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Search results for: transmedia storytelling

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156</div> </div> </div> </div> <h1 class="mt-3 mb-3 text-center" style="font-size:1.6rem;">Search results for: transmedia storytelling</h1> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">156</span> Analysis of Transmedia Storytelling in Pokémon GO</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Iva%20Nedelcheva">Iva Nedelcheva</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This study is part of a doctoral thesis on the topic of <em>Hyperfiction: Past, Present and Future of Storytelling through Hypertext.</em> It explores in depth the impact of transmedia storytelling and the role of hypertext in the realm of the currently popular social media phenomenon <em>Pok&eacute;mon GO</em>. Storytelling is a powerful method to engage and unite people. Moreover, the technology progress adds a whole new angle to the method, with hypertext and cross-platform sharing that enhance the traditional storytelling so much that transmedia storytelling gives unlimited opportunities to affect the everyday life of people across the globe. This research aims at examining the transmedia storytelling approach in <em>Pok&eacute;mon GO<strong>,</strong></em> and explaining how that contributed to its establishment as a massive worldwide hit in less than a week. The social engagement is investigated in all major media platforms, including traditional and online media channels. Observation and content analyses are reported in this paper to form the conclusion that transmedia storytelling with the input of hypertext has a promising future as a method of establishing a productive and rewarding communication strategy. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=communication" title="communication">communication</a>, <a href="https://publications.waset.org/abstracts/search?q=hypertext" title=" hypertext"> hypertext</a>, <a href="https://publications.waset.org/abstracts/search?q=Pokemon%20Go" title=" Pokemon Go"> Pokemon Go</a>, <a href="https://publications.waset.org/abstracts/search?q=storytelling" title=" storytelling"> storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=transmedia" title=" transmedia"> transmedia</a> </p> <a href="https://publications.waset.org/abstracts/55819/analysis-of-transmedia-storytelling-in-pokemon-go" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/55819.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">170</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">155</span> Augmented Reality and Storytelling in Cities: An Application to Lisbon Street Art</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Francisco%20Guimar%C3%A3es">Francisco Guimarães</a>, <a href="https://publications.waset.org/abstracts/search?q=Mauro%20Figueiredo"> Mauro Figueiredo</a>, <a href="https://publications.waset.org/abstracts/search?q=Jos%C3%A9%20Rodrigues"> José Rodrigues</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Cities are spaces of memory with several zones (parts of cities) with their own history and cultural events. Today, cities are also marked by a form of intangible cultural heritage like street art, which creates a visual culture based on the process of reflection about the city and the world. To link these realities and create a personal user interaction with this cultural heritage it is important to capture the story and aesthetics, and find alternatives to immerse the user in these spaces of memory. To that end, this article presents a project which combines Augmented Reality technologies and concepts of Transmedia Storytelling applied to Lisbon City, using Street Art artifacts as markers in a framework of digital media-art. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=cultural%20heritage" title=" cultural heritage"> cultural heritage</a>, <a href="https://publications.waset.org/abstracts/search?q=street%20art" title=" street art"> street art</a>, <a href="https://publications.waset.org/abstracts/search?q=transmedia%20storytelling" title=" transmedia storytelling"> transmedia storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=digital%20media-art" title=" digital media-art"> digital media-art</a> </p> <a href="https://publications.waset.org/abstracts/53076/augmented-reality-and-storytelling-in-cities-an-application-to-lisbon-street-art" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/53076.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">321</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">154</span> Like Life Itself: Elemental Affordances in the Creation of Transmedia Storyworlds-The Four Broken Hearts Case Study</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Muhammad%20Babar%20Suleman">Muhammad Babar Suleman</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Transgressing the boundaries of the real and the virtual, the temporal and the spatial and the personal and the political, Four Broken Hearts is a hybrid storyworld encompassing film, live performance, location-based experiences and social media. The project is scheduled for launch early next year and is currently a work-in-progress undergoing initial user testing. The story of Four Broken Hearts is being told by taking each of the classic elements of fiction- character, setting, exposition, climax and denouement - and bringing them ‘to life’ in the medium that conveys them to the highest degree of mimesis: Characters are built and explored through social media, Setting is experienced through location-based storytelling, the Backstory is fleshed out using film and the Climax is performed as an immersive drama. By taking advantage of what each medium does best while complementing the other mediums, Four Broken Hearts is presented in the form of a rich transmedia experience that allows audiences to explore the story world across many different platforms while still tying it all together within a cohesive narrative. This article presents an investigation of the project’s narrative outputs produced so far. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=narratology" title="narratology">narratology</a>, <a href="https://publications.waset.org/abstracts/search?q=storyworld" title=" storyworld"> storyworld</a>, <a href="https://publications.waset.org/abstracts/search?q=transmedia" title=" transmedia"> transmedia</a>, <a href="https://publications.waset.org/abstracts/search?q=narrative" title=" narrative"> narrative</a>, <a href="https://publications.waset.org/abstracts/search?q=storytelling" title=" storytelling"> storytelling</a> </p> <a href="https://publications.waset.org/abstracts/25854/like-life-itself-elemental-affordances-in-the-creation-of-transmedia-storyworlds-the-four-broken-hearts-case-study" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/25854.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">311</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">153</span> Storytelling as a Pedagogical Tool to Learn English Language in Higher Education: Using Reflection and Experience to Improve Learning</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Barzan%20Hadi%20Hama%20Karim">Barzan Hadi Hama Karim</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The purpose of this research study is to determine how educators, students at the university level are using storytelling to support the educational process. This study provides a general framework about educational uses of storytelling as a pedagogical too to learn English language in the higher education and describes the different perceptions of people (teachers and students) at different levels. A survey is used to collect responses from a group of educators and students in educational settings to determine how they are using storytelling for educational purposes. The results show the current situation of educational uses of storytelling and explore some of the benefits and challenges educators face in implementing storytelling in their institutions. The purpose of our research is to investigate the impact of storytelling as a pedagogical tool to learn English language in higher education and its academic achievements on ESL students. It highlights findings that address the following questions: (1) How has storytelling been approached historically? (2) Is storytelling beneficial for students in early grades at university? (3) To what extent do teacher and student prefer storytelling as a pedagogical tool to teach and learn English language in higher education? <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=storytelling" title="storytelling">storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=teacher%27s%20beliefs" title=" teacher&#039;s beliefs"> teacher&#039;s beliefs</a>, <a href="https://publications.waset.org/abstracts/search?q=student%E2%80%99s%20beliefs" title=" student’s beliefs"> student’s beliefs</a>, <a href="https://publications.waset.org/abstracts/search?q=student%E2%80%99s%20academic%20achievement" title=" student’s academic achievement"> student’s academic achievement</a>, <a href="https://publications.waset.org/abstracts/search?q=narrative" title=" narrative"> narrative</a>, <a href="https://publications.waset.org/abstracts/search?q=pedagogy" title=" pedagogy"> pedagogy</a>, <a href="https://publications.waset.org/abstracts/search?q=ESL" title=" ESL"> ESL</a> </p> <a href="https://publications.waset.org/abstracts/11888/storytelling-as-a-pedagogical-tool-to-learn-english-language-in-higher-education-using-reflection-and-experience-to-improve-learning" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/11888.