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Transmedia Spain
Transmedia Storytelling in Entertainment, Education and Social Change
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'Sleep No More' and Storytelling in Games

'Sleep No More' and Storytelling in Games | Transmedia Spain | Scoop.it
What happens when a production company stages an interactive theater experiment? It starts to resemble a video game.

 

Believe it or not, I do listen to podcasts about subjects other than video games. For example, the Freakonomics podcast is one of my regularly weekly downloads. However, this isn’t to say that I’m not still thinking about games while listening to a supposedly unrelated topic. Case in point: the recent episode called “Fear Thy Nature”.

 

The show, like all Freakonomics episodes, was about trying to figure out what influences human behavior. This particular episode looked at how our social environments impact our actions and devoted a significant chunk of time to discussing an interactive theater production called Sleep No More. Freakonomics framed Sleep No More as a bold experiment in socialization and storytelling, and I have no doubt it is very impressive both as a piece of theater and in its relation to social science tests like the Stanford Prison Experiment. However, as someone familiar with video games, many of the statements made in the podcast (some of which I’ve included here) sounded very familiar.

 

“An immersive, interactive theater piece,” - Stephen Dubner, Freakonomics Co-host

 

Right away, two of the most frequently used video game watchwords are invoked to describe the play. Regardless of genre, games require active participation and attention to unfamiliar guidelines. Sleep No More requires the same type of engagement by asking audience members to piece together a retelling of Macbeth by exploring a multi-room building....


Via siobhan-o-flynn, Dr. Pamela Rutledge
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Dr. Pamela Rutledge's comment, October 7, 2012 6:01 PM
A rose by any other name...would not seem so... innovative? Brilliant look at theater analysis & semantics from non-game perspective through gamer eyes. Love the reference to necessity of masks.
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Joan Ganz Cooney Center - Beginning to Use Digital Games in the Classroom: A Video Case Study

Joan Ganz Cooney Center - Beginning to Use Digital Games in the Classroom: A Video Case Study | Transmedia Spain | Scoop.it

These video case studies are part of a national survey of teachers who work with video games in the classroom.  The Teacher Attitudes About Digital Games in the Classroom survey is part of research being conducted by the Games and Learning Publishing Council with the aim of identifying areas of innovation in the games and learning space. The Games and Learning Publishing Council, convened by the Cooney Center and E-Line Media, is generously funded by the Bill & Melinda Gates Foundation and the John S. and James L. Knight Foundation.  This survey was conducted in collaboration with and support from BrainPOP.

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Journey - That Game Company: an interactive parable to experience a person’s life passage

Journey - That Game Company.

Journey is an interactive parable, an anonymous online adventure to experience a person’s life passage and their intersections with other’s.
You wake alone and surrounded by miles of burning, sprawling desert, and soon discover the looming mountaintop which is your goal.
Faced with rolling sand dunes, age-old ruins, caves and howling winds, your passage will not be an easy one. The goal is to get to the mountaintop, but the experience is discovering who you are, what this place is, and what is your purpose.
Travel and explore this ancient, mysterious world alone, or with a stranger you meet along the way. Soar above ruins and glide across sands as you discover the secrets of a forgotten civilization.
Featuring stunning visuals, haunting music, and unique online gameplay, Journey delivers an experience like no other.

Official Website: http://thatgamecompany.com/games/journey/ 

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El Rap de la Educacion 2.0 | #RapEducacion

¿Cómo debería ser la Educación en el Sigo XXI? Un grupo de jóvenes responden a la pregunta a ritmo de rap, en este vídeo de Fundación Telefónica, con música de 'El Langui' y 'Keru Dj', y producción de Yllana. 

Un grupo de jóvenes ha puesto voz y ritmo en forma de rap a las reflexiones que el mundo educativo iberoamericano realiza durante estos meses en el VII Encuentro Internacional de Educación 2012-13 promovido por Fundación Telefónica. Los jóvenes, representantes de los alumnos del sistema educativo actual, ponen de manifiesto en su rap el compromiso que esperan por parte de los docentes para adaptarse a la nueva realidad tecnológica, a los requisitos profesionales que se van a encontrar cuando culminen su formación. Se preguntan: "¿Para qué mundo me educo?". El rap de la 'Educación 2.0' aborda los retos de la educación en el siglo XXI: que contiene valores, emociones, un colegio inteligente, "que abra nuestra mente", que una a la gente, en el cada cuál puede aprender con un ritmo diferente, que permita crear, pensar, las aulas son la base de este viaje y es el centro de dos generaciones y un encuentro que buscan las fronteras del conocimiento.

