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Digital StoryTelling

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Timeline. Jason ohler : Digital Storytelling - DAOW of storytelling. The DAOW of literacy in a storytelling environment Digital, Art, Oral and Written literacies- the DAOW of literacy - are crucial for personal, academic and workplace success in the Digital Age and blend very well in a digital storytelling environment. In my digital storytelling workshops we address how oral and written storytelling, as well as storytelling using digital and art skills, are involved in the creation of digital stories, and how all these literacies and forms of storytelling can reinforce each other.

This improves literacy and expression in all areas. Why is oral storytelling important in digital storytelling? Because it is how storytelling began and has endured for millennia. It has a history rich in timeless skills, perspective and sense of audience. Why is writing important in digital storytelling? Because while writing may not be the final product of a digital story, it is the pathway students must take to create it. Why is art important in digital storytelling? How to Create and Market a Children’s Book App – Presentation Highlights.

This past weekend I travelled to San Francisco to speak with a group of workshop participants attending Karen Robertson’s training on “How to Create & Market a Children’s Book App“. Karen is the author of several great resources on making and marketing book apps for kids, including an online course called “book app academy“. Karen created the Treasure Kai picture book apps and was very inspirational by sharing wisdom from her own sharp learning curve as well as a nice roadmap for new content creators in this very young industry. I highly recommend her two ebooks for anyone considering self-publishing a children’s book app: Author’s Guide to Book Apps and How to Market a Book App. The presentations and panel were exceptional, but the participants attending the workshop were equally interesting and talented. Meeting so many creative folks in one room (in real physical space) was energizing in a way online interaction still cannot match.

Trends in the market are fast and furious. Best Practices for Designing iPad Apps for kids - Eggplant Digital. A recent project for one of our clients required us to design and develop an iPad App aimed at kids from the ages 5 to 12 years old. This has been an interesting project, as we needed to consider the differences between how a child a uses an iPad compared to an adult or even a teenager. During the initial stages of the project we researched into the best practices of designing an iPad for kids, below are some of the more important things we discovered. From our research on the Web, we find that younger children, who have less experience with the Web, tend to read instructions more than children who are older.Although many usability guidelines are the same as 9 years ago, we did find one major change since the first study: children today are much more experienced in using computers and the Internet.

As a result, they’re not as subject to many of the prevalent, beginning-user problems we found in our first study. Things That Matter home page. Measure the Readability of Text! - Improve your writing and your website marketing with Readability-Score.com. Go Premium for unlimited use of our text scoring tools! Score History Please Note: Revisions are stored temporarily - they will disappear when you leave the page Working Measuring Readability Score ... Getting Started! You can use the Readability-Score.com text scoring tool to tell you how easy a piece of text is to read. Paste some text into the box on the left, click "Measure Readability", and on the right you will see a collection of statistics and scores, including: Flesch-Kincaid Reading Ease Gunning-Fog Score Several more Grade Levels Keyword Density Word and Syllable Counts Speaking and Reading Times Sentiment Analysis Need to Process Lots Of Text?

You can upload a CSV to Readability-Score.com to have lots of text measured in bulk, using our File Processing Tools. Readability Grade Levels A grade level (based on the USA education system) is equivalent to the number of years of education a person has had. Readability Scores These readability scoring algorithms do not provide grade levels. Jump–start Synonyms, Jump–start Antonyms | Merriam-Webster Thesaurus. Shibboleth Authentication Request. Young Children’s Engagement With E-Books at School.

Shibboleth Authentication Request. Shibboleth Authentication Request. Affordances Model: A Decision System for Innovation. By Debborah Smith, Jeffrey Brand & Shelley Kinash Great educators are natural innovators because they routinely look for inspirational ways to engage and reach their students. Unfortunately, innovation is often understood mainly in terms of technology – especially hardware. This is understandable because technology is a strong product of the innovative process – even though the noun, innovation, refers to doing something in a new way.

What teachers often feel, however, is that they are on the receiving end of the innovation cycle. Consider the many technologies that have been introduced in education over the past decade and then reflect on what system teachers and educational administrators use to evaluate and either adopt or reject these. As adoption decisions are made, it is worth using a decision system (itself a form of innovation).