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">395</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">152</span> Digital Storytelling in the ELL Classroom: A Literature Review</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Nicholas%20Jobe">Nicholas Jobe</a> </p> <p class="card-text"><strong>Abstract:</strong></p> English Language Learners (ELLs) often struggle in a classroom setting, too embarrassed at their skill level to write or speak in front of peers and too lacking in confidence to practice. Storytelling is an age-old method of teaching that allows learners to remember important details while listening or sharing a narrative. In the modern world, digital storytelling through the use of technological tools such as podcasts and videos allow students to safely interact with each other to build skills in a fun and engaging way that also works as a confidence booster. Specifically using a constructionist approach to learning, digital storytelling allows ELL students to grow and build new and prior knowledge by creating stories via these technological means. Research herein suggests, through the use of case studies and mixed methodologies, that digital storytelling mainly yields positive results for effective learning in an ELL classroom setting. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=digital%20storytelling" title="digital storytelling">digital storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=ELL" title=" ELL"> ELL</a>, <a href="https://publications.waset.org/abstracts/search?q=narrative" title=" narrative"> narrative</a>, <a href="https://publications.waset.org/abstracts/search?q=podcast" title=" podcast"> podcast</a> </p> <a href="https://publications.waset.org/abstracts/126996/digital-storytelling-in-the-ell-classroom-a-literature-review" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/126996.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">138</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">151</span> Using Storytelling Tasks to Enhance Language Acquisition in Young Learners</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Sinan%20Serkan%20%C3%87a%C4%9Fl%C4%B1">Sinan Serkan Çağlı</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This study explores the effectiveness of incorporating storytelling tasks into language acquisition programs for young learners. The research investigates how storytelling, as a pedagogical tool, can contribute to the enhancement of language acquisition skills in children. Drawing upon relevant literature and empirical data, this article examines the impact of storytelling on vocabulary development, comprehension, and overall language proficiency in early childhood education in Turkey. The study adopts a qualitative approach, including classroom observations and interviews with teachers and students. Findings suggest that storytelling tasks not only foster linguistic competence but also stimulate cognitive and socio-emotional development in young learners. Additionally, the article explores various storytelling techniques and strategies suitable for different age groups. It is evident that integrating storytelling tasks into language learning environments can create engaging and effective opportunities for young learners to acquire language skills in a natural and enjoyable way. This research contributes valuable insights into the pedagogical practices that promote language acquisition in early childhood, emphasizing the significance of storytelling as a powerful educational tool, especially in Turkey for EFL students. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=storytelling" title="storytelling">storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=language%20acquisition" title=" language acquisition"> language acquisition</a>, <a href="https://publications.waset.org/abstracts/search?q=young%20learners" title=" young learners"> young learners</a>, <a href="https://publications.waset.org/abstracts/search?q=early%20childhood%20education" title=" early childhood education"> early childhood education</a>, <a href="https://publications.waset.org/abstracts/search?q=pedagogy" title=" pedagogy"> pedagogy</a>, <a href="https://publications.waset.org/abstracts/search?q=language%20proficiency" title=" language proficiency"> language proficiency</a> </p> <a href="https://publications.waset.org/abstracts/174032/using-storytelling-tasks-to-enhance-language-acquisition-in-young-learners" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/174032.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">78</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">150</span> Principles of Editing and Storytelling in Relation to Editorial Graphic Design </h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Melike%20Tascioglu">Melike Tascioglu</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This paper aims to combine film editing principles to basic design principles to explore what graphic designers do in terms of storytelling. The sequential aspect of film is designed and examined through the art of editing. Examining the rules, principles and formulas of film editing can be a method for graphic designers to further practice the art of storytelling. Although there are many research and publications on design basics, time, pace, dramatic structure and choreography are not very well defined in the area of graphic design. In this era of creative storytelling and interdisciplinary collaboration, not only film editors but also graphic designers and students in the arts and design should understand the theory and practice of editing to be able to create a strong mise-en-scène and not only a mise-en-page. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=design%20principles" title="design principles">design principles</a>, <a href="https://publications.waset.org/abstracts/search?q=editing%20principles" title=" editing principles"> editing principles</a>, <a href="https://publications.waset.org/abstracts/search?q=editorial%20design" title=" editorial design"> editorial design</a>, <a href="https://publications.waset.org/abstracts/search?q=film%20editing" title=" film editing"> film editing</a>, <a href="https://publications.waset.org/abstracts/search?q=graphic%20design" title=" graphic design"> graphic design</a>, <a href="https://publications.waset.org/abstracts/search?q=storytelling" title=" storytelling"> storytelling</a> </p> <a href="https://publications.waset.org/abstracts/3528/principles-of-editing-and-storytelling-in-relation-to-editorial-graphic-design" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/3528.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">330</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">149</span> Multimodal Discourse, Logic of the Analysis of Transmedia Strategies</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Bianca%20Su%C3%A1rez%20Puerta">Bianca Suárez Puerta</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Multimodal discourse refers to a method of study the media continuum between reality, screens as a device, audience, author, and media as a production from the audience. For this study we used semantic differential, a method proposed in the sixties by Osgood, Suci and Tannenbaum, starts from the assumption that under each particular way of perceiving the world, in each singular idea, there is a common cultural meaning that organizes experiences. In relation to these shared symbolic dimension, this method has had significant results, as it focuses on breaking down the meaning of certain significant acts into series of statements that place the subjects in front of some concepts. In Colombia, in 2016, a tool was designed to measure the meaning of a multimodal production, specially the acts of sense of transmedia productions that managed to receive funds from the Ministry of ICT of Colombia, and also, to analyze predictable patterns that can be found in calls and funds aimed at the production of culture in Colombia, in the context of the peace agreement, as a request for expressions from a hegemonic place, seeking to impose a worldview. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=semantic%20differential" title="semantic differential">semantic differential</a>, <a href="https://publications.waset.org/abstracts/search?q=semiotics" title=" semiotics"> semiotics</a>, <a href="https://publications.waset.org/abstracts/search?q=transmedia" title=" transmedia"> transmedia</a>, <a href="https://publications.waset.org/abstracts/search?q=critical%20analysis%20of%20discourse" title=" critical analysis of discourse"> critical analysis of discourse</a> </p> <a href="https://publications.waset.org/abstracts/76655/multimodal-discourse-logic-of-the-analysis-of-transmedia-strategies" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/76655.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">205</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">148</span> A Development of Personalized Edutainment Contents through Storytelling</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Min%20Kyeong%20Cha">Min Kyeong Cha</a>, <a href="https://publications.waset.org/abstracts/search?q=Ju%20Yeon%20Mun"> Ju Yeon Mun</a>, <a href="https://publications.waset.org/abstracts/search?q=Seong%20Baeg%20Kim"> Seong Baeg Kim </a> </p> <p class="card-text"><strong>Abstract:</strong></p> Recently, ‘play of learning’ became important and is emphasized as a useful learning tool. Therefore, interest in edutainment contents is growing. Storytelling is considered first as a method that improves the transmission of information and learner's interest when planning edutainment contents. In this study, we designed edutainment contents in the form of an adventure game that applies the storytelling method. This content provides questions and items constituted dynamically and reorganized learning contents through analysis of test results. It allows learners to solve various questions through effective iterative learning. As a result, the learners can reach mastery learning. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=storytelling" title="storytelling">storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=edutainment" title=" edutainment"> edutainment</a>, <a href="https://publications.waset.org/abstracts/search?q=mastery%20learning" title=" mastery learning"> mastery learning</a>, <a href="https://publications.waset.org/abstracts/search?q=computer%20operating%20%20principle" title=" computer operating principle"> computer operating principle</a> </p> <a href="https://publications.waset.org/abstracts/2573/a-development-of-personalized-edutainment-contents-through-storytelling" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/2573.