El Rap de la Educación 2.0 es una producción de Yllana para Fundación Telefónica. Productores musicales: El Langui y Keru Dj.

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Open university: Joi Ito plans a radical reinvention of MIT's Media Lab | Wired UK

Open university: Joi Ito plans a radical reinvention of MIT's Media Lab | Wired UK | Transmedia Spain | Scoop.it

Joi Ito plans a radical reinvention of MIT’s Media Lab –- with the building as just one hub on the network.

 

Joi Ito, 46-year-old director of MIT's Media Lab since last September, has just selected the faculty's newest outpost: the troubled streets of downtown Detroit. "I was in a rough neighbourhood there yesterday, where there are miles and miles of bombed out buildings, and it just blows your mind to see a bunch of kids building urban farms," he says back in his office in Cambridge, Massachusetts. "They have no streetlights. If you connect a streetlight to the grid, it gets controlled by the city and regulated. So they're thinking, how can we create solar-powered low-cost streetlights, as that will lower crime? They have a maker space in a church, a place where the kids can learn how to build a computer, a bike shop where they can learn how to do repairs. The kid who runs this place, Jeff Sturges, is awesome.We're sending a bunch of Media Lab people to Detroit to work with local innovators already doing stuff on the ground."


By opening up the Media Lab, Ito hopes to move closer towards his goal of "a world with seven billion teachers", where smart crowds, adopting a resilient approach and a rebellious spirit, solve some of the world's great problems. His is a world of networks and ecosystems, in which unconstrained creativity can tackle everything from infant mortality to climate change. "We want to take the DNA [of the lab], the secret sauce, and drop it into communities, into companies, into governments," he says. "It's my mission, our mission, to spread that DNA. You can't actually tell people to think for themselves, or be creative. You have to work with them and have them learn it themselves."

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Storytelling for Changemakers

Storytelling for Changemakers | 2-day workshop for Kaos Pilots in Denmark.

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The Other Half of Tomorrow - Teaser

The Other Half of Tomorrow | Trailer: http://vimeo.com/53720857

Website: http://www.otherhalfoftomorrow.com/
Facebook: https://www.facebook.com/TheOtherHalfOfTomorrow

A first look at this new series of vivid short documentaries exploring the disparate realities of contemporary Pakistan through the perspectives of dynamic women working to change their country. — with Samina Quraeshi and Sadia Shepard.

A series of short documentaries, The Other Half of Tomorrow features a group of dynamic female change-makers–artists, politicians, educators and athletes–who tell the story of a very different Pakistan than the one we think we know.

The film introduces us to the disparate contexts that make up a complex culture—from a women’s rights’ workshop in a village in rural Punjab to an underground dance academy in Karachi to the playing fields of the Pakistan Women’s Cricket Team. Intertwining the religious, economic, social, and political issues that are facing Pakistani society, The Other Half of Tomorrow explores the richness and plurality within Pakistan and the urgent need for better understanding of its conflicts.

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How Leaders Can Inspire Action Through Compelling Storytelling

How Leaders Can Inspire Action Through Compelling Storytelling | Transmedia Spain | Scoop.it

Great communication changes people. It changes the way they feel. It changes what they do.
The secret to inspiring others is connecting an idea or a vision with a hope or a need.
Great communicators leverage their message and story in one way or another to make a connection and compel change.

HOPEHIV’s Phil Wall inspired the audience at QlikTech’s annual meeting in January. Phil told his story. But his story wasn’t about him. It was about the orphans and vulnerable young people that his charity helps in Africa. It was about the people that do the helping and about the people that raise the money to help. The 1,100 attendees at that meeting were compelled to action.

