Transmedia Spain
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Transmedia Spain
Transmedia Storytelling in Entertainment, Education and Social Change
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Rebooting Education for Digital Natives

Rebooting Education for Digital Natives | Transmedia Spain | Scoop.it
In a recent project from Reboot Stories, fifth-graders worked together to solve problems creatively and help a robot find its way home.
@FernandoCarrion's insight:

When it comes to teaching a new generation of tech-savvy students, it's really all about putting the learning directly in their hands—for them to shape, mold, adapt, and modify. In other words, they need room to play, and the freedom to be creative.

Lance Weiler, a pioneer in the world of storytelling and technology, knows a thing or two about creativity from his cross-platform work with film, gaming, and immersive environments. When his son was born, Weiler became more interested in imagination and play, which led to the founding of Reboot Stories, a company focused on harnessing storytelling, technology, and design science to form an innovation engine for digital literacy, cross-generational learning, and social change.

One of the company's experiential learning projects was Robot Heart Stories. Two fifth-grade classrooms in underprivileged communities—one in Los Angeles (English speaking), another in Montreal (French speaking)—worked to get a lost robot across North America in order to find her spacecraft and return home. Along the way, the students used math, science, geography, and creative writing to help move the robot from point to point. The project also drew in involvement from a global audience via the Web. It's just one of the company's projects, and the group's goal is to continue to empower students to use their creativity to learn and grow.

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Using Technology to Reach Unreachable Students

Using Technology to Reach Unreachable Students | Transmedia Spain | Scoop.it
The iPad made a transformation in John's learning demeanor. Where once his attitude blared, "I dare you to teach me!" now it screams, " Teach me more!

Via Mayus Chavez
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How Online Gaming Can Teach Kids About the Economy - Forbes

How Online Gaming Can Teach Kids About the Economy - Forbes | Transmedia Spain | Scoop.it

There are numerous educational games designed to teach children about various financial practices. For example, there is the education-based economics simulator, Beat the Market Online or the World Game of Economics simulator that teaches about exchange rates and economic policies between countries.

These games do have value, but they often miss the opportunity to provide real, hands-on experience with the marketplace because they do not foster free trading between real players. More importantly, most students will recognize them immediately for what they are: educational tools. While some kids are willing to learn in this way, many balk at the notion of an educational game because it feels too much like homework.

The most valuable tool is actually more nuanced, and lies within games that children are already interested in playing. Sites like Neopets or Gaia Online attract millions of users of all ages, and popular multi-player online games like World of Warcraft have a massive draw for kids and adults alike.

While easily dismissed as an unproductive waste of time, these games actually offer something that educational simulators do not: a free user-driven economy where players accrue wealth and make meaningful decisions about how to spend it as part of a larger structured game play. In this sense, these games are like microcosms of real life. Players learn to cooperate, work toward achieving their goals and plan ways to accrue and utilize the resources that they earn.


Via Maria Margarida Correia
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Jeni Mawter's curator insight, December 12, 2012 2:20 AM

Games provide storytelling and life lessons to children and young adults without being didactic.

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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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María's curator insight, December 27, 2015 5:49 AM

#SCEUNED15 Piensa. Crea. Sueña. 

La nueva educación.

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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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Games get serious in education and corporate training (interview)

Games get serious in education and corporate training (interview) | Transmedia Spain | Scoop.it
The leader of the Serious Games Association says the time for education and corporate training games will come
@FernandoCarrion's insight:

Sue Bohle built a public relations agency (The Bohle Company) that handled tech and game PR for more than 25 years. But before that, she was a high school journalism teacher, and she was always intrigued by the idea of using games to teach. She helped the Game Developers Conference grow into a huge show, and within that, she helped promote the Serious Games Summit, a mini-conference about using game technology for educational and training purposes.

Years later, she is now the executive director of the Serious Games Association, which staged the Serious Play conference this week in Seattle. The Bohle Company, Clark Aldrich Designs, and the DigiPen Institute of Technology pooled forces to create the event, which shows that games are about more than just having fun. This year’s topics included discussion about the use of games in government, military, health, and corporate training programs. We caught up with Bohle for an interview this week. Here’s an edited transcript.


Read more at http://venturebeat.com/2012/08/24/games-get-serious-in-education-and-corporate-training-interview/#zyVTpxx9CXOyLvef.99

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Depende de ti - Videojuegos accesibles

Depende de ti - Videojuegos accesibles | Transmedia Spain | Scoop.it

¡Depende de ti!  Es una sencilla aplicación impulsada por la orga­ni­za­ción Trans­pa­ren­cia Inter­na­cio­nal que propone al jugador asumir  el papel de un empre­sa­rio o un polí­tico en sus tareas rela­cio­na­das con la cons­truc­ción de obras de gran enver­ga­dura. En función de las decisiones que vaya tomando, estas afectan a su vida privada y también al conjunto de la población.

Aunque el juego es muy sencillo, realmente resulta efectivo para ejemplificar las consecuencias de la corrupción urbanística en las instituciones y fomenta las buenas prácticas políticas y sociales que tan necesarias son para la salud de la democracia.

Website: http://media.transparency.org/games/web_depenDeTi/ ;

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Joffrey Lavigne's curator insight, December 11, 2012 7:19 PM

L'organisation Transparency International (http://www.transparency.org/) vient de proposer un jeu simple et intuitif qui permet aux internautes d'incarner le rôle d'un patron ou homme politique. Le joueur devra assumer ses responsabilités car ses décisions auront un impact sur sa vie privée et sur la population. A essayer.

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games-based-learning blog: 10 Design Considerations when Developing a Learning Game

games-based-learning blog: 10 Design Considerations when Developing a Learning Game | Transmedia Spain | Scoop.it

Via Victoria Marín
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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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