be somewhat difficult. That is mostly because students did not have access to various technology such as internet connection or even equipment to complete the digital stories unproblematically. Then the fourth finding emerged during lecturer interviews, that is, fees must fall protests and the impact it had on the traditional university structure across. Fees must fall protests led to disruptions in academia because one key aspect they highlight is the need for decolonisation of the curriculum The use of digital storytelling then not only addressed the student academic writing challenges that are highlighted by this study, but also speak to decolonisation of the curriculum because it is an innovative way for students to engage with the demands of academic writing. The conclusion of my thesis is that as useful as digital storytelling is in academic writing; those who wish to use it as a teaching tool need to be well versed with technology as it can have challenges if not used adequately. The most pertinent of the factors revealed is that there is a need for innovative ways to teach the 21st century student.
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Exploring the potential of digital storytelling in the teaching of academic writing at a higher education institution in the Western CapeMkaza, linda January 2019 (has links)
Doctor Educationis / Writing is an important skill throughout learners’ schooling trajectory because it is through
writing that learners need to situate meaning and sense-making across the curriculum. Writing
proficiency becomes even more important when learners access tertiary studies. Yet studies
suggest that most students struggle with academic writing. Various authors suggest that writing
has not been taught appropriately especially in secondary schooling contexts in South Africa
and that writing becomes even more daunting for Second Language speakers of English when
they reach tertiary education. There is abundant literature on students’ challenges with
academic writing and ways to address academic writing challenges but the use of digital
storytelling in relation to academic writing development is recent and distinctively
underexplored in the literature.
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Co-authorial narrative : Attempting to draw a border in the no man’s land that is emergent narrativeGrödem, Tim January 2021 (has links)
This study aims to define the area that fall in-between predetermined and emergent narratives and pitches the term of “co-authorial narrative” to describe it. Co-authorial narratives are defined by their design of splitting the responsibility of authorship between the developer and the player. The purpose of the study is to prove this concept, with the overall goal of broadening the understanding of emergent narrative.
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Making Mundane Magical - Analyzing Vlogger-Audience Interaction in YouTubeAspinen, Maria January 2019 (has links)
In the past decades a lot of research has been dedicated to widening the understanding of different media audiences, as well as to determining the motivations behind both, creation of user-generated content (UGC) as well as audience behavior. This thesis seeks to broaden this knowledge by studying vloggers and their interaction with their audiences. Instead of asking the audience members: In what ways are the vloggers an influence on you, this thesis asks: “Can the audience be a source of inspiration and influence for vloggers? The thesis aims also at recognizing typicality’s in vloggers audio-visual content as well as strategical approaches for audience engagement. Approach in order to find answers to the set questions is critical yet humanistic. Empirical research is divided in two parts, of which the first is done by qualitative content analysis and the second part by semi-structured interviews. The aim of this multimethod approach is to get a broad yet deep view on this commercial, and contemporary storytelling form. Appadurai’s five scape- theory is used as the theoretical framework, and the research findings as well as conclusions are also viewed through other recent studies from media and communications field.
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Collaborative Storytelling 2.0: A framework for studying forum-based role-playing gamesZalka, Csenge V. 24 March 2017 (has links)
No description available.
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SpeakUP! Young Women Share Powerful Stories From Their Own LivesWarren, Jenn January 2016 (has links)
How can a Digital Storytelling workshop help educate, inspire and mobilise young women engaged in a non-profit organisation, in order to assist their peers? This exploratory study investigates whether Digital Storytelling can foster digital literacy, self-awareness and reflection amongst workshop participants, and how young women may be able to support each other and their peers through the act of creating and sharing personal digital stories. Conducted using qualitative and participatory methods, with the theoretical underpinnings of Albert Bandura’s Social Learning Theory and Social Cognitive Theory, Paulo Freire’s conscientisation and participatory development, this research is conducted in collaboration with female mentors from the sport-based adolescent health organisation, Grassroot Soccer. First, I analyse the women’s interactions and learnings during the Digital Storytelling workshop, where participants create digital stories in a hands-on setting (using the Story Center model). This is done through participant observation and semi-structured interviews with participants following the workshop. Second, I seek to understand how or if young women can re-present themselves in the context of a facilitated Digital Storytelling workshop and challenge gender stereotypes through their own digital stories. This data is collected through a pre-workshop questionnaire, participant observation, semi-structured interviews, and analysis of the digital stories. While this is an exploratory study, I anticipate results in the following areas: (1) cross-pollination of knowledge between workshop participants and facilitators; (2) self-awareness, self-confidence and reflection amongst young women; (3) increase in digital literacy, storytelling and audio/visual skills; and (4) increase in understanding of, or introduction to, digital media and communication, activism and social change.
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The Use of Digital Storytelling for Impression Management by City Cultural OrganizationsNosrati, Fariba January 2019 (has links)
This dissertation provides a context-specific theory to understand how city cultural organizations can best use digital stories and impression management to create a desired image or enhance public perceptions. The generated model describes how a digital storytelling information system can affect user impressions of a city and the outcomes of using such a system. The study responds to a growing interest among cultural organizations regarding how to use emerging information technologies in the communication of cultural content.
An interpretive case study was conducted on the “Love Your City, Share Your Stories” digital storytelling initiative in Hamilton, Canada. Data collection included 95 one-on-one interviews with the general public, the gathering of documents, and the researcher’s personal observations of participants during the data collection process. A systematic approach of data analysis was utilized to capture participant opinions and visualize this information in a data structure. Theories from the literature on information systems, organizational impression management, and narrative transportation ground the study.
Findings suggest that a digital storytelling information system can be a viable tool to share city cultural heritage information and positively affect people’s perceptions of a city. The overall outcome of creating/maintaining a positive favorable impression is shaped through a layered experience of benefits by the users. Users are first personally engaged and informed about a city’s cultural heritage (primary benefits), and then they are influenced and inspired positively towards the city (secondary benefits). Findings show that technology characteristics (i.e., media quality and story quality) are critical factors affecting outcomes of use, and that user characteristics and context of use both moderate this relationship.
This research provides theoretical insights and practical recommendations for researchers and city cultural organizations wishing to explore the utilization of newer information technologies, such as digital storytelling, for impression management. / Thesis / Doctor of Philosophy (PhD) / This dissertation aims to understand how city cultural organizations can best use digital stories and impression management to enhance public perceptions. The generated model describes how a digital storytelling information system can affect user impressions of a city. The study responds to a growing interest among cultural organizations regarding how to use emerging information technologies in the communication of cultural content.
Findings suggest that a digital storytelling information system can be a viable tool to share city cultural heritage information and positively affect people’s perceptions of a city. Findings show that technology characteristics (i.e., media quality and story quality) are critical factors affecting outcomes of use and that user characteristics and context of use both moderate this relationship.
Theoretical insights and practical recommendations are provided for researchers and city cultural organizations wishing to explore the utilization of newer information technologies, such as digital storytelling, for impression management.
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