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">317</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">147</span> The Utilisation of Storytelling as a Therapeutic Intervention by Educational Psychologists to Address Behavioural Challenges Relating to Grief of Adolescent Clients</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Laila%20Jeebodh%20Desai">Laila Jeebodh Desai</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Storytelling as a therapeutic intervention entails the narrating of events by externalising emotions, thoughts and responses to life-changing events such as loss and grief. This creates the opportunity for clients to engage with psychologists by projecting various beliefs and challenges, such as grief, through a range of therapeutic modalities. This study conducts an inquiry into the ways in which storytelling can be utilised by educational psychologists with adolescent clients to address behavioural challenges relating to grief. This qualitative study therefore aims to facilitate an understanding of the use and benefits of storytelling as a therapeutic intervention. This has been achieved by examining interviews with four educational psychologists who have utilised storytelling as a therapeutic intervention with adolescent clients to overcome challenges with grief. The participants (educational psychologists) discussed case studies during interviews, which provided evidence of their practical administration of storytelling as a therapeutic intervention incorporating integrated theoretical approaches through the use of blended therapeutic techniques. Behavioural challenges relating to grief were also predominant in the case study information provided by the participants. The participants further confirmed that the term ‘grief’ included different types of loss that were experienced among adolescent clients. The implications and recommendations of the findings encouraged the utilisation of storytelling as a therapeutic intervention with adolescent clients in addressing behavioural challenges related to grief, based on the outcome of the case studies discussed by the participants. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=storytelling" title="storytelling">storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=therapeutic%20intervention" title=" therapeutic intervention"> therapeutic intervention</a>, <a href="https://publications.waset.org/abstracts/search?q=adolescents" title=" adolescents"> adolescents</a>, <a href="https://publications.waset.org/abstracts/search?q=grief" title=" grief"> grief</a> </p> <a href="https://publications.waset.org/abstracts/32952/the-utilisation-of-storytelling-as-a-therapeutic-intervention-by-educational-psychologists-to-address-behavioural-challenges-relating-to-grief-of-adolescent-clients" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/32952.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">498</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">146</span> Impact of Storytelling for Effective Marketing and Reputation Management of Heritage Tourism Destination with Special Reference to Haflong (Assam, India)</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Rohit%20Sarin">Rohit Sarin</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This paper is an attempt to prove the impact of storytelling for effective marketing and maintaining the reputation of the destination for long run. This notable aspect of heritage tourism is cultural exchange among the various communities who visit our country India. Every destination has a life cycle like the product known as destination life cycle. India is considered to be the hub of cultural heritage tourism; its cultural heritage tourism can be traced back to several centuries. Heritage tourism has gained the popularity of global cuisine activity. The statistics of 2014 reveals 903 million International Tourist in heritage tourism destination is done to know the impact of storytelling for their visit to particulars heritage tourism destination. SWOT analysis of the destination is undertaken for the research purpose. A collection of data from the travel agency was taken who visited the heritage tourism destination and were asked to fill questionnaire for the research purpose to know the impact of storytelling for their visit to destination. A total of 100 respondents filled the questionnaire. Likert scale was used in the paper also highlighted the scope, advantage and disadvantage of storytelling for effective marketing and reputation management. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=destination%20life%20cycle" title="destination life cycle">destination life cycle</a>, <a href="https://publications.waset.org/abstracts/search?q=heritage%20tourism" title=" heritage tourism"> heritage tourism</a>, <a href="https://publications.waset.org/abstracts/search?q=random%20sampling" title=" random sampling"> random sampling</a>, <a href="https://publications.waset.org/abstracts/search?q=reputation%20management" title=" reputation management"> reputation management</a>, <a href="https://publications.waset.org/abstracts/search?q=storytelling" title=" storytelling"> storytelling</a> </p> <a href="https://publications.waset.org/abstracts/81033/impact-of-storytelling-for-effective-marketing-and-reputation-management-of-heritage-tourism-destination-with-special-reference-to-haflong-assam-india" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/81033.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">572</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">145</span> Parent’s Perspective about the Impact of Digital Storytelling on a Child’s Moral Development in the Early Years</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Hina%20Abdul%20Majeed">Hina Abdul Majeed</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The story has a powerful impact on the human mind of all age groups. There are various ways to tell stories; one of the forms is digital storytelling. Digital storytelling is getting popular nowadays; it mainly catalyzes a child's holistic development in the early years. Thus, this study's primary purpose is to explore parents' perception of the impact of digital storytelling on developing children's moral values and the change that occurs in child's moral behavior and attitude using the digital storytelling tool. Literature was reviewed by exploring the recent studies on digital stories and their impact on child's development. This study was based on a mixed-method approach, considering qualitative and quantitative research designs. The population for this study included parents of early years children who resided in Karachi. However, parents of two to six years old children were targeted as samples by selecting using a purposive sample method. Thus, 100 parents were chosen for the quantitative survey, and five parents were interviewed to collect qualitative data. Questionnaires were developed for collecting data from parents through surveys and interviews. The SPSS was used to analyze the quantitative data, and the parents' responses collected during discussions were presented in narrative form. The findings show that the impact of digital storytelling, in most parents' opinion, is positive in inculcating moral values in their children. Moreover, parents also endorse the changes in child's behavior and attitude due to digital stories. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=digital%20storytelling" title="digital storytelling">digital storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=moral%20development" title=" moral development"> moral development</a>, <a href="https://publications.waset.org/abstracts/search?q=early%20years" title=" early years"> early years</a>, <a href="https://publications.waset.org/abstracts/search?q=parents" title=" parents"> parents</a> </p> <a href="https://publications.waset.org/abstracts/162826/parents-perspective-about-the-impact-of-digital-storytelling-on-a-childs-moral-development-in-the-early-years" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/162826.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">78</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">144</span> Analysing Architectural Narrative in 21st-Century Museums</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Ihjaz%20Zubair%20Pallakkan%20Tharammal">Ihjaz Zubair Pallakkan Tharammal</a>, <a href="https://publications.waset.org/abstracts/search?q=Lakshmi%20S.%20R."> Lakshmi S. R.</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Storytelling has been an important part of human life over the course of history. It allows corporations to unlearn, examine and relearn. There are unique mediums of storytelling which can be used in an individual's normal life. For instance, the mind is shared through oral stories, comics, music, art, shape, etc. The research dreams of studying and looking at the ability of museums and the importance of incorporating architectural narratives in museums, mainly in 21st-century India. The research is also an exploratory and comparative assessment of narrative elements like semiotics, symbolism, spatial form, etc., and in the long run, derives strategies to format regions that communicate to the users. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=museum" title="museum">museum</a>, <a href="https://publications.waset.org/abstracts/search?q=architectural%20narrative" title=" architectural narrative"> architectural narrative</a>, <a href="https://publications.waset.org/abstracts/search?q=narratology" title=" narratology"> narratology</a>, <a href="https://publications.waset.org/abstracts/search?q=spatial%20storytelling" title=" spatial storytelling"> spatial storytelling</a> </p> <a href="https://publications.waset.org/abstracts/148568/analysing-architectural-narrative-in-21st-century-museums" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/148568.