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022_000040/0000

Digital media and storytelling in higher education

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Autor
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)
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monográfia
022_000040/0146
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Seite 147 [147]
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022_000040/0146

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146 | Digital Media and Storytelling in Higher Education modification, where the instructor asks students to summarize and organize different transmedia adaptations of the content. Reinterpretation can be illustrated in students’ synthesis, reuse, and reinterpretation of content related to a topic in a modular way with a specific logic using digital tools. The SAMR model has been further extended with elements representing levels of students’ digital tool usage (Figure 18), which can be passive, interactive, and creative. The teacher's usage of digital tools is reduced to three levels: replace, amplify and transform. This model is named PICRAT (Kimmons et al., 2020) after the first letters of the English terms. In the new model, the integration of technology can be represented in a two-dimensional matrix. CR CA CT C CREATIVE IR IA IT INTERACTIVE STUDENT'S RELATIONSHIP TO TECHIS PR | PA | PT P PASSIVE REPLACES AMPLIFIES TRANSFORMS R A T Figure 18. The PICRAT matrix based on Kimmons (2016) (Rausch & Pasztor, 2021) Students use technology in a passive way when they are simply receiving (i.e., reading, watching, or listening to) the narrative through digital media. Passivity is transformed into interactivity when peer-to-peer task solving or individual exploration through interactive interfaces becomes part of the learning process, such as when students participate in digital games or solve problems through tests or puzzles. Other examples include students collaboration in online escape rooms by solving problems or participating in interactive multi-platform strategy video games. The highest level, the

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