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TRANSMEDIA EDUCATION
For digital natives


                 Stanford Online Course on Technology
                                     Entrepreneurship
TRANSMEDIA STORYTELLING
                       Is telling a story across
                        multiple media and
                        preferably, although it
                        doesn’t always
                        happen, with a degree
                        of audience
                        participation, interactio
                        n or collaboration.
                       Engagement with each
                        successive media
                        heightens the
                        audience’
                        understanding, enjoym
                        ent and affection for
                        the story.
                       Enjoyment from all the
                        media should be
                        greater than the sum of
                        the parts.
Telling stories across multiple media –
TRANSMEDIA                             transmedia storytelling – allows content
                                       that’s right-sized, right-timed and right-
                                       placed to form a larger, more
                                       profitable, cohesive and rewarding
                                       experience.
Learning should involve a cycle in
which people:

1) develop an interest or curiosity,
2) engage in activity to satiate
   that curiosity (usually                EDUCATION
   developing skills in doing so)
3) wrap up and reflect upon that
   work.



                 LET’S USE TRANSMEDIA WITH
                   EDUCATIVE POURPOSE!!
To create transmedia experiences inside
                                   and outside the classroom, so children can
THE IDEA                           develop their participative and creative
                                   abilities.

   For teachers: pedagogic
    resources adapted to digital
    native brains and immersive
    learning.

   For students: interactive, diverse   VALUE PROPOSITION
    and rewarding learning
    materials.

   For educative editors and other
    educative business: alternative
    market development.
TESTING THE VP
                           They agree the importance of the IT in education BUT:
                                 Don’t assume their new role as instructors leading teachers.
   With teachers:               Feel the educative system too rigid for these innovative
                                  methods.
                                 They will not pay from their pockets.


                           Sounds great!! (if):
   With students:
                                 Could get some fun.
                                 They could get the helm.
                                 It’s for free
   With educative stakeholders:
          Recognizes the unstoppable and necessary paradigm shift in
           education, immersive learning, the collaborative culture of co-creation.
          They recognizes the value and would be favorable to pay.
          BUT:
                     Attention about teachers’ resistance to change teaching
                      techniques
                     Feel the educative laws restrictive
   On the stablished educational
    TEST CONCLUSIONS                       system, just early adopters
                                           would be using transmedia
                                           techniques in the short term.

                                          Students will be favorable to
                                           (transmedia) gamification of
                                           their education
   If we develop transmedia
    games, the students will be
    using them.
   Educational protocols could be
    included.                                NEW HYPOTHESIS
   The validation of the model will
    open doors on the education
    community.
   Education industry will pay for
    innovative approaches to conect
    with the education consumers

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Transmedia Education

  • 1. TRANSMEDIA EDUCATION For digital natives Stanford Online Course on Technology Entrepreneurship
  • 2. TRANSMEDIA STORYTELLING  Is telling a story across multiple media and preferably, although it doesn’t always happen, with a degree of audience participation, interactio n or collaboration.  Engagement with each successive media heightens the audience’ understanding, enjoym ent and affection for the story.  Enjoyment from all the media should be greater than the sum of the parts.
  • 3. Telling stories across multiple media – TRANSMEDIA transmedia storytelling – allows content that’s right-sized, right-timed and right- placed to form a larger, more profitable, cohesive and rewarding experience. Learning should involve a cycle in which people: 1) develop an interest or curiosity, 2) engage in activity to satiate that curiosity (usually EDUCATION developing skills in doing so) 3) wrap up and reflect upon that work. LET’S USE TRANSMEDIA WITH EDUCATIVE POURPOSE!!
  • 4. To create transmedia experiences inside and outside the classroom, so children can THE IDEA develop their participative and creative abilities.  For teachers: pedagogic resources adapted to digital native brains and immersive learning.  For students: interactive, diverse VALUE PROPOSITION and rewarding learning materials.  For educative editors and other educative business: alternative market development.
  • 5. TESTING THE VP  They agree the importance of the IT in education BUT:  Don’t assume their new role as instructors leading teachers.  With teachers:  Feel the educative system too rigid for these innovative methods.  They will not pay from their pockets.  Sounds great!! (if):  With students:  Could get some fun.  They could get the helm.  It’s for free  With educative stakeholders:  Recognizes the unstoppable and necessary paradigm shift in education, immersive learning, the collaborative culture of co-creation.  They recognizes the value and would be favorable to pay.  BUT:  Attention about teachers’ resistance to change teaching techniques  Feel the educative laws restrictive
  • 6. On the stablished educational TEST CONCLUSIONS system, just early adopters would be using transmedia techniques in the short term.  Students will be favorable to (transmedia) gamification of their education  If we develop transmedia games, the students will be using them.  Educational protocols could be included. NEW HYPOTHESIS  The validation of the model will open doors on the education community.  Education industry will pay for innovative approaches to conect with the education consumers