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">180</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">143</span> Studies on the Teaching Pedagogy and Effectiveness for the Multi-Channel Storytelling for Social Media, Cinema, Game, and Streaming Platform: Case Studies of Squid Game</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Chan%20Ka%20Lok%20Sobel">Chan Ka Lok Sobel</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The rapid evolution of digital media platforms has given rise to new forms of narrative engagement, particularly through multi-channel storytelling. This research focuses on exploring the teaching pedagogy and effectiveness of multi-channel storytelling for social media, cinema, games, and streaming platforms. The study employs case studies of the popular series "Squid Game" to investigate the diverse pedagogical approaches and strategies used in teaching multi-channel storytelling. Through qualitative research methods, including interviews, surveys, and content analysis, the research assesses the effectiveness of these approaches in terms of student engagement, knowledge acquisition, critical thinking skills, and the development of digital literacy. The findings contribute to understanding best practices for incorporating multi-channel storytelling into educational contexts and enhancing learning outcomes in the digital media landscape. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=digital%20literacy" title="digital literacy">digital literacy</a>, <a href="https://publications.waset.org/abstracts/search?q=game-based%20learning" title=" game-based learning"> game-based learning</a>, <a href="https://publications.waset.org/abstracts/search?q=artificial%20intelligence" title=" artificial intelligence"> artificial intelligence</a>, <a href="https://publications.waset.org/abstracts/search?q=animation%20production" title=" animation production"> animation production</a>, <a href="https://publications.waset.org/abstracts/search?q=educational%20technology" title=" educational technology"> educational technology</a> </p> <a href="https://publications.waset.org/abstracts/174528/studies-on-the-teaching-pedagogy-and-effectiveness-for-the-multi-channel-storytelling-for-social-media-cinema-game-and-streaming-platform-case-studies-of-squid-game" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/174528.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">114</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">142</span> Enhancing Children’s English Vocabulary Acquisition through Digital Storytelling at Happy Kids Kindergarten, Palembang, Indonesia</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Gaya%20Tridinanti">Gaya Tridinanti</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Enhanching English vocabulary in early childhood is the main problem often faced by teachers. Thus, the purpose of this study was to determine the enhancement of children&rsquo;s English vocabulary acquisition by using digital storytelling. This type of research was an action research. It consisted of a series of four activities done in repeated cycles: planning, implementation, observation, and reflection. The subject of the study consisted of 30 students of B group (5-6 years old) attending Happy Kids Kindergarten Palembang, Indonesia. This research was conducted in three cycles. The methods used for data collection were observation and documentation. Descriptive qualitative and quantitative methods were also used to analyse the data. The research showed that the digital storytelling learning activities could enhance the children&rsquo;s English vocabulary acquisition. It is based on the data in which the enhancement in pre-cycle was 37% and 51% in Cycle I. In Cycle II it was 71% and in Cycle III it was 89.3%. The results showed an enhancement of about 14% from the pre-cycle to Cycle I, 20% from Cycle I to Cycle II, and enhancement of about 18.3% from Cycle II to Cycle III. The conclusion of this study suggests that digital storytelling learning method could enhance the English vocabulary acquisition of B group children at the Happy Kids Kindergarten Palembang. Therefore, digital storytelling can be considered as an alternative to improve English language learning in the classroom. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=acquisition" title="acquisition">acquisition</a>, <a href="https://publications.waset.org/abstracts/search?q=enhancing" title=" enhancing"> enhancing</a>, <a href="https://publications.waset.org/abstracts/search?q=digital%20storytelling" title=" digital storytelling"> digital storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=English%20vocabulary" title=" English vocabulary"> English vocabulary</a> </p> <a href="https://publications.waset.org/abstracts/70037/enhancing-childrens-english-vocabulary-acquisition-through-digital-storytelling-at-happy-kids-kindergarten-palembang-indonesia" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/70037.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">257</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">141</span> Indigenous Storytelling: Transformation for Health, Emotions and Spirituality</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Annabelle%20Nelson">Annabelle Nelson</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This literature review documents indigenous storytelling as it functions to help humans face adversity and find emotional strength by aligning with nature. Archetypes in stories can transform the inner world from a Jungian perspective. Joseph Campbell’s hero-heroine cycle depicts the structure of stories to include a call to adventure, tests, helpers, and a return as the transformed person can help him or herself and even help their communities. By showcasing certain character traits, such as bravery or perseverance or humility, stories give maps for humans to face adversity. The main characters or archetypes in stories, as Carl Jung posited, provide a vehicle that can open consciousness if a listener identifies with the character. As documented in the review, this has many benefits. First, it can open consciousness to the collective unconscious for insight and intuitive clarity, as well as healing and release emotional trauma. The resultant spacious quality of consciousness allows the spiritual self to present insights to conscious awareness. Research in applied youth development programs demonstrates the utility of storytelling to prompt healthy choices and transform difficult life experience into success. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=archetypes" title="archetypes">archetypes</a>, <a href="https://publications.waset.org/abstracts/search?q=learning" title=" learning"> learning</a>, <a href="https://publications.waset.org/abstracts/search?q=storytelling" title=" storytelling"> storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=transformation" title=" transformation"> transformation</a> </p> <a href="https://publications.waset.org/abstracts/91196/indigenous-storytelling-transformation-for-health-emotions-and-spirituality" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/91196.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">187</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">140</span> Algerian EFL Students&#039; Perceptions towards the Development of Writing through Weblog Storytelling</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Nawel%20Mansouri">Nawel Mansouri</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Weblog as a form of internet-based resources has become popular as an authentic and constructive learning tool, especially in the language classroom. This research explores the use of weblog storytelling as a pedagogical tool to develop Algerian EFL students’ creative writing. This study aims to investigate the effectiveness of weblog- writing and the attitudes of both Algerian EFL students and teachers towards weblog storytelling. It also seeks to explore the potential benefits and problems that may affect the use of weblog and investigate the possible solutions to overcome the problems encountered. The research work relies on a mixed-method approach which combines both qualitative and quantitative methods. A questionnaire will be applied to both EFL teachers and students as a means to obtain preliminary data. Interviews will be integrated in accordance with the primary data that will be gathered from the questionnaire with the aim of validating its accuracy or as a strategy to follow up any unexpected results. An intervention will take place on the integration of weblog- writing among 15 Algerian EFL students for a period of two months where students are required to write five narrative essays about their personal experiences, give feedback through the use of a rubric to two or three of their peers, and edit their work based on the feedback. After completion, questionnaires and interviews will also take place as a medium to obtain both the students’ perspectives towards the use of weblog as an innovative teaching approach. This study is interesting because weblog storytelling has recently been emerged as a new form of digital communication and it is a new concept within Algerian context. Furthermore, the students will not just develop their writing skill through weblog storytelling but it can also serve as a tool to develop students’ critical thinking, creativity, and autonomy. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=Weblog%20writing" title="Weblog writing">Weblog writing</a>, <a href="https://publications.waset.org/abstracts/search?q=EFL%20writing" title=" EFL writing"> EFL writing</a>, <a href="https://publications.waset.org/abstracts/search?q=EFL%20learners%27%20attitudes" title=" EFL learners&#039; attitudes"> EFL learners&#039; attitudes</a>, <a href="https://publications.waset.org/abstracts/search?q=EFL%20teachers%27%20views" title=" EFL teachers&#039; views"> EFL teachers&#039; views</a> </p> <a href="https://publications.waset.org/abstracts/77061/algerian-efl-students-perceptions-towards-the-development-of-writing-through-weblog-storytelling" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/77061.