[1] O documento discute o que é Digital Storytelling, que combina a arte de contar histórias com recursos multimídia como imagens, áudio e vídeo. [2] Ele explica que as narrativas digitais seguem uma estrutura comum de situação, complicação e resolução. [3] O documento fornece exemplos visuais de como os recursos multimídia podem ser usados nas diferentes partes de uma narrativa.
The document discusses digital storytelling. It defines digital storytelling as combining the art of storytelling with multimedia elements like images, audio, and video to tell a story about a particular topic from a certain perspective. The document also explains that all stories have a basic structure with a beginning, middle, and end that introduces the situation, presents complications, and resolves the conflict. It provides examples of how digital stories can illustrate each part of the typical narrative structure.
What are the elements of digital narrativesLina Morgado
This document discusses the seven elements of digital storytelling: 1) Point of view, 2) Dramatic question, 3) Gift of your voice, 4) Power of soundtrack, 5) Economy, 6) Pacing, and 7) Video. It provides descriptions and guidelines for each element. For example, for point of view it explains that the story should have a clear perspective from the author without too much extra information. And for pacing it notes that the speed should vary according to the scene to avoid monotony. The document also provides a link to an example digital storytelling video.
[1] O documento discute o que é Digital Storytelling, que combina a arte de contar histórias com recursos multimídia como imagens, áudio e vídeo. [2] Ele explica que as narrativas digitais seguem uma estrutura comum de situação, complicação e resolução. [3] O documento fornece exemplos visuais de como os recursos multimídia podem ser usados nas diferentes partes de uma narrativa.
The document discusses digital storytelling. It defines digital storytelling as combining the art of storytelling with multimedia elements like images, audio, and video to tell a story about a particular topic from a certain perspective. The document also explains that all stories have a basic structure with a beginning, middle, and end that introduces the situation, presents complications, and resolves the conflict. It provides examples of how digital stories can illustrate each part of the typical narrative structure.
What are the elements of digital narrativesLina Morgado
This document discusses the seven elements of digital storytelling: 1) Point of view, 2) Dramatic question, 3) Gift of your voice, 4) Power of soundtrack, 5) Economy, 6) Pacing, and 7) Video. It provides descriptions and guidelines for each element. For example, for point of view it explains that the story should have a clear perspective from the author without too much extra information. And for pacing it notes that the speed should vary according to the scene to avoid monotony. The document also provides a link to an example digital storytelling video.
Ferramentas Digitais para Digital storytellingLina Morgado
The document discusses different digital tools for creating digital stories and recommends using Creative Commons licensed resources. It provides information on Powtoon and Moovly for creating animated videos, and Audacity for audio editing. Links are included to tutorials and examples for the described tools to support digital storytelling. The document was produced as part of an Erasmus+ project on open professional collaboration and innovation.
The document discusses the implementation of educational media in Portuguese higher education from 2011-2020. It focuses on two main topics: 1) Effective models for innovation in implementing educational media in Portuguese universities and how it will empower both teachers and students through new forms of teaching and learning. 2) Technologies and media that are most likely to be successfully implemented, such as improved learning management systems, personalized and flexible learning, mobile devices, augmented reality, and open educational resources. These technologies will lead to greater student empowerment through more openness, dialogue, connectivity, and guidance rather than direct instruction. Overall, Portuguese universities will need to change and recognize the importance of teaching as well as achieving a balance between research and teaching.
This document discusses good and bad design in presentations. It provides some rules for identifying good and bad design, such as whether the slide organization, information structure, and readability are functional and attention-grabbing. Examples of good design principles mentioned include simplicity, quality images, appropriate fonts, color matching, and effective word choice. The document then provides links to several example slides demonstrating good and bad design.
Participatory Networks: Web 2.0 and Library 2.0Heyam hayek
The document discusses the concepts of Web 2.0 and Library 2.0. It notes that Web 2.0 allows for collaboration and sharing of information online through tools like wikis, blogs, RSS feeds, and folksonomies. Library 2.0 operates with rapid change, flexibility, new Web 2.0 tools, and user participation to efficiently meet user needs. The ideal librarian of the future, or "Librarian 2.0," deeply understands users and connects them to information and expertise through various online and mobile channels based on how users prefer to communicate and share content.
This document discusses tools for digital storytelling and provides tutorials for Powtoon, Audacity, and Moovly. It recommends using resources with Creative Commons licenses and lists repositories for finding such media. Powtoon is described as a web 2.0 tool for creating animations and presentations. Audacity is open source audio editing software and Moovly allows creating video presentations by dragging and dropping images, text, and other elements.
This document discusses different software estimation techniques. It describes what software estimation is, why it is needed, and some common difficulties in estimation. It then outlines factors to consider like product objectives, corporate assets, and project constraints. It discusses methods for estimating lines of code or function points. Function point analysis and the unadjusted and value adjustment components are explained. Models for calculating effort and cost using lines of code and function points are provided, including the COCOMO model and its organic, semi-detached, and embedded project types.
Ferramentas Digitais para Digital storytellingLina Morgado
The document discusses different digital tools for creating digital stories and recommends using Creative Commons licensed resources. It provides information on Powtoon and Moovly for creating animated videos, and Audacity for audio editing. Links are included to tutorials and examples for the described tools to support digital storytelling. The document was produced as part of an Erasmus+ project on open professional collaboration and innovation.
The document discusses the implementation of educational media in Portuguese higher education from 2011-2020. It focuses on two main topics: 1) Effective models for innovation in implementing educational media in Portuguese universities and how it will empower both teachers and students through new forms of teaching and learning. 2) Technologies and media that are most likely to be successfully implemented, such as improved learning management systems, personalized and flexible learning, mobile devices, augmented reality, and open educational resources. These technologies will lead to greater student empowerment through more openness, dialogue, connectivity, and guidance rather than direct instruction. Overall, Portuguese universities will need to change and recognize the importance of teaching as well as achieving a balance between research and teaching.
This document discusses good and bad design in presentations. It provides some rules for identifying good and bad design, such as whether the slide organization, information structure, and readability are functional and attention-grabbing. Examples of good design principles mentioned include simplicity, quality images, appropriate fonts, color matching, and effective word choice. The document then provides links to several example slides demonstrating good and bad design.
Participatory Networks: Web 2.0 and Library 2.0Heyam hayek
The document discusses the concepts of Web 2.0 and Library 2.0. It notes that Web 2.0 allows for collaboration and sharing of information online through tools like wikis, blogs, RSS feeds, and folksonomies. Library 2.0 operates with rapid change, flexibility, new Web 2.0 tools, and user participation to efficiently meet user needs. The ideal librarian of the future, or "Librarian 2.0," deeply understands users and connects them to information and expertise through various online and mobile channels based on how users prefer to communicate and share content.
This document discusses tools for digital storytelling and provides tutorials for Powtoon, Audacity, and Moovly. It recommends using resources with Creative Commons licenses and lists repositories for finding such media. Powtoon is described as a web 2.0 tool for creating animations and presentations. Audacity is open source audio editing software and Moovly allows creating video presentations by dragging and dropping images, text, and other elements.
This document discusses different software estimation techniques. It describes what software estimation is, why it is needed, and some common difficulties in estimation. It then outlines factors to consider like product objectives, corporate assets, and project constraints. It discusses methods for estimating lines of code or function points. Function point analysis and the unadjusted and value adjustment components are explained. Models for calculating effort and cost using lines of code and function points are provided, including the COCOMO model and its organic, semi-detached, and embedded project types.