The affordances model gives us a four-step system to think about and evaluate every innovation. The following two tabs change content below. Related. Goldilocks and Little Bear | Fairytale app | Nosy Crow. “What’s really innovative about this app — compared both to previous apps in the series and to other children’s apps I’ve seen — is the way it relates the two interconnected stories in tandem. Hold the device one way for a scene in Goldilocks’s tale, then flip it upside down for a complementary scene in Little Bear’s.

The stories converge when Goldilocks and Little Bear, fleeing one another’s parents, run smack into each other and strike up a friendship… Another winner.” – The Horn Book “The Goldilocks and Little Bear app developed by Nosy Crow was the unanimous winner. Teachers commented on the innovative and engaging way in which this app extended a classic text.” UKLA Digital Book Award Winner 2016 – UK Literacy Association “Nosy Crow’s modern retelling of “Goldilocks” adds charm and remarkable depth to the classic tale… The original music, composed by Steve Burke, is a delightful addition to the production. . – School Library Journal “Another excellent fairytale by Nosy Crow!” – TechWithKids. Digital Literacies. WILD ABOUT BOOKS by Judy Sierra , Marc Brown , Random House Digital.

Multi Platform Storytelling : Transmedia Storytelling Resources. What is Transmedia Storytelling? Here's what a few of the experts say: Transmedia immerses an audience in a story's universe through a number of dispersed entry points, providing a comprehensive and coordinated experience of a complex story. " - Henry Jenkins, author of Convergence Culture & Spreadable Media Transmedia storytelling is "the process of conveying messages, themes or story lines to a mass audience through the artful and well planned use of multiple media platforms. It is a philosophy of communications and brand extention that broadens the life cycle of creative content. " -Jeff Gomez, Starlight Runner Entertainment Transmedia Storytelling & The Future Of Children's Publishing I believe as digital experiences become more prevalent, the intimacy of a paper book becomes more valuable and meaningful.

I believe children's publishing is in a unique position to take advantage of transmedia storytelling techniques because: It's not either or, it's and. The future is already here. Curious? Transmedia stories and games explained - Dr Christy Dena - ABC Splash - One of the areas I work in is ‘transmedia’ or ‘cross-media’ writing and design. I work in the area as a practitioner, and also as an educator for industry professionals and undergraduate students. Transmedia or cross-media fundamentally refers to projects that span more than one medium; for example, a book and computer. I work in creating transmedia stories and games, and so also teach students about making their own. Over my two articles for ABC Splash, I share some of the approaches I use when giving students the opportunity to make their own transmedia stories and games. In each classroom, there are plenty of media already available: a whiteboard, books, and sometimes computers.

When I deliver courses, I plan for classes to span live sessions, reading, and online tasks. When I deliver courses, I plan for classes to span live sessions, reading, and online tasks. Transmedia projects Transmedia projects are stories and games that span more than one medium or artform. INF533 | Taking Time… Printed books all share identical physical traits–pages, a cover, and heft (that is, tangible matter). Although content varied, the definition of a book was never queried. The days of simple definitions are gone. Now we discuss narrative non-linear platforms or multimedia interactive hypertexts, and e-books, eBooks, or are they E-Books? I know the easy answer is: it doesn’t matter. What’s in a name, after all?

Well, actually quite a lot. Researchers (Lamb, 2011, Rettberg, 2012) have attempted to assign criteria and categorise the increasing array of digital texts. High quality digital literature balance elements of text, artwork, interactivity, and subject matter in fresh, usable, and enlightening ways, offering readers an enriched experience (Houston, 2011, Unsworth, 2005). Having spent much time lingering over The Artifacts (Stace & Hare, 2011) and re-reading Rules of Summer (Tan & Kentley, 2013), I can see much value for students. The Lizzie Bennet Diaries was a guilty pleasure. Ebooks%20and%20Elending%20Issues%20Paper%20FINAL. INF533 | Taking Time… 6 types of digital affordance that impact your UX. Affordance is a term originally coined by a psychologist, J.J. Gibson, in the 1970s. He defined it as the relationship between an environment and an actor. Today, affordance extends beyond behavioral or cognitive psychology and into the design of digital interfaces.

