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022_000040/0000

Digital media and storytelling in higher education

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Author
Anita Lanszki
Field of science
Kultúrakutatás, kulturális sokféleség / Cultural studies, cultural diversity (12950), Kommunikációs hálózatok, média, információs társadalom / Communication networks, media, information society (10104), Pedagógia / Pedagogy (12910)
Type of publication
monográfia
022_000040/0069
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022_000040/0069

OCR

Part II. Storytelling in the Information Age ] 69 and the group engaged in the joint construction of the branched narrative using the software (Mott, Taylor, Lee, Rowe, Saleh, Glazewski, Hmelo-Silver g Lester, 2019). In another experiment, students aged 9-11 programmed interactive digital stories using Scratch." In addition to animating the character movements, the students successfully incorporated a narration text panel and an ask the audience panel (Smith, Mott, Taylor, Hubbard-Cheuoua, Minogue, Oliver & Ringstaff, 2020). For younger age groups (ie., preschoolers and toddlers) Mobeybou provides an interactive digital storytelling framework in which children can place story cubes in a causal order on an electronic table and simultaneously follow the plot on screen and manipulate the narrative by rearranging the cubes.” The software includes a prototype story, but the narrative elements, episodes and paths are created by the children. Each set of cubes has two protagonists, an antagonist, an animal, a landscape, an instrument, and an object with magic powers. The students can also choose from five types of weather, different atmospheres and background sounds (Sylla & Gil, 2020). Despite experiments with hybrid environments, most research on IDNs focuses on the design mechanisms of screen-based, algorithm-driven narrative structures. Knowledge of the user experience is essential for the design of IDNs; therefore, research often focuses on the impact on the interactor especially on their motivation, engagement, satisfaction, and enjoyment. In a systematic literature review, Revi, Millard, and Liverton (2020) summarized the results of 20 empirical studies on users’ interactive digital story engagement. All of the studies found that the sense of agency is enhanced when the interactor feels capable of doing what he or she wants, can make autonomous decisions, and sees that his or her decisions and actions influence the development of the plot. The experience of agency is further enhanced when the interactor experiences that his or her decisions are unique and thus the plot is personalized. Important factors were also identified in connection to cognition, such as whether the interactor perceives the course of events as logical and whether he or she sees the behavior of the actors as consistent, as well as the extent to which abstraction or ambiguity affect the interactor’s ability to follow the plot. Research has concluded that a wellconstructed interactive narrative can be reconstructed by the player. Perceived realism is also an important consideration, because the interactor needs to feel that the storyworld is authentic. The sense of immersion can be related to the experience of being in the game, where the interactor feels that he or she has become part of the storyworld. The sense of immersion is also influenced by the degree of the user’s concentration and identification. The experience of immersion requires the interactor to experience continuity, and the experience of immersion is also influenced by whether the interactor 6 http://projects.intellimedia.ncsu.edu/infusecs/ 7 https://mobeybou.com/

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