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">174</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">139</span> Transmedia and Platformized Political Discourse in a Growing Democracy: A Study of Nigeria’s 2023 General Elections</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Tunde%20Ope-Davies">Tunde Ope-Davies</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Transmediality and platformization as online content-sharing protocols have continued to accentuate the growing impact of the unprecedented digital revolution across the world. The rapid transformation across all sectors as a result of this revolution has continued to spotlight the increasing importance of new media technologies in redefining and reshaping the rhythm and dynamics of our private and public discursive practices. Equally, social and political activities are being impacted daily through the creation and transmission of political discourse content through multi-channel platforms such as mobile telephone communication, social media networks and the internet. It has been observed that digital platforms have become central to the production, processing, and distribution of multimodal social data and cultural content. The platformization paradigm thus underpins our understanding of how digital platforms enhance the production and heterogenous distribution of media and cultural content through these platforms and how this process facilitates socioeconomic and political activities. The use of multiple digital platforms to share and transmit political discourse material synchronously and asynchronously has gained some exciting momentum in the last few years. Nigeria’s 2023 general elections amplified the usage of social media and other online platforms as tools for electioneering campaigns, socio-political mobilizations and civic engagement. The study, therefore, focuses on transmedia and platformed political discourse as a new strategy to promote political candidates and their manifesto in order to mobilize support and woo voters. This innovative transmedia digital discourse model involves a constellation of online texts and images transmitted through different online platforms almost simultaneously. The data for the study was extracted from the 2023 general elections campaigns in Nigeria between January- March 2023 through media monitoring, manual download and the use of software to harvest the online electioneering campaign material. I adopted a discursive-analytic qualitative technique with toolkits drawn from a computer-mediated multimodal discourse paradigm. The study maps the progressive development of digital political discourse in this young democracy. The findings also demonstrate the inevitable transformation of modern democratic practice through platform-dependent and transmedia political discourse. Political actors and media practitioners now deploy layers of social media network platforms to convey messages and mobilize supporters in order to aggregate and maximize the impact of their media campaign projects and audience reach. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=social%20media" title="social media">social media</a>, <a href="https://publications.waset.org/abstracts/search?q=digital%20humanities" title=" digital humanities"> digital humanities</a>, <a href="https://publications.waset.org/abstracts/search?q=political%20discourse" title=" political discourse"> political discourse</a>, <a href="https://publications.waset.org/abstracts/search?q=platformized%20discourse" title=" platformized discourse"> platformized discourse</a>, <a href="https://publications.waset.org/abstracts/search?q=multimodal%20discourse" title=" multimodal discourse"> multimodal discourse</a> </p> <a href="https://publications.waset.org/abstracts/165066/transmedia-and-platformized-political-discourse-in-a-growing-democracy-a-study-of-nigerias-2023-general-elections" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/165066.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">85</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">138</span> Stories of Digital Technology and Online Safety: Storytelling as a Tool to Find out Young Children’s Views on Digital Technology and Online Safety</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Lindsey%20Watson">Lindsey Watson</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This research is aimed at facilitating and listening to the voices of younger children, recognising their contributions to research about the things that matter to them. Digital technology increasingly impacts on the lives of young children, therefore this study aimed at increasing children’s agency through recognising and involving their perspectives to help contribute to a wider understanding of younger children’s perceptions of online safety. Using a phenomenological approach, the paper discusses how storytelling as a creative methodological approach enabled an agentic space for children to express their views, knowledge, and perceptions of their engagement with the digital world. Setting and parental informed consent were gained in addition to an adapted approach to child assent through the use of child-friendly language and emoji stickers, which was also recorded verbally. Findings demonstrate that younger children are thinking about many aspects of digital technology and how this impacts on their lives and that storytelling as a research method is a useful tool to facilitate conversations with young children. The paper thus seeks to recognise and evaluate how creative methodologies can provide insights into children’s understanding of online safety and how this can influence practitioners and parents in supporting younger children in a digital world. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=early%20childhood" title="early childhood">early childhood</a>, <a href="https://publications.waset.org/abstracts/search?q=family" title=" family"> family</a>, <a href="https://publications.waset.org/abstracts/search?q=online%20safety" title=" online safety"> online safety</a>, <a href="https://publications.waset.org/abstracts/search?q=phenomenology" title=" phenomenology"> phenomenology</a>, <a href="https://publications.waset.org/abstracts/search?q=storytelling" title=" storytelling"> storytelling</a> </p> <a href="https://publications.waset.org/abstracts/106403/stories-of-digital-technology-and-online-safety-storytelling-as-a-tool-to-find-out-young-childrens-views-on-digital-technology-and-online-safety" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/106403.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">129</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">137</span> Story Telling Method as a Bastion of Local Wisdom in the Frame of Education Technology Development in Medan, North Sumatra-Indonesia</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Mardianto">Mardianto</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Education and learning are now grown rapidly. Synergy of techonology especially instructional technology in the learning activities are very big influence on the effectiveness of learning and creativity to achieve optimal results. But on the other hand there is a education value that is difficult to be articulated through character-forming technology such as honesty, discipline, hard work, heroism, and so forth. Learning strategy and storytelling from the past until today is still an option for teachers to convey the message of character values. With the material was loaded from the local culture (stories folklore), the combination of learning objectives (build character child) strategy, and traditional methods (storytelling and story), and the preservation of local culture (dig tale folklore) is critical to maintaining the nation's culture. In the context of maintaining the nation's culture, then since the age of the child at the level of government elementary school a necessity. Globalization, the internet and technology sometimes feel can displace the role of the teacher in the learning activities. To the oral tradition is a mainstay of storytelling should be maintained and preserved. This research was conducted at the elementary school in the city of Medan, North Sumatra Indonesia, with a random sampling technique, the 27 class teachers were respondents who were randomly assigned to the Madrasah Ibtdaiyah (Islamic Elementary School) both public and private. Research conducted at the beginning of 2014 refers to a curriculum that is being transformed in the environment ministry Republic Religion Indonesia. The results of this study indicate that; the declining skills of teachers to develop storytelling this can be seen from; 74.07% of teachers have never attended a special training storytelling, 85.19% no longer nasakah new stories, only 22.22% are teachers who incorporate methods of stories in the learning plan. Most teachers are no longer concerned with storytelling, among those experiencing difficulty in developing methods because the story; 66.67% of children are more interested in children's cartoons like Bobo boy, Angrybirds and others, 59.26 children prefer other activities than listening to a story. The teachers hope, folklore books should be preserved, storytelling training should be provided by the government through the ministry of religion, race or competition of storytelling should be scheduled, writing a new script-based populist storytelling should be provided immediately. The teachers’ hope certainly not excessive, by realizing the story method becomes articulation as the efforts of child character development based populist, therefore the local knowledge can be a strong fortress facing society in the era of progress as at present, and future. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=story%20telling" title="story telling">story telling</a>, <a href="https://publications.waset.org/abstracts/search?q=local%20wisdom" title=" local wisdom"> local wisdom</a>, <a href="https://publications.waset.org/abstracts/search?q=education" title=" education"> education</a>, <a href="https://publications.waset.org/abstracts/search?q=technology%20development" title=" technology development"> technology development</a> </p> <a href="https://publications.waset.org/abstracts/29615/story-telling-method-as-a-bastion-of-local-wisdom-in-the-frame-of-education-technology-development-in-medan-north-sumatra-indonesia" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/29615.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">278</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">136</span> Use of Visual, Animating Narrative in an Entrepreneurial Storytelling: A Case Study of Greenesignit! Card Game, Educational and Brainstorming Tool for Development of Sustainable Products</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Maja%20S.%20Todorovic">Maja S. Todorovic</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This paper aims to promote entrepreneurial storytelling by exploring new ideas and learning practices. An entrepreneur needs to be a ‘storyteller’, an ‘epic hero’, capable of offering an emotional connection to his audience, a character with whom audience can identify with, rejoice, suffer, celebrate, fail – simply experience everything. In other words, a successful entrepreneur is giving tangible experience through his business story and that’s what makes his story and business alive. Use of mythology, eulogy, metaphor, epic, fairytales and cartoons, permeated with humor and sudden twists is a winning recipe for a business story that captures attention. In the business case of the Greenesignit! Card game, (educational and brainstorming tool for development of sustainable products) we will demonstrate how an entrepreneur successfully used visual narrative to communicate his story and at the same time as a vehicle to transmute his message in learning tool and product development. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=animating%20narrative" title="animating narrative">animating narrative</a>, <a href="https://publications.waset.org/abstracts/search?q=entrepreneur" title=" entrepreneur"> entrepreneur</a>, <a href="https://publications.waset.org/abstracts/search?q=Greeneisgnit%21%20card%20game" title=" Greeneisgnit! card game"> Greeneisgnit! card game</a>, <a href="https://publications.waset.org/abstracts/search?q=visual%20storytelling" title=" visual storytelling"> visual storytelling</a> </p> <a href="https://publications.waset.org/abstracts/39520/use-of-visual-animating-narrative-in-an-entrepreneurial-storytelling-a-case-study-of-greenesignit-card-game-educational-and-brainstorming-tool-for-development-of-sustainable-products" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/39520.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">392</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">135</span> Child-Friendly Digital Storytelling to Promote Young Learners&#039; Critical Thinking in English Learning</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Setyarini%20Sri">Setyarini Sri</a>, <a href="https://publications.waset.org/abstracts/search?q=Nursalim%20Agus"> Nursalim Agus</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Integrating critical thinking and digital based learning is one of demands in teaching English in 21st century. Child-friendly digital storytelling (CFDS) is an innovative learning model to promote young learners’ critical thinking. Therefore, this study aims to (1) investigate how child-friendly digital storytelling is implemented to promote young learners’ critical thinking in speaking English; (2) find out the benefits gained by the students in their learning based on CFDS. Classroom Action Research (CAR) took place in two cycles in which each of the cycle covered four phases namely: Planning, Acting, Observing, and Evaluating. Three classes of seventh graders were selected as the subjects of this study. Data were collected through observation, interview with some selected students as respondents, and document analysis in the form individual recorded storytelling. Sentences, phrases, words found in the transcribed data were identified and categorized based on Bloom taxonomy. The findings from the first cycle showed that the students seemed to speak critically that can be seen from the way they understood the story and related the story to their real life. Meanwhile, the result investigated from the second cycle likely indicated their higher level of critical thinking since the students spoke in English critically through comparing, questioning, analyzing, and evaluating the story by giving arguments, opinions, and comments. Such higher levels of critical thinking were also found in the students’ final project of individual recorded digital story. It is elaborated from the students’ statements in the interview who claimed CFDS offered opportunity to the students to promote their critical thinking because they comprehended the story deeply as they experienced in their real life. This learning model created good learning atmosphere and engaged the students directly so that they looked confident to retell the story in various perspectives. In term of the benefits of child-friendly digital storytelling, the students found it beneficial for some enjoyable classroom activities through watching beautiful and colorful pictures, listening to clear and good sounds, appealing moving motion and emotionally they were involved in that story. In the interview, the students also stated that child-friendly digital storytelling eased them to understand the meaning of the story as they were motivated and enthusiastic to speak in English critically. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=critical%20thinking" title="critical thinking">critical thinking</a>, <a href="https://publications.waset.org/abstracts/search?q=child-friendly%20digital%20storytelling" title=" child-friendly digital storytelling"> child-friendly digital storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=English%20speaking" title=" English speaking"> English speaking</a>, <a href="https://publications.waset.org/abstracts/search?q=promoting" title=" promoting"> promoting</a>, <a href="https://publications.waset.org/abstracts/search?q=young%20learners" title=" young learners"> young learners</a> </p> <a href="https://publications.waset.org/abstracts/65269/child-friendly-digital-storytelling-to-promote-young-learners-critical-thinking-in-english-learning" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/65269.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">282</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">134</span> Creating a Quasi-Folklore as a Tool for Knowledge Sharing in a Family-Based Business</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Chico%20A.%20E.%20Hindarto">Chico A. E. Hindarto</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Knowledge management practices are more contextual when they combine with the corporate culture. Each entity has a specific cultural climate that enables knowledge sharing in both functional and individual levels. The interactions between people within organization can be influenced by the culture and how the knowledge is transmitted. On the other hand, these interactions have impacts in culture modification as well. Storytelling is one of the methods in delivering the knowledge throughout the organization. This paper aims to explore the possibility in using a quasi-folklore in the family-based business. Folklore is defined as informal tradition culture that spreading through a word-of-mouth, without knowing the source of the story. In this paper, the quasi-folklore term is used to differentiate it with the original term of folklore. The story is created by somebody in the organization, not like the folklore with unknown source. However, the source is not disclosed, in order to avoid the predicted interest from the story origin. The setting of family-based business is deliberately chosen, since the kinship is considerably strong in this type of entity. Through a thorough literature review that relates to knowledge management, storytelling, and folklore, this paper determines how folklore can be an option for knowledge sharing within the organization. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=folklore" title="folklore">folklore</a>, <a href="https://publications.waset.org/abstracts/search?q=family%20business" title=" family business"> family business</a>, <a href="https://publications.waset.org/abstracts/search?q=organizational%20culture" title=" organizational culture"> organizational culture</a>, <a href="https://publications.waset.org/abstracts/search?q=knowledge%20management" title=" knowledge management"> knowledge management</a>, <a href="https://publications.waset.org/abstracts/search?q=storytelling" title=" storytelling"> storytelling</a> </p> <a href="https://publications.waset.org/abstracts/55626/creating-a-quasi-folklore-as-a-tool-for-knowledge-sharing-in-a-family-based-business" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/55626.