Transmedia/Interdisciplinary Project

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This is a presentation application for teaching an interdisciplinary project.

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  • Based on a solid understanding of contemporary media and production practices, students will engage in the creation of an interdisciplinary project where they learn theory, practice, entrepreneurial learning and enterprise. Socially progressive, using effective technological and enterprise solutions will derive a variety of creativity and personal expression.
  • By contextualizing media projects, they can implement ideas and mind map narratives, transmedia/cross-media elements, practice methods and output which will challenge the traditional media production process.
  • Creating meaning across multiple platforms, in which audiences are engaged; analyzing demographics, multiple platforms for production and delivery and planning overall aims and reach of their initial project idea will engage the students to think outside the box of traditional linear storytelling modes.
  • Research goals and creative process is developed at this point so data can be gathered and evaluated in their reflective practice. It will also allow the students an opportunity to put together a cohesive business plan, and a professional pitch for the project. Thus preparing them for professional practice in the industry.
  • Depending upon the narrative themes (fiction, reality, non-fiction) and what platform it will exist within, will determine what impact it makes on their intended audiences. Social, ethnographic, ethical and geographical implications all come into effect and must be addressed before the commencement of practice can begin.
  • After research and development has been implemented and tracked, the script development of the story, which is the most important element, will be researched, written, re-written, then prepared for practice.
  • In developing their productions, they learn to develop scripts, storyboards, interactive modes and audience engagement for their projects. Students will use various production tools to capture their visuals, story content and media. This can be anything from standard HD cameras, to Mobile phones, DSLR, iPads and tablets for visual reference, animation, audio and textural creation.
  • Output of the various media projects represented from their initial project design will be published amongst the various online media platforms, live events, installations and printed media. All content utilized to create final project, will create an archive database for further research and practice.
  • Reflective practice will be expressed through a dissertation along with the output of their creative practice. Assessment of learning will require both quantitative and a qualitative analysis via its creative merits, implementation and execution, teamwork, research and written outcomes.
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