
Kompany! Serious Game All content copyright OUAT Entertainment 2010 ¿Qué es transmedia? - Transmedia Experience Transmedia. Esto es sobre contar historias. “Todo medio comienza con el autor diciendo. Aunque transmedia se puede decir que nació con el nacimiento de la historia y sus primeras manifestaciones pueden ser asociadas al lanzamiento de las obras de Homero, desde la llegada de Internet este concepto está dando un salto cualitativo que está llevando consigo el nacimiento de una nueva forma de contar historias, una nueva forma de arte que está en su proceso de definición como en su momento la novela o el cine necesitaron de siglos o décadas para ser definidas. Como dice Elan Lee en la cita que encabeza esta página estamos ante una nueva forma de contar historias que tiene la red como principal canal de distribución y por tanto los medios de comunicación que en ella existen como los canales para llegar a los espectadores. Figura de Robert Pratten, el todo es más que la suma de las partes. Frank Rose, The Art of Inmerssion Jeff Gómez, Starlight Runner Henry Jenkins, Convergence Culture
Trevor Elkington chapter 11 Too Many Cooks: Media Convergence and Self-Defeating Adaptations Within the general trend of media convergence, the relationship between the film, television, and video game industries present a particularly interesting love-hate dynamic. On the one hand, visual and interactive media show increasing aesthetic and procedural similarities. Video games have generally become more narrative-based and increasingly draw upon filmlike special effects and celebrity-power to stand out in the marketplace. licensed adaptations are commonly dismissed by critics and players as nothing more than cynical attempts to cash in on hype. Faire entrer l'École dans l'ère du numérique L'essentiel Notre monde connaît aujourd’hui avec le numérique une rupture technologique aussi importante que le fut,au 15e siècle, l’invention de l’imprimerie. La transformation radicale des modes de production et de diffusion des connaissances et des rapports sociaux emporte, partout et pour tous, de nouvelles façons de vivre, de raisonner, de communiquer, de travailler, et, pour l’École de la République, de nouveaux défis. Car transmettre des savoirs à des enfants qui évoluent depuis leur naissance dans une société irriguée par le numérique et donner à chacun les clés pour réussir dans sa vie personnelle, sociale et professionnelle future nécessitent de repenser en profondeur notre manière d’apprendre et d’enseigner ainsi que le contenu des enseignements. Faire entrer l’École dans l’ère du numérique : un impératif pédagogique et un projet de société Le numérique au service des missions de l’École Éduquer au numérique : une nouvelle mission pour l’École Une nouvelle gouvernance
Taking charge: media regulation, digital democracy and education | David Buckingham How can we – and should we – regulate the digital media landscape? And what role might education have to play? Some current issues for media students and their teachers. Regulation is a key topic in media education, but it can seem dry and difficult to comprehend. The fundamental issue here is to do with how the government intervenes in the media market – not just to restrict and control it, but also to shape and develop it in particular ways. Regulation is about much more than censorship, for example in order to prevent harm or offence. Regulation is becoming more complex in a changing media environment. In anticipation of an early election, the UK Labour Party is now generating a plethora of specific policy ideas – including in the area of media. owever, Jeremy Corbyn’s ‘Alternative MacTaggart Lecture’, delivered at the Edinburgh Television Festival a few weeks ago, is worth much closer attention. Regulation in this area would not be easy to achieve.
