Multimedia is media that put to practical use a union of unusual substance forms. The term can be used as a noun (a medium with multiple content forms) or as an adjective describing a medium as having multiple substance forms. The term is used in contrast to media which only utilize traditional forms of printed or hand-produced text and still graphics, for example Digital Storytelling.
Digital Storytelling applies to using new digital tools to help ordinary people to tell their own real-life stories. Digital Storytelling is narrative entertainment that signals, the web, DVDs, and so on Interactivity.
The elements of digital story telling is Medias, Action ,Relationship, Context, Communication but some one think Digital story telling is nonlinear storytelling.
Elements of Digital Storytelling.
Media
Formation, it has three mood,
*Multiple media: Two or more sort of media used, but as separate single piece of the story package; they are not intertwine,
*Multimedia: Two or more media types woven together into a lacking a seam submission.
Type:
Media formats used to tell the story, photo, graphic, motion graphic, animation, video, text, audio.
Properness:
*Recorded: Recorded substance is delayed from the time it was captured; it is not simultaneous.
*Live: Live content is delivered without postponing; it is synchronous.
Time/Space
*Real-time: Real-time substance t is shown completely; it has not been excerpted or rearrange.
*Edited: Edited substance has been processed in some manner by the content developer.
Action:
Digital stories have action in two regions:
1) Act of moving of or within the content,
2) Act of moving required by the user to access the substance. Inheritance media can...
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...ss., 1998.
*Seymour Paper, The children's machine: rethinking school in the age of the computer, Basic Books, Inc., New York, NY, 1993
*Seymour Papert, Mindstorms: Children, computers, and powerful ideas, Basic Books, Inc., New York, NY, 1980
*The Center for Digital Storytelling website, http://www.storycenter.org
*The Intel Computer Clubhouse Network website, http://www.computerclubhouse.org/
*Schön, D. The Reflective Practitioner: How Professionals Think in Action. New York: Basic Books, 1983.
*Shaw, A. Social constructionism and the inner city. In Y. Kafai and M. Resnick (eds.), Constructionism in Practice: Designing, thinking, and learning in a digital world. Mahwah, NJ: Lawrence Erlbaum Associates. p. 175--206, 1996.
*To see several digital stories online, please visit http://www.creativenarrations.net/site/storybord
Media. The main means of mass communication regarded collectively. It comes in the form of t.v., radio, newspapers, magazines etc. The media has a way of portraying a story in a way that they want it to be seen by audiences. In other words, the media only tells us only what they want us to hear; which, may or may not be the truth or include the entire story. The media is always looking for the next best story and the competition to be the first one on the scene can be intense. A documentary by 9.14 Productions tells the story of a man and his art collection; The Barnes Foundation.
A narrative is specified to amuse, to attract, and grasp a reader’s attention. The types of narratives are fictitious, real or unification or both. However, they may consist of folk tale stories, mysteries, science fiction; romances, horror stories, adventure stories, fables, myths and legends, historical narratives, ballads, slice of life, and personal experience (“Narrative,” 2008). Therefore, narrative text has five shared elements. These are setting, characters, plot, theme, and vocabulary (“Narrative and Informational Text,” 2008). Narrative literature is originally written to communicate a story. Therefore, narrative literature that is written in an excellent way will have conflicts and can discuss shared aspects of human occurrence.
Wilds, M. L. (1989). Effective use of technology with young children. NICHCY News Digest, 13,6-7.
The media play an indispensable role in modern life, and are considered amongst the most powerful and inaccurate sources of social information, education and entertainment. Our mass media is an electronic (TV, film, video, videogames, internet) visually dominated media with print (newspaper, magazine)...
...about the different ways in which young children experience computers in the classroom setting. It included a study done of kindergarteners from about 22,000 different public and private schools and examined they availability of computers to these children.
Since the coinage of the term in an MIT Technology Review (2003) article, Henry Jenkins’ theory of transmedia has been significantly contested and edited by multiple media theorists and scholars. In short, transmedia storytelling is the technique of telling a narrative across multiple platforms. The goal of a transmedia project is to heighten the degree in which audiences participate and interact with the events, characters, and storyworld of a franchise. A transmedia project can include, but is not limited to, the use of movies, books, games, social-media, and graphic novels. These elements work together to make the story more enjoyable and contribute to richer fan-engagement. Jenkins’ best summarizes a definition himself in his 2006 book Convergence Culture: Where Old and New Media Collide; “A transmedia story unfolds across multiple media platforms with each new text making a distinctive and valuable contribution to the whole” (pp. 95-96).
