Storytelling-Based Edutainment Applications
نویسنده
چکیده
Within this chapter, the authors — all members of the Digital Storytelling group at ZGDV Darmstadt e.V. — provide an overview of the potential of storytelling-based edutainment applications and approaches for narrative learning applications. This covers not only online applications, but also off-line edutainment components, as well as hybrid scenarios combining both types. The chapter is structured into five parts. At the beginning, a global scenario of edutainment applications for museums is introduced and key issues concerning the establishment of edutainment applications and the level of interactivity for online applications are highlighted. These open and relevant issues are discussed within a technology-oriented, state-of-the art analysis concentrating on the authoring process, storytelling aspects, dramaturgy and learning issues. Based on this brief STAR analysis, storytelling methods and concepts, as well as a technical platform for the establishment of storytelling-based edutainment applications, are described. The strengths and weaknesses of these approaches are discussed within the context of the edutainment projects, art-E-fact and DinoHunter Senckenberg. Finally, the major results are summarized in a short conclusion and further research and application-driven trends (context: museums) are pointed out. 701 E. Chocolate Avenue, Suite 200, Hershey PA 17033, USA Tel: 717/533-8845; Fax 717/533-8661; URL-http://www.idea-group.com ITB11392 INFORMATION SCIENCE PUBLISHING This chapter appears in the book, E-Learning and Virtual Science Centers edited by Leo Tan Wee Hin and R. Subramaniam © 2005, Idea Group Inc. Storytelling-Based Edutainment Applications 191 Copyright © 2005, Idea Group Inc. Copying or distributing in print or electronic forms without written permission of Idea Group Inc. is prohibited. Global Scenario of Edutainment Applications for Museums The multifaceted scenario of edutainment applications for museums includes key players and user groups, as well as major components and aspects, for both online applications within the museums and Web-based scenarios using the museum (Web site) as document archive or knowledge pool, enabling teachers to enhance lessons through multimedia content provided by the museum’s archives and collections (see Figure 1). Some general questions address various needs and aspects of the different user groups involved in these museum scenarios: • How to enter content into the exhibition and make it available via interactive artefacts? • How to visualize (scientific) background information? • How to build valuable exhibitions with learning effects? • Which learning methods are appropriate? • How is learning interconnected with Gaming/Fun? • How much technology is appropriate? • What are the benefits of combining museums with the Web? • How to measure success of artefacts & exhibitions? • How to finance artefacts and exhibitions? • Which business models are appropriate? Whereas the two first questions concern the authoring process and its outcome (as input) for run-time systems, such as interactive artefacts or terminal applications, the subsequent questions are more general in nature, encompassing learning and methodFigure 1. Multifaceted scenario of edutainment applications for museums 23 more pages are available in the full version of this document, which may be purchased using the "Add to Cart" button on the product's webpage: www.igi-global.com/chapter/storytelling-based-edutainmentapplications/9084?camid=4v1 This title is available in InfoSci-Books, InfoSci-Educational Technologies, Library Science, Information Studies, and Education, InfoSci-Education. Recommend this product to your librarian: www.igi-global.com/e-resources/library-recommendation/?id=1
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تاریخ انتشار 2003