Zarathustra transmedia storytelling. Art-distance-learning.
Author(s):
Krzysztof Marcinkowski (presenting / submitting)
Conference:
ECER 2014
Format:
Paper

Session Information

06 SES 09, Digital Storytelling

Paper Session

Time:
2014-09-04
11:00-12:30
Room:
B109 Sala de Aulas
Chair:
Theo Hug

Contribution

Stories can be effective stimulus for motivating the process of learning difficult material and encouraging learners in taking on difficult tasks because stories profit from the experience. The value of storytelling is also fitting in the educational needs of all ages. In the 19th and 20th century, technological revolutions changed the way of telling stories and merged them with images. Mediums such as comics, animation, film, photography, computer games, and graphic design started to be more and more popular and influential in learning and entertaining through telling the stories. Visual arts include storytelling has become a powerful vehicle for transmitting information and knowledge.

In this context, the major aim of the 'Zarathustra transmedia storytelling' research project is to find new approaches and possibilities for merging arts and philosophical education through multimedia images and website solutions. Throughout the educational design research I’m looking for the answer to the question of how to develop interactive entertainment content which will educate as well as amuse. The content of the designed educational applications is based on an adaption of Friedrich Nietzsche's book ‘Thus Spoke Zarathustra’. This is an important opus for anthropological philosophy and it is written using the unique artistic style which merges philosophy and literature within a nonlinear narration. Story of Zarathustra can become transmedia storytelling by upgrading the Nietzsche book into the multimedia interactive book, which is a combination of comics, animations and texts. On the project website social media tools are going to be connectet with visual distance learning solution. The aims, of this technique of telling stories across multiple platforms, are to help learners to absorb philosophical content, share viewpoints, interpretations, reflections and resources. The creation of the virtual space, where students can be inspired by artistic experience, can help to share their critical thinking and exchange knowledge. Transmedia storytelling can invite for the interpretation of the story from the individual perspective, personalize meaning-making and share it by active use of social media. Transmedia storytelling content can be created as a meaningful vehicle of interpretation of reality. Issues of design of the content, which merge art and philosophy for educational purposes and which can be presented to international environment of learners, are in my opinion very important educational challenges for artists and philosophers.

Additional information:

The research project has been conducted in the framework of the scholarship of International Visegrad Fund at Tomas Bata University in Zlín

Method

In my research project I decided to choose transdisciplinary research approach. This kind of methodology needs to be evolving, iterate and responsive to the alternative learning experiences which comes during research process. That’s why the key principle of my research strategy is flexibility. Also, all steps of the research project can be repeated several times if it is necessary. The process of project designing is continuously open for refining and shifting goals of the project. In my opinion this flexibility can help to provide an evolution of methodology of the project and is crucial in this kind of methodological approach. Additionally the issue of effective communication is underlined in my research design. The structure of my research project has three steps and can be described as follows: Define of research field and literature search Theoretical research in the disciplines: applied media aesthetics, art of transmedia storytelling, the issues with distance learning. A case study of 'Thus Spoke Zarathustra': in this research the main aim is to adapt the book for the visual purposes and searching for the best way of magnify by audiovisual means of narration of the book. Building the narrative structure of the applications: focused on role of the learners, tools which can be used to shared collective intelligence, how to catch the learners attention and stake them in the experience which is enticing, engaging, and immersive. Designing process as art practice as research activity Preparation of the storyboard, visualizing the story: searching for the visual form to the philosophical ideas of Nietzsche in process of designing of the transmedia storytelling applications and the website. Design for educational purpose: searching for balance between educational goals and aesthetic attractiveness, engaging artistic practice in creation of entertainment to get educational value. Feedback and evaluation Testing of the website by using semistructured interviews: interview internet users to generate feedback about advantages and disadvantages of learning tools used in designing of application.

Expected Outcomes

Nowadays the value of distance learning in education is rising. We are becoming more and more an 'Information Society', connected and educated through the Internet. New technologies, especially Internet and multimedia, bring many possibilities for life long learners. That's why designing interactive educational applications, available free on the Internet, and involving new perspectives on distance learning is so important for education supported by arts, especially digital images and audiovisual means. The transmedia storytelling project fulfills a number of educational purposes. I put emphasis on communication by images, sounds, texts, what makes learning content attractive and creating social learning situations. In this context telling a stories through images is a primary and basic method for human beings to present knowledge. It helps us better share information, learn about our world, and experience knowledge through artistic means of expression like narrations, models and symbols. Contemporary benefits of the use of transmedia storytelling can be encapsulated as follows: to support the understanding of sophisticated data, to help reflect on issues formulated through the use data, and to clarify conclusions. Also, the use of images assists with the understanding of complex concepts and development of users own cognitive processes, as well as improving and enriching this understanding. The ability to connect imaginatively-creative ways of thinking with aesthetic sensitivity and emotions are the most interesting areas of research in transmedia storytelling.

References

Davidson, D. ( 2010), Cross-Media Communications: an Introduction to the Art of Creating. Integrated Media Experiences, ETC Press. Giovagnoli, M. (2011), Transmedia Storytelling: Imagery, Shapes and Techniques, ETC Press. Horton, W. (2006), E-Learning by Design,Pfeiffer & Co . Jenkins, H. (2006), Kultura konwergwncji.Zderzenie starych i nowych mediów, Wydawnictwa Akademickie i Profesjonalne. Kluza M., and al. (ed.), (2011) Wizualizcja Wiedzy, Portal WiE, http://wiedzaiedukacja.eu/wp-content/uploads/2012/03/wizualizacjawiedzy.pdf Leavy, P. (2008), Method Meets Art, The Guilford Press. Leavy, P. (2011), Essentials of Transdisciplinary, Research,Left Coast Press . Nietzsche, F. (2010), Tako Rzecze Zaratustra, Wydawnictwo vis-à-vis/Etiuda. Koster, R. (2010), A Theory of Fun, O'Reilly Media. Sullivan, G. (2009), Art Practice as Research: Inquiry in Visual Arts, SAGE Publications. Zettl, H. (2011), Sight, Sound, Motion: Applied Media Aesthetics, Cengage Learning.

Author Information

Krzysztof Marcinkowski (presenting / submitting)
Opole University
Institute of Philosophy
Opole

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