Understanding affordance will allow you to better understand product and interfaces design, in turn, making you a much better designer. What is affordance? A situation where an object’s sensory characteristics intuitively imply its functionality and use. — Crowdcube Crowdcube’s layman’s term definition is spot on. The original definition coined by J. Physical objects Take a step back to the physical world, where you see that objects have physical properties like size, shape or weight that provide hints as to what you could do with them. Physical objects can be sorted three affordance types: Perceptible affordance is the basic definition of affordance, where an object’s characteristics imply an action. Affordance in digital spaces. English Foundation to Year 10 Curriculum by rows - The Australian Curriculum v8.1. E-Books vs. Print: What Parents Need to Know. When Maggie Moore, a suburban Denver mom, was literally weighing her packing options for a family trip, she was stumped by her 4-year-old son’s stack of favorite books.

He had dozens, and she knew they’d be too heavy to take along. But they would be away for a few weeks — how could she bring only a few? That’s when she reluctantly bought a Nook, loading titles for both of them onto it. She wasn’t a big fan of the extra screen time it would mean for her preschooler, but Moore justified the purchase as a stopgap solution. E-reading devices have been around only a few years, but it’s already hard to imagine life without them. “We are not going to stop this train,” says psychologist Jim Taylor, Ph.D., author of Raising Generation Tech.

Still, there are signs that e-readers can have a positive effect on newbie readers, especially when it comes to targeted learning based on each child’s ability. Print May Be Better For . . . The hands-on experience. Falling in love with reading. 5 Strategies for Increasing Children's eBook Sales - Vearsa. There has been one consistent message from market data over the past few months and that is the steady growth in children’s books, both print and digital (Nielsen’s BookInsights: UK Publishers Sold £2.2 Billion in 2014).

Here at Vearsa we have seen some publishers make great strides in the area of Children’s eBooks with sales in this segment carrying them into overall growth as a business. As a publisher, it would be good to ensure you are getting as much of this marketplace pie as possible. So here are some easy strategies for optimizing sales in this growing genre based on what we have seen from our view of the market. 1) Get on the Shelf Sometimes simplicity can be the key to success, and the simplest instruction for getting a sale is to make sure your product is where the potential customer can find it. At Vearsa, we spend a lot of time reminding our customers that the retail space is growing at an exceptionally fast rate with new retailers coming online regularly. 2) Boldly Go . . .

6 types of digital affordance that impact your UX. Archiving play with a town. As I mentioned in my previous post, I have been commissioned by the Creative Recovery Network to create a locative game with a regional town in Queensland. It involves a location-based experience that is very low-fi, along with archiving stories of the town. To get the link between the past and the present and the need to ground players in the space, I decided to explore archiving play: how people have played in the home, school, streets, and paddocks over the generations.The design is heavily inspired by Hide & Seek’s ace Tiny Games. I think when I mention I’m archiving play, people assume that I’ll be archiving how people play right now with video recordings.

My plan was more about what they play (the rules) rather than how. But as I discovered, there are ways to draw out the rules and the nuances that are critical. So today I had the first session with the school kids (grades 4, 5, and 6). Developing digital literacies in the curriculum. This resource set is for: teachers and other professionals involved in curriculum design Students develop digital capabilities and confidence mainly in the context of their courses of study.

They are more likely to adopt digital practices that are clearly relevant to the course they have chosen and the life chances that interest them. On leaving further or higher education, graduates will need more than a good general level of digital literacy: they will need a repertoire of specialised skills suited to their choice of career and their subject specialism.

They will also need an appropriate awareness of digital developments and issues All of these make it important that relevant digital experiences and activities are embedded into the curriculum. The following resources are designed to help teaching staff - and other professionals involved in curriculum design and review - to think about current practice in the curriculum and to design appropriate new opportunities. Jisc Resources. Digital literacies. Multi Platform Storytelling : Transmedia Storytelling Resources.