Phil’s story had the three essential elements of compelling communication:

· A platform for change that resonated with the crowd.
· A vision of a brighter future to which everyone related.
· A call to action that people accepted.

 

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Global Fund for Women | http://www.globalfundforwomen.org/

Global Fund for Women | http://www.globalfundforwomen.org/ | Transmedia Spain | Scoop.it

The Global Fund for Women plays a leading role in advancing women’s rights by making grants that support and strengthen women’s groups around the world. We mobilize and redistribute resources that enable women to develop creative solutions to local, regional, and transnational challenges. We bring grantees and donors together in an international network that promotes women’s action for social change, equality, peace, and justice worldwide.

The Global Fund for Women envisions a just, compassionate and equitable world in which all people, regardless of their gender, class, age, ethnicity, race, religion, sexual orientation or physical ability may live free of poverty, violence, and all forms of discrimination. Each person and all peoples are guaranteed their fundamental human rights – civil, cultural, economic, political, and social. Women everywhere have a voice, have choices, and are able to realize their full potential within their societies.

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Guillermo del Toro explains the biggest mistake people make in telling stories for children | by Charlie Jane Anders

Guillermo del Toro explains the biggest mistake people make in telling stories for children | by Charlie Jane Anders | Transmedia Spain | Scoop.it

Guillermo del Toro has directed some of the coolest movies of the past decade or so, including Pan's Labyrinth and Hellboy, plus the upcoming monster/robot smackdown Pacific Rim. But he's also gotten into producing animated films for kids, including Kung-Fu Panda and the upcoming Rise of the Guardians.

We were lucky enough to get a chance to talk one-on-one with del Toro about Rise of the Guardians, and he explained to us why children's stories need to be dark, because "kids are neurotic."
What's the biggest mistake people make in telling stories about children, or for children?

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Google Launches Ingress, a Worldwide Mobile Alternate Reality Game

Google Launches Ingress, a Worldwide Mobile Alternate Reality Game | Transmedia Spain | Scoop.it

What’s the wackiest thing you can imagine Google launching? How about a game to fight for control of the minds of everyone on earth?

Or maybe that’s not so wacky.

Meet Ingress - Google Launches Ingress, a Worldwide Mobile Alternate Reality Game - http://www.ingress.com/ -, a new free mobile app and alternate reality game made by Google launching today (on Android first, available as soon as it makes it through the Google Play release process).

Ingress is a project of former Google director of geo John Hanke and his Niantic Labs, a start-up team wholly inside of Google.

“This grew out of us thinking about notions of ubiquitous computing,” Hanke told this week. “The device melts away.”

Ingress also aims to get people out in the physical world, both for physical activity and to see their surroundings in a new way.

Users can generate virtual energy needed to play the game by picking up units of “XM,” which are collected by traveling walking paths, like a real-world version of Pac-Man. Then they spend the energy going on missions around the world to “portals,” which are virtually associated with public art, libraries and other widely accessible places.

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Fragments of Parenthood: a collaborative project exploring the impact of parenthood on 21st century mothers and fathers

Fragments of Parenthood: a collaborative project exploring the impact of parenthood on 21st century mothers and fathers | Transmedia Spain | Scoop.it

Fragments of Parenthood is a collaborative project exploring the impact of parenthood on 21st century mothers and fathers.

What are the changes and challenges parenthood brought to your life? How are you balancing time between your children, yourself and the world?

 

Fragments of Parenthood is based on story-telling in any genre. We hope to gather a diverse collection of stories from parents like yourself, willing to share their personal experiences and observations about parenthood, including the despair, humour, guilt and regret, that we sometimes experience raising our children.

We would like to invite you to be part of this exploration. How did you deal with the demands of parenthood? For many parents, the main dilemma is how to balance time between family and career. But what about our personal needs? We love our children, but do we also struggle to feel fulfilled individually and with our partners? Can we speak honestly about the emotional ups and downs of parenthood? Have you maintained your independence? Have you experienced a metamorphosis on your friendships? What has been the impact on your sex life? These stories are largely unheard, obscured by the pressing demands of parenting and the societal pressures on parents. 

