Corrado Petrucco and Marina De Rossi
Narrating with digital storytelling in schools and organizations
Carocci (The Compass series).
Life Stories!
reviving talk about, "being there" in a time when the "fog" mass-media blurs the boundaries of each one gets treatment, care all'inedia, "no" that often leads to behaviors depersonalized.
Through the narration, using the multimedia languages, you can try to promote projects to educate and train in a new way, paying attention to stories that each person, adult or child, want to share.
The term "digital storytelling" was made by Joe Lambert and Dana Atchley in the '90s who released an interactive multimedia in a theatrical performance on a large screen where the background showing pictures and videos of real life stories.
The group of artists, educators and communication professionals who gradually formed around them over the years has managed to broaden the areas of intervention of "digital storytelling" in many contexts ranging from schools to businesses, art commitment political.
The center has since helped many people to use digital tools to tell their life stories, showing that the same technologies that have created fragmentation and distance could be used in new ways to re-connect, create new links, feel part of a community. The short digital storytelling becomes a cultural glue.
The "digital storytelling"
as animation to tackle youth disadvantage
In this case, the "digital storytelling" takes the form of animation mode aimed at teenage boys. 'It should, however, stop a moment and reflect on a first term whose meaning is often confused and underestimated the animation.
The animation is set up as an action that aims to enable procedural authentication of people (ranging in different contexts, by doing the works of those risk and discomfort) in preparation for a change, not only of individuals but also the community.
Work on the single, its patterns of perception, interpretation and cognitive, its symbolic and value systems can also operate across society.
The use of "digital storytelling" embraces the need to respond to a malaise that affects both the individual and society with a view to a change or risk prevention.
Old and new dependencies, vandalism, bullying, violence, excessive competition, the formation of closed groups that reject the rules of civil life, will tell the inability to do so effectively can be some of the many problems of young people with whom each company is forced to confront.
Sometimes the network is used as a tool for the dissemination of negative episodes that are shared by changing the resonance and, in some cases, encouraging repeat.
Responding to an incorrect use of multimedia resources through the multimedia version used in the educational means to promote and support a change in individual and collective.
The "digital storytelling" is not only important for the product which can be reached but also in the process put in place. Through it the behaviors and emotions become part of personal generating mode of thought, imagination, perception of reality, influencing lifestyles and be there.
A "digital storytelling" allows young people to bring out his personal narrative, to tell her emotional bond with people, situations, places and thus improved self-knowledge, to increase knowledge of the place where he lives and his " emotional attachment "to infect the other members of the group with its own narrative and emotional with the community in which they live.
documentation through "digital storytelling" also becomes an evaluation and feedback of the progress that a group or person has done against its issue; certifica una sfida personale e comunitaria di miglioramento e può mettere a disposizione della comunità virtuale la propria esperienza nell'ottica di una diffusione e replicabilità in contesti diversi».
Bibliografia:
reviving talk about, "being there" in a time when the "fog" mass-media blurs the boundaries of each one gets treatment, care all'inedia, "no" that often leads to behaviors depersonalized.
Through the narration, using the multimedia languages, you can try to promote projects to educate and train in a new way, paying attention to stories that each person, adult or child, want to share.
The term "digital storytelling" was made by Joe Lambert and Dana Atchley in the '90s who released an interactive multimedia in a theatrical performance on a large screen where the background showing pictures and videos of real life stories.
The group of artists, educators and communication professionals who gradually formed around them over the years has managed to broaden the areas of intervention of "digital storytelling" in many contexts ranging from schools to businesses, art commitment political.
The center has since helped many people to use digital tools to tell their life stories, showing that the same technologies that have created fragmentation and distance could be used in new ways to re-connect, create new links, feel part of a community. The short digital storytelling becomes a cultural glue.
The "digital storytelling"
as animation to tackle youth disadvantage
In this case, the "digital storytelling" takes the form of animation mode aimed at teenage boys. 'It should, however, stop a moment and reflect on a first term whose meaning is often confused and underestimated the animation.
The animation is set up as an action that aims to enable procedural authentication of people (ranging in different contexts, by doing the works of those risk and discomfort) in preparation for a change, not only of individuals but also the community.
Work on the single, its patterns of perception, interpretation and cognitive, its symbolic and value systems can also operate across society.
The use of "digital storytelling" embraces the need to respond to a malaise that affects both the individual and society with a view to a change or risk prevention.
Old and new dependencies, vandalism, bullying, violence, excessive competition, the formation of closed groups that reject the rules of civil life, will tell the inability to do so effectively can be some of the many problems of young people with whom each company is forced to confront.
Sometimes the network is used as a tool for the dissemination of negative episodes that are shared by changing the resonance and, in some cases, encouraging repeat.
Responding to an incorrect use of multimedia resources through the multimedia version used in the educational means to promote and support a change in individual and collective.
The "digital storytelling" is not only important for the product which can be reached but also in the process put in place. Through it the behaviors and emotions become part of personal generating mode of thought, imagination, perception of reality, influencing lifestyles and be there.
A "digital storytelling" allows young people to bring out his personal narrative, to tell her emotional bond with people, situations, places and thus improved self-knowledge, to increase knowledge of the place where he lives and his " emotional attachment "to infect the other members of the