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Tangible Storytelling + Play + Learning

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Case studies of blending the digital and physical worlds to expand children’s transmedia experiences.

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Tangible Storytelling + Play + Learning

  1. 1. Tangible Storytelling + Play + Learning …blending the digital and physical worlds to expand children’s transmedia experiences Erin Reilly Creative Director + Research Fellow USC Annenberg Innovation Lab ereilly@usc.edu
  2. 2. I. Beginning with Transmedia Storytelling I. The Flotsam Experiment – expanding to Transmedia Play + Learning III. Bridging the Physical and Digital Spaces – Adding “tangibility” to Transmedia Play + Learning IV. The Winklebeans Experiment – Tangible Storytelling + Play + Learning V. What’s Next…
  3. 3. I. Beginning with Transmedia Storytelling
  4. 4. Transmedia Stories… • Expand the World • Extend the Timeline • Deepen the Characters • Increase Engagement
  5. 5. II. The Flotsam Experiment – expanding to Transmedia Play + Learning
  6. 6. Partners
  7. 7. A Wordless Children’s Picture Book Flotsam is about boy at the beach, who finds a camera that washes up on shore. He has the film developed and follows the stories that the pictures reveal.
  8. 8. Expands the World
  9. 9. Extends Timeline
  10. 10. Deepens Characters
  11. 11. Increases Engagement
  12. 12. What shape do play and storytelling take in the 21st Century?
  13. 13. Characteristics of Transmedia Play 1. Foster co-learning among children, peers, parents, and other adults through joint media engagement 2. Promote new approaches to reading across media 3. Support constructivist learning goals.
  14. 14. Joint Media Engagement involves mutual engagement— meaning something in the experience appeals to the diverse partners involved. 1. Joint Media Engagement 2. New Approaches to Reading 3. Constructivist Learning
  15. 15. New Approaches to Reading learn to read both written and multimedia texts broadly (across multiple media) and deeply (digging into details of the narrative). 1. Joint Media Engagement 2. New Approaches to Reading 3. Constructivist Learning
  16. 16. Game Rules 1. Your piece of Flotsam must cross the equator 3x to win the game 2. You can use your Dare card (one in the middle) if you get stuck in an “Eddy” 3. If your opponent doesn’t accept the Dare, then you have to do it in order to get unstuck from the “Eddy” …so choose Dares that you’re willing to do too!
  17. 17. 1. Joint Media Engagement 2. New Approaches to Reading 3. Constructivist Learning Constructivist Learning emphasizes the active role of the learner in creating knowledge by working to make connections among information in a specific context.
  18. 18. III. Bridging the Physical and Digital Spaces – Exploring “tangibility” in Transmedia Play + Learning
  19. 19. tan·gi·ble [tan-juh-buhl]. adj. Capable of being touched; discernible by the touch; material or substantial.
  20. 20. 1. Manipulability 2. Physical Connectivity 3. Performativity Affordances of Tangibility
  21. 21. 1. Manipulability 2. Physical Connectivity 3. Performativity Manipulability Objects can be directly moved, changed or otherwise altered using one’s hands or other methods of physical interaction.
  22. 22. 1. Manipulability 2. Physical Connectivity 3. Performativity Physical Connectivity Objects or the child’s physical body can directly connect to, or otherwise interact with, the story, other objects or location.
  23. 23. 1. Manipulability 2. Physical Connectivity 3. Performativity Performativity Objects can literally become storytellers by using visual, auditory, or kinetic methods for the object to communicate with the play partner.
  24. 24. IV. The Winklebeans Experiment – Tangible Storytelling + Play + Learning Team: Erin Reilly, Alisa Katz, Geoffrey Long, Aninoy Mahapatra, Daniel Burwen, Mitch Thompson, Shane Reilly
  25. 25. Meet the Winklebeans! Toag – Neas – Caitir – Onchu – Aodh – Barra http://www.winklebean.com
  26. 26. Tangibility  Manipulability  Physical Connectivity  Performativity Transmedia Play Joint media engagement New approaches to reading Constructivist learning
  27. 27. V. What’s next … What role do hyper-personalization and customization play in connecting Tangibility to Transmedia Play?
  28. 28. Hyper-personalization & Customization
  29. 29. Print at Home Print at Service Provider
  30. 30. Now Imagine... Flotsam Experiment Winklebeans Experiment
  31. 31. For More Information Erin Reilly 207-251-1617 ereilly@usc.edu @ebreilly

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