At this stage we want to initiate a dialogue with you and to form a community around the topic. During the next phase you will be able to watch a viral video that will introduce you to the creative aspect of the project. So watch out this space!

This project has been initiated by artists reflecting upon the impact of parenthood on our personal and creative lives. It invites parents from all walks of life to contribute their own perspectives and experiences. 

· Website: http://translimitstorytelling.org/translimits-productions/fragments-of-parenthood/ ;

· Facebook: https://www.facebook.com/ParenthoodGlobalArtProject ;

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Wish for the Future – One Wish, One Hundred Years | by Lance Weiler and Janine Saunders

Wish for the Future – One Wish, One Hundred Years | by Lance Weiler and Janine Saunders | Transmedia Spain | Scoop.it

How do we make the world work for 100% of humanity?

Transmedia producer Lance Weiler’s Futurestates project, Wish for the Future, is the second part of a trilogy entitled Reboot Stories, an experiential learning project designed to empower the imaginations of disenfranchised students.

Reboot Stories is pushing the boundaries of traditional learning by incorporating technology and multimedia into classrooms that otherwise would lack the resources to do so. Where Robot Heart Stories, the first project in the trilogy, focused on innovating and imagining outer space, Wish for the Future takes a more grounded and personal turn. Through the project’s API, anyone can make a wish for something they’d like to see happen. Wishes are then granted through a creative act such as writing a story or singing a song. Weiler says that the project, when prototyped, helped kids act in a meaningful leadership role with adults.

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Must Read! Jenkins, Gomez, Hurd, Kring & more | Transmedia Across Disciplines

Must Read! Jenkins, Gomez, Hurd, Kring & more | Transmedia Across Disciplines | Transmedia Spain | Scoop.it

Leaders in the field of transmedia storytelling converged at the National Association of Broadcasters Show to discuss its potential for engaging audiences.

 

'...Jenkins next introduced Gale Anne Hurd, asking her to speak on any struggles with the transmedia expecations for The Walking Dead franchise. Jenkins noted that the zombie series was based on “a comic book that’s well known by comic readers, maybe not so well known by viewers of AMC, and you had to work to keep both satisfied.” Gale responded,

 

Genre fans are already very familiar with transmedia, because most of the properties they respond to have existed in another medium . . . look at Lord of the Rings, [and] some of the films I’ve done, including The Punisher, which became a THQ video game which started as a comic book.

 

Hurd discussed how transmedia can go in the other direction, mentioning how The Terminator and Aliens both ended up spawning comic books and games. Hurd notes, however, that fans of these works can be “the most demanding, because they feel an enormous connection to the material which has pre-existed, and the first thing you have to respond to is fear.” Fans, with their deep connections to the original material, are often afraid the adaptation won’t remain true to the original when they learn of new media extensions. Part of the solution to this is to involve the creators to make sure they’re happy with the direction the material is being taken. In the case of The Walking Dead, the creator, Robert Kirkman, came on board as Executive Producer and writer. Getting this information out to the fans was important to alleviate their fear, to give them confidence the adaptation would remain true. The other piece was deciding when to air the adaptation to get the most eyeballs on it, especially from the genre fans. AMC airs FearFest in the weeks leading up to Halloween, and the Walking Dead team believed this would be the best venue to air The Walking Dead pilot in order to reach AMC viewers who were already fans of the genre. The next decision was where to start marketing the project....'


Via siobhan-o-flynn, Dr. Pamela Rutledge
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The Science of Storytelling: Why Telling a Story is the Most Powerful Way to Activate Our Brains

The Science of Storytelling: Why Telling a Story is the Most Powerful Way to Activate Our Brains | Transmedia Spain | Scoop.it

A good story can make or break a presentation, article, or conversation. But why is that? When Buffer co-founder Leo Widrich started to market his product through stories instead of benefits and bullet points, sign-ups went through the roof. Here he shares the science of why storytelling is so uniquely powerful.

In 1748, the British politician and aristocrat John Montagu, the 4th Earl of Sandwich, spent a lot of his free time playing cards. He greatly enjoyed eating a snack while still keeping one hand free for the cards. So he came up with the idea to eat beef between slices of toast, which would allow him to finally eat and play cards at the same time. Eating his newly invented "sandwich," the name for two slices of bread with meat in between, became one of the most popular meal inventions in the western world.

What's interesting about this is that you are very likely to never forget the story of who invented the sandwich ever again. Or at least, much less likely to do so, if it would have been presented to us in bullet points or other purely information-based form.

For over 27,000 years, since the first cave paintings were discovered, telling stories has been one of our most fundamental communication methods. Recently a good friendof mine gave me an introduction to the power of storytelling, and I wanted to learn more.

Here is the science around storytelling and how we can use it to make better decisions every day.

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Kickstarter | PROJECT WILD THING: A feature-length documentary about nature, evolution and the future of childhood | by David Bond & Ashley Jones.

Kickstarter | PROJECT WILD THING: A feature-length documentary about nature, evolution and the future of childhood | by David Bond & Ashley Jones.

What will happen if we raise a generation of children completely out of touch with nature?


Filmmaker David Bond thinks Mother Nature needs a helping hand. His children are fascinated by screens but are strangers to the natural world. Childhood is different to when he grew up - so many distractions compete for children’s time and attention. David appoints himself the Marketing Director for Nature and, with the help of marketing experts, he sets out to convince apathetic consumers, and his family, of the benefits of this amazing, free, wonder product. His journey takes him across the world as he attempts to untangle the complex web of agendas, fears, policies and habits that disconnect him and his family from the natural environment. Project Wild Thing finds hilarity, joy and absurdity in the choices we face as 21st Century humans. What happens when we forget we are natural animals?

Project Wild Thing is an ambitious, feature-length, stunt documentary for international theatrical, TV, film festivals and public screenings. The film has an international appeal, and will inspire viewers to rethink their own relationship with the natural environment.

· Kickstarter Campaign | http://www.kickstarter.com/projects/projectwildthing/project-wild-thing-a-feature-length-documentary
· Website | http://www.projectwildthing.com/

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Mike Matas: A next-generation digital book | TEDtalks

Software developer Mike Matas demos the first full-length interactive book for the iPad -- with clever, swipeable video and graphics and some very cool data visualizations to play with. The book is "Our Choice," Al Gore's sequel to "An Inconvenient Truth."

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Welcome to SXSW 2013 | SXSW 2013

Welcome to SXSW 2013 | SXSW 2013 | Transmedia Spain | Scoop.it

SXSW Interactive | Austin, TX | USA | 2013 | http://sxsw.com/ ;

Interactive: March 8–12
Film: March 8–16
Music: March 12–17

SXSW® Interactive Festival will feature five days of compelling presentations from the brightest minds in emerging technology, scores of exciting networking events hosted by industry leaders, the SXSW Trade Show and an unbeatable lineup of special programs showcasing the best new digital works, video games and innovative ideas the international community has to offer.
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Storytelling in Service Design / Service Design Drinks Berlin

Berlin’s November 2012 meet-up explored story-telling for service design.

Via José Carlos
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Ten Frontiers for the Future of Engagement: #1 Crowdfunding

Ten Frontiers for the Future of Engagement': Crowdfunding | part 1 of 10.

This is the first report from our upcoming People's Insights Annual Report titled “The Now and the Next: Ten Frontiers for the Future of Engagement”, to be published in January 2013 as an interactive iPad app. The report will highlight the ten most important frontiers that will define the future of engagement for marketers, entrepreneurs and changemakers: Crowdfunding, Transmedia Storytelling, Social Curation, Behavior Change Games, Grassroots Change Movements, Collaborative Social Innovation, Crowdsourced Product Innovation, Collective Intelligence, Social Recommendation and Hybrid Reality Experiences.

In each of these reports, we start by describing why they are important, how they work, and how brands might benefit from them; we then examine web platforms and brand programs that point to the future (that is already here); then finish by identifying some of the most important features of that future, with our recommendations on how to benefit from them.

Do subscribe to our email newsletter to receive each report and also an invite to download a free copy of the interactive iPad app.

http://peopleslab.mslgroup.com/peoplesinsights/annual-report/



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TFI New Media Fund | The TFI New Media Fund provides funding and support to non-fiction, social issue media projects which go beyond traditional screens

TFI New Media Fund | The TFI New Media Fund provides funding and support to non-fiction, social issue media projects which go beyond traditional screens | Transmedia Spain | Scoop.it

The TFI New Media Fund provides funding and support to non-fiction, social issue media projects which go beyond traditional screens – integrating film with content across media platforms, from video games and mobile apps to social networks and interactive websites. We’re looking for projects that activate audiences around issues of contemporary social justice and equality around the world and demonstrate the power of cross-platform storytelling and dynamic audience engagement.

 

FUNDING
Four to eight non-fiction projects will be accepted, each receiving $50,000 to $100,000 in funding. The projects must present a non-fiction story focused on social issues and include an integrated cross-platform or new media component designed to engage and activate audiences in imaginative ways. The fund will include peer support and expert mentorship for producers. Producers from the U.S. and internationally are invited to apply.

 

Projects Funded in 2012:

· Alma, A Tale of Violence
· Immigrant Nation
· Laika's Adventure
· New Day New Standard
· Hollow
· Question Bridge

 

SUBMISSIONS
Submissions open December 5, 2012 and close February 5, 2013. Fund recipients will be announced in 2013.

 

CONTACT

newmediafund@tribecafilminstitute.org 

http://www.tribecafilminstitute.org/filmmakers/newmedia/ ;

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Finding Joe | by Pat Solomon

Finding Joe is an exploration of famed Mythologist Joseph Campbell’s studies and their continuing impact on our culture. Through interviews with visionaries from a variety of fields interwoven with enactments of classic tales by a sweet and motley group of kids, the film navigates the stages of what Campbell dubbed The Hero’s Journey: the challenges, the fears, the dragons, the battles, and the return home as a changed person. Rooted in deeply personal accounts and timeless stories, Finding Joe shows how Campbell’s work is relevant and essential in today’s world and how it provides a narrative for how to live a fully realized life – or as Campbell would simply state, how to “follow your bliss”.

More info: http://findingjoethemovie.com/

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Microsoft Games Studio redéfinit les frontières du Jeu Vidéo

Microsoft Games Studio redéfinit les frontières du Jeu Vidéo | Transmedia Spain | Scoop.it

Le jeu vidéo est la source de distraction préférée des français, devant la TV. Il doit beaucoup de son succès aux casual games qui ont démocratisé cet usage par le biais des terminaux intelligents que sont les smartphones et les tablettes.

Malgré tout, les grosses productions pour consoles, destinées à un public engagé, séduisent plus que jamais. Il faut dire qu’en l’espace d’un demi-siècle nous sommes passés de productions pixélisées très peu maniables, à des créations surréalistes et totalement immersives.

Au-delà des prouesses techniques et visuelles, ces productions mettent désormais à l’épreuve notre cerveau en plus de nos pouces et se lancent dans l’extension de leurs univers à l’aide d’une approche narrative Transmedia. Le cas marquant de cette fin d’année est Halo 4, sorti le 6 novembre, qui parvient sans mal à créer la confusion entre monde réel et virtuel. Ci-dessous, découvrez l’une des bandes-annonces réalisée par David Fincher, producteur des films Alien 3 et Fight Club.

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docSHIFT Interviews with Innovators: Alexander Knetig, ARTE Interactive

Over the past years, Alexander Knetig has been Interactive Commissioning Editor at ARTE France for projects like Prison Valley (http://prisonvalley.arte.tv), Havana-Miami (http://havana-miami.arte.tv), New York Minute (http://nyminute.arte.tv) and the web fiction Addicts (http://addicts.arte.tv), like semantic TransMedia projects (experiences in HTML 5 with tools ‘open source’ as Popcorn of Mozilla).

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Edutopia: Mastery-Based Assessment Builds Accountability | by Mariko Nobori

Edutopia: Mastery-Based Assessment Builds Accountability | by Mariko Nobori | Transmedia Spain | Scoop.it

How you can help students take responsibility and meet high expectations by providing the right tools and support along the way.
No letter grades? Read why this high school opted to ditch the letters & emphasize mastery of the subject.

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