Newspaper, radio, film, television. These are only a few of the various forms media can take. From the moment we open our eyes to the instant we shut them, we are surrounded by media and absorb the information it hurls at us in an osmosis-like manner. The news ranges from the latest terror attack and political scandals to supposed UFO sightings and scandals involving sandals. We as an audience tend to focus more on the message the media relays rather than on the medium in which it is presented to us.
Computers are a magnificent feat of technology. They have grown from simple calculators to machines with many functions and abilities. Computers have become so common that almost every home has at least one computer, and schools find them a good source for information and education for their students (Hafner, Katie, unknown). Computers have created new careers and eliminated others and have left a huge impact on our society. The invention of the computer has greatly affected the arts, the business world, and society and history in many different areas, but to understand how great these changes are, it is necessary to take a look at the origins of the computer.
A narrative film is a film that depicts a story through movement of pictures, sound, and words, it is audiovisual, and has two shapes. A narrative film can have a shape because it can interact with space and time; films mold space allowing the viewer to create perceptions about depth and can condense and speed up time. The two shapes that a film can are linear and circular. A linear narrative is a film in which the start, middle, and end transition smoothly and are unobstructed; the start runs into the middle and the middle leads to the end just like a fairytale has beginning, middle, and end. In contrast circular narratives are varied and can start anywhere in the film depicting flashbacks and transitio...
Storytelling is an interaction between two or more individuals speaking on an event using words, images, sounds, dramatization, props, etc. Stories or narratives are shared for the purpose of education, entertainment, cultural preservation, or teaching lessons. Narratives aren 't just interesting because of the story being told but how the story is being told. Narratives have many features that not only group them together but differentiate them as well. The person who is narrating the story is also given insight to when listening to, reading, or watching a
It is no surprise that technology is rapidly taking over the world, and defining the day to day lives we live. As humans we are constantly engaged in some form of technology. However, the role of technology in early childhood classroom is a growing and controversial topic. The bottom line question for most teachers is whether or not computer based technology is developmentally appropriate for early childhood students, and if they benefit from using computers as a primary learning tool. Technology is the branch of knowledge that deals with the creation and use of technical means and their interrelation with life, society, and the environment (Webster Dictionary). Technology has been present in the world for centuries, from cave men to the industrial revolution which brought on a whole new era of technology to the United States. The Department of Education is granting schools with seven million dollars to help fund technology based learning just this year (Luebbe, 2011). Schools are now starting to be judged by the student to computer ratio, to determine the schools ability to provide a “quality” education. It’s no wonder everywhere we look and everything we do is a counterpart to technology.
Computers have been in the schools since the 1960s, but they were not used in the same capacity as they are used today. The use of computers is still expanding, and the future of education is very exciting when the full extent of this revolutionary phenomena is realized. In the 1960s computers were not widespread and most people who were educated during this decade hardly remember them at all. In the 1970s computers became smaller and less expensive, but the schools still did not use them much throughout most of the decade. By the end of the seventies, computer use in the schools started to increase. Students began to have hands-on experience.
Computers are ubiquitous. As our society grows towards being a culture connected through the Internet, and as prices of these machines gradually decrease, more and more have been purchased by families for their homes and as a result, children are beginning to learn to use the computer at an earlier age. Even if computers are not presently available at the home, a child will almost certainly be exposed to one at school or the library, among other places. Adults today are amazed at the amount of knowledge a child has at such an early age – children generally find that computers gives them a sense of power and accomplishment. “A computer is nothing more than a box of circuits that perform software level tasks for a user. Even the software is little more than instructions to the hardware to perform specified tasks. Therefore, a computer, in and of itself is, neither positive nor negative. Its inherent goodness or badness is determined by the user.” With that being said, there are many positive, with as many negative associations that come along with owning a computer.
Collis, B., Knezek, G., Kwok-Wing, L., Miyashita, K., Pelgrum, W., Plomp, T., & Sakamoto, T. (1996). Children and Computers in School. Mahwah, NJ: Lawrence Erlbaum Associates.
As time goes by, advances in technology will provide more and more avenues for learning by way of the computer. The Internet has opened the doors of the world and unleashed limitless possibilities in research and education. It may be only a matter of time when the classroom is brought online to all children and attending a school classroom outside the home is a thing of the past. Looking back over the last 20 years, I never would have imagined that computers would come this far and impact our lives so much. Just imagine where they will be 20 years from now.