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">286</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">133</span> An Interactive Voice Response Storytelling Model for Learning Entrepreneurial Mindsets in Media Dark Zones</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Vineesh%20Amin">Vineesh Amin</a>, <a href="https://publications.waset.org/abstracts/search?q=Ananya%20Agrawal"> Ananya Agrawal</a> </p> <p class="card-text"><strong>Abstract:</strong></p> In a prolonged period of uncertainty and disruptions in the pre-said normal order, non-cognitive skills, especially entrepreneurial mindsets, have become a pillar that can reform the educational models to inform the economy. Dreamverse Learning Lab’s IVR-based storytelling program -Call-a-Kahaani- is an evolving experiment with an aim to kindle entrepreneurial mindsets in the remotest locations of India in an accessible and engaging manner. At the heart of this experiment is the belief that at every phase in our life’s story, we have a choice which brings us closer to achieving our true potential. This interactive program is thus designed using real-time storytelling principles to empower learners, ages 24 and below, to make choices and take decisions as they become more self-aware, practice grit, try new things through stories, guided activities, and interactions, simply over a phone call. This research paper highlights the framework behind an ongoing scalable, data-oriented, low-tech program to kindle entrepreneurial mindsets in media dark zones supported by iterative design and prototyping to reach 13700+ unique learners who made 59000+ calls for 183900+min listening duration to listen to content pieces of around 3 to 4 min, with the last monitored (March 2022) record of 34% serious listenership, within one and a half years of its inception. The paper provides an in-depth account of the technical development, content creation, learning, and assessment frameworks, as well as mobilization models which have been leveraged to build this end-to-end system. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=non-cognitive%20skills" title="non-cognitive skills">non-cognitive skills</a>, <a href="https://publications.waset.org/abstracts/search?q=entrepreneurial%20mindsets" title=" entrepreneurial mindsets"> entrepreneurial mindsets</a>, <a href="https://publications.waset.org/abstracts/search?q=speech%20interface" title=" speech interface"> speech interface</a>, <a href="https://publications.waset.org/abstracts/search?q=remote%20learning" title=" remote learning"> remote learning</a>, <a href="https://publications.waset.org/abstracts/search?q=storytelling" title=" storytelling"> storytelling</a> </p> <a href="https://publications.waset.org/abstracts/142919/an-interactive-voice-response-storytelling-model-for-learning-entrepreneurial-mindsets-in-media-dark-zones" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/142919.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">209</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">132</span> Adoption of Digital Storytelling Tool to Teach 21st Century Skills by Malaysian Pre-service Teachers</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Siti%20Aisyah%20binti%20Jumpaan">Siti Aisyah binti Jumpaan</a> </p> <p class="card-text"><strong>Abstract:</strong></p> 21ˢᵗ century skills (PAK-21) integration has made its way into Malaysian curriculum when Ministry of Education introduce its implementation since 2016. This study was conducted to explore pre-service teachers’ readiness in integrating 21st century skills in the classroom via the digital storytelling (DST) method and to find gaps between theory and practice that can be integral towards pre-service teachers’ professional growth. Qualitative research method was used in this research involving six respondents who were selected using a purposive sampling method. Their response from interviews and lesson plan analysis were analysed using narrative analysis. The findings showed that pre-service teachers showed a moderate level of readiness in integrating 21st century skills using DST. Pre-service teachers demonstrated high level of preparedness in writing their lesson plan, but their interview revealed that they faced struggles in implementation due to several factors, such as lack of technology and failure to obtain students’ participation. This study further strengthens the need for specialised curriculum for pre-service teachers in teaching 21st century skills via DST. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=digital%20storytelling" title="digital storytelling">digital storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=21%CB%A2%E1%B5%97%20century%20skills" title=" 21ˢᵗ century skills"> 21ˢᵗ century skills</a>, <a href="https://publications.waset.org/abstracts/search?q=preservice%20teachers" title=" preservice teachers"> preservice teachers</a>, <a href="https://publications.waset.org/abstracts/search?q=teacher%20training" title=" teacher training"> teacher training</a> </p> <a href="https://publications.waset.org/abstracts/159221/adoption-of-digital-storytelling-tool-to-teach-21st-century-skills-by-malaysian-pre-service-teachers" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/159221.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">91</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">131</span> Contemporary Malayalam Independent Cinema: Limited Location Storytelling and It’s Prominence in the Pandemic Era.</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Krishnanunni%20S.">Krishnanunni S.</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The COVID-19 Pandemic has had an impact on every part of our lives, and the film industry is no exception. The restrictions the pandemic has brought made filmmakers confine their films to limited spaces. In India, Malayalam cinema was the first to incorporate the pandemic into its stories and started producing films within existing constraints. The purpose of this study was to study how the limited location storytelling concept influenced Malayalam independent and lockdown films. To answer this question, the three of the most popular films that we shot during the pandemic: The Great Indian Kitchen, Joji and Joyful Mystery, were dissected through text analysis and in-depth interviews were conducted with the makers of The Great Indian Kitchen and Joyful Mystery. The study revealed that the pandemic had had an influence on the way filmmakers visualize their stories and shoot them, especially while working within the restrictions of the pandemic. It was also observed that working with limited locations was the only way for filmmakers to make films during the times of pandemic. But rather than a hindrance to their work, filmmakers saw it as a new possibility to create in times of confinement. The findings of this study expanded the work of previous researchers about films shot in limited locations and the significant changes the pandemic has brought to the film industry. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=limited%20location%20storytelling" title="limited location storytelling">limited location storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=pandemic" title=" pandemic"> pandemic</a>, <a href="https://publications.waset.org/abstracts/search?q=pandemic%20restrictions" title=" pandemic restrictions"> pandemic restrictions</a>, <a href="https://publications.waset.org/abstracts/search?q=lockdown%20cinema" title=" lockdown cinema"> lockdown cinema</a>, <a href="https://publications.waset.org/abstracts/search?q=pandemic%20films" title=" pandemic films"> pandemic films</a>, <a href="https://publications.waset.org/abstracts/search?q=Malayalam%20cinema" title=" Malayalam cinema"> Malayalam cinema</a>, <a href="https://publications.waset.org/abstracts/search?q=OTT%20revolution" title=" OTT revolution"> OTT revolution</a>, <a href="https://publications.waset.org/abstracts/search?q=cinema" title=" cinema"> cinema</a>, <a href="https://publications.waset.org/abstracts/search?q=films" title=" films"> films</a> </p> <a href="https://publications.waset.org/abstracts/162845/contemporary-malayalam-independent-cinema-limited-location-storytelling-and-its-prominence-in-the-pandemic-era" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/162845.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">78</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">130</span> Improving Digital Data Security Awareness among Teacher Candidates with Digital Storytelling Technique</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Veysel%20%C3%87elik">Veysel Çelik</a>, <a href="https://publications.waset.org/abstracts/search?q=Aynur%20Aker"> Aynur Aker</a>, <a href="https://publications.waset.org/abstracts/search?q=Ebru%20G%C3%BC%C3%A7"> Ebru Güç</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Developments in information and communication technologies have increased both the speed of producing information and the speed of accessing new information. Accordingly, the daily lives of individuals have started to change. New concepts such as e-mail, e-government, e-school, e-signature have emerged. For this reason, prospective teachers who will be future teachers or school administrators are expected to have a high awareness of digital data security. The aim of this study is to reveal the effect of the digital storytelling technique on the data security awareness of pre-service teachers of computer and instructional technology education departments. For this purpose, participants were selected based on the principle of volunteering among third-grade students studying at the Computer and Instructional Technologies Department of the Faculty of Education at Siirt University. In the research, the pretest/posttest half experimental research model, one of the experimental research models, was used. In this framework, a 6-week lesson plan on digital data security awareness was prepared in accordance with the digital narration technique. Students in the experimental group formed groups of 3-6 people among themselves. The groups were asked to prepare short videos or animations for digital data security awareness. The completed videos were watched and evaluated together with prospective teachers during the evaluation process, which lasted approximately 2 hours. In the research, both quantitative and qualitative data collection tools were used by using the digital data security awareness scale and the semi-structured interview form consisting of open-ended questions developed by the researchers. According to the data obtained, it was seen that the digital storytelling technique was effective in creating data security awareness and creating permanent behavior changes for computer and instructional technology students. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=digital%20storytelling" title="digital storytelling">digital storytelling</a>, <a href="https://publications.waset.org/abstracts/search?q=self-regulation" title=" self-regulation"> self-regulation</a>, <a href="https://publications.waset.org/abstracts/search?q=digital%20data%20security" title=" digital data security"> digital data security</a>, <a href="https://publications.waset.org/abstracts/search?q=teacher%20candidates" title=" teacher candidates"> teacher candidates</a>, <a href="https://publications.waset.org/abstracts/search?q=self-efficacy" title=" self-efficacy"> self-efficacy</a> </p> <a href="https://publications.waset.org/abstracts/124959/improving-digital-data-security-awareness-among-teacher-candidates-with-digital-storytelling-technique" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/124959.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">126</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">129</span> When Talk Is the Cure for the Morning After: Talking Therapy in Conor Mcpherson’s Dublin Carol and Shining City</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Maha%20Hamoud%20Alatawi">Maha Hamoud Alatawi</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Drawing on the work of John McLeod and Ariel Watson, this paper explains the relationship between narrative and psychotherapy in two plays by the Irish playwright Conor McPherson. Dublin Carol presents John’s chequered past through his reminiscences of alcohol addiction and Shining City tells the story of John who is haunted by the ghost of his wife, recently died in a car accident, and who seeks the help of Ian, a therapist. At first, the significance of storytelling as an integral part of Irish culture is highlighted. Such a tradition features prominently in contemporary Irish drama. The paper concludes that it is the power of narrative and its therapeutic impact and not the act of psychotherapy and treatment which brings signs of change to characters’ lives. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=Conor%20McPherson" title="Conor McPherson">Conor McPherson</a>, <a href="https://publications.waset.org/abstracts/search?q=drama" title=" drama"> drama</a>, <a href="https://publications.waset.org/abstracts/search?q=psychotherapy" title=" psychotherapy"> psychotherapy</a>, <a href="https://publications.waset.org/abstracts/search?q=storytelling" title=" storytelling"> storytelling</a> </p> <a href="https://publications.waset.org/abstracts/86737/when-talk-is-the-cure-for-the-morning-after-talking-therapy-in-conor-mcphersons-dublin-carol-and-shining-city" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/86737.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">315</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">128</span> Reinventing Smart Tourism via Use of Smart Gamified and Gaming Applications in Greece</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Sofia%20Maria%20Poulimenou">Sofia Maria Poulimenou</a>, <a href="https://publications.waset.org/abstracts/search?q=Ioannis%20Deliyannis"> Ioannis Deliyannis</a>, <a href="https://publications.waset.org/abstracts/search?q=Elisavet%20Filippidou"> Elisavet Filippidou</a>, <a href="https://publications.waset.org/abstracts/search?q=Stamatella%20Laboura"> Stamatella Laboura</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Smart technologies are being actively used to improve the experience of travel and promote or demote a destination’s reputation via a wide variety of social media applications and platforms. This paper conceptualises the design and deployment of smart management apps to promote culture, sustainability and accessibility within two destinations in Greece that represent the extremes of visiting scale. One is the densely visited Corfu, which is a UNESCO’s heritage site. The problems caused by the lack of organisation of the visiting experience and infrastructures affect all parties interacting within the site: visitors, citizens, public and private sector. Second is Kilkis, a low tourism destination with high seasonality and mostly inbound tourism. Here the issue faced is that traditional approaches to inform and motivate locals and visitors to explore and taste of the culture have not flourished. The problem is apprehended via the design and development of two systems named “Hologrammatic Corfu” for Corfu old town and “BRENDA” for the area of Kilkis. Although each system is designed independently, featuring different solutions to the problems, both approaches have been designed by the same team and a novel gaming and gamification methodology. The “Hologramatic Corfu” application has been designed, for the exploration of the site covering user requirments before, during and after the trip, with the use of transmedia content such as photos, 360-degree videos, augmented reality and hologrammatic videos. Also, a statistical analysis of travellers’ visits to specific points of interest is actively utilized enabling visitors to dynamically re-rooted during their visit, safeguarding sustainability and accessibility and inclusivity along the entire tourism cycle. “BRENDA” is designed specifically to promote gastronomic and historical tourism. This serious game implements and combines gaming and gamification elements in order to connect local businesses with cultural points of interest. As the environment of the project has a strong touristic orientation, “BRENDA” supports food-related gamified processes and historical games involving active participation of both local communities (content providers) and visitors (players) which are more likely to be successfully performed in the informal environment of travelling and promote sustainable tourism experiences. Finally, the paper presents the ability to re-use existing gaming components within new areas of interest via minimal adaptation and the use of transmedia aspects that enables destinations to be rebranded into smart destinations. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=smart%20tourism" title="smart tourism">smart tourism</a>, <a href="https://publications.waset.org/abstracts/search?q=gamification" title=" gamification"> gamification</a>, <a href="https://publications.waset.org/abstracts/search?q=user%20experience" title=" user experience"> user experience</a>, <a href="https://publications.waset.org/abstracts/search?q=transmedia%20content" title=" transmedia content"> transmedia content</a> </p> <a href="https://publications.waset.org/abstracts/130028/reinventing-smart-tourism-via-use-of-smart-gamified-and-gaming-applications-in-greece" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/130028.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">173</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">127</span> Score to Screen: A Study of Emotional and Dramatic Elevation in Films Through Mychael Danna’s Scores</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Namrata%20Hangala">Namrata Hangala</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This paper dives into the powerful intersection between film music and storytelling and how it elevates the visuals while primarily focusing on Mychael Danna’s compositions for the study. Danna, an Academy Award-winning composer, is known for his brilliant ability to mix non-Western and culturally rich instruments with minimalist techniques. This unique approach forms the backbone of the analysis here. We take a close look at key scenes from films like Life of Pi, Moneyball, The Good Dinosaur, and Little Miss Sunshine, where Danna’s music plays a crucial role in shaping the story. By breaking down how these scores impact the scenes emotionally and dramatically, we can see how his music becomes part of the narrative itself. The paper blends different approaches to get to the heart of this scene-by-scene breakdowns, music theory, audience survey, and even insights directly from Danna. It discusses how his scores deepen the emotional connection and give more weight to the visual storytelling. The research also dives into the use of leitmotifs, cultural authenticity, and how his music can psychologically impact the viewer, making the story even more powerful. This study reveals how film music, especially Danna’s, doesn’t just sit in the background. It’s often the driving force behind the emotional and narrative core of the film, anchoring the visuals and shaping the way the viewers experience the story. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=ethnomusicology" title="ethnomusicology">ethnomusicology</a>, <a href="https://publications.waset.org/abstracts/search?q=psychological%20impact" title=" psychological impact"> psychological impact</a>, <a href="https://publications.waset.org/abstracts/search?q=film%20scores" title=" film scores"> film scores</a>, <a href="https://publications.waset.org/abstracts/search?q=cultural%20music" title=" cultural music"> cultural music</a>, <a href="https://publications.waset.org/abstracts/search?q=compositional%20techniques" title=" compositional techniques"> compositional techniques</a>, <a href="https://publications.waset.org/abstracts/search?q=emotional%20storytelling" title=" emotional storytelling"> emotional storytelling</a> </p> <a href="https://publications.waset.org/abstracts/194676/score-to-screen-a-study-of-emotional-and-dramatic-elevation-in-films-through-mychael-dannas-scores" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/194676.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">11</span> </span> </div> </div> <ul class="pagination"> <li class="page-item disabled"><span class="page-link">&lsaquo;</span></li> <li class="page-item active"><span class="page-link">1</span></li> <li class="page-item"><a class="page-link" href="https://publications.waset.org/abstracts/search?q=transmedia%20storytelling&amp;page=2">2</a></li> <li class="page-item"><a class="page-link" href="https://publications.waset.org/abstracts/search?q=transmedia%20storytelling&amp;page=3">3</a></li> <li class="page-item"><a class="page-link" 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