Pokémania La Pokémania est un phénomène de société, tirant sa source de la franchise Pokémon, ayant touché plusieurs pays du monde après la sortie des deux jeux vidéo Pokémon Rouge et Bleu (et Verte uniquement au Japon). Le phénomène touche la France durant 2 ans, principalement, à partir du 8 octobre 1999. L'engouement et des joueurs et des médias commence à décliner dans les derniers mois de 2001 avec la sortie de Pokémon Cristal, mais il est relancé en juillet 2016 avec la sortie sur smartphone de Pokémon GO, un jeu en réalité augmentée. Histoire[modifier | modifier le code] Les jeux Pokémon Rouge, Bleu et Jaune se vendent à plus de 46 millions d'exemplaires. La Pokémania débute très vite dès l'arrivée des jeux Pokémon Rouge et Bleu le 8 octobre 1999 mais doit ses premières heures de gloire avant tout aux cartes à jouer qui envahissent les cours d'écoles. Le 6 avril 2001, les jeux Pokémon Or et Argent sortent. Communauté de fans[modifier | modifier le code] Annexes[modifier | modifier le code]
UniShared - Home David Buckingham Arcangel, Cory: Super Mario Clouds Cory Arcangel«Super Mario Clouds» «Super Mario Clouds» is based on the «Super Mario» game for Nintendo’s NES game console. Cory Arcangel hacked the game and modified it so that all that remains of the game are the white clouds on a blue sky. Gone is the main character, Super Mario, who the player had to guide through a labyrinth in the original jump and run game, just like the obstacles, landscapes and opponents that lend the game its narrative structure. Tilman Baumgärtel Vidéo Cours - Une sélection de vidéos pédagogiques Pensar con otros | Red Global de Aprendizajes La Red Global es una iniciativa de colaboración internacional que integra nuevas pedagogías de aprendizaje en 1.000 instituciones educativas de diferentes partes del mundo, desarrollando una capacidad colectiva de construcción, a través de un marco común de acciones e investigación. Conjuntamente con ANEP, Plan Ceibal fue invitado a participar en esta Red Global de Nuevas Pedagogías para el Aprendizaje Profundo convocada por el doctor Michael Fullan, que tiene como objetivo articular e investigar cómo el verdadero potencial de aprendizaje puede ser alcanzado a través de nuevas pedagogías, en una sociedad rica en tecnología. Aprendizajes profundos son aquellos aprendizajes considerados relevantes para esta era; incluyen aquellas competencias que preparan a los estudiantes para ser solucionadores de problemas, creativos, conectados y colaborativos y a ser personas que contribuyan al bien común en un mundo actual globalizado e interdependiente. Más información:
Man-Computer Symbiosis Man-Computer Symbiosis J. C. R. Summary Man-computer symbiosis is an expected development in cooperative interaction between men and electronic computers. 1.1 Symbiosis The fig tree is pollinated only by the insect Blastophaga grossorun. "Man-computer symbiosis is a subclass of man-machine systems. 1.2 Between "Mechanically Extended Man" and "Artificial Intelligence" As a concept, man-computer symbiosis is different in an important way from what North [21] has called "mechanically extended man." In one sense of course, any man-made system is intended to help man, to help a man or men outside the system. Man-computer symbiosis is probably not the ultimate paradigm for complex technological systems. Present-day computers are designed primarily to solve preformulated problems or to process data according to predetermined procedures. However, many problems that can be thought through in advance are very difficult to think through in advance. The other main aim is closely related. [1] A.
Professional Capital Online Survey - Michael Fullan A New Tool for Teachers and Principals Based on ‘Professional Capital’ by Andy Hargreaves and Michael Fullan Now available in Dutch from Turning Learning About the Professional Capital Survey In our effort to help teachers and leaders cultivate and circulate professional capital in their schools and systems, we have created a professional capital index that seeks to: assist teachers and school leaders to self-assess the status of professional capital in their schools, anddeepen understanding of how and to what extent schools and educational systems develop and circulate professional capital. Each survey has 36 items (12 items for each of the three dimensions of professional capital: human, social, and decisional capital). The Professional Capital Survey is not designed and should not be used to evaluate schools, teachers, and/or school administrators as part of an accountability system of any sort. This online survey is administered by Conexus <support@conexus.no>. Cost Dotted Rules. Roles.
No, #gamefreaklied was NOT caused by a mistranslation and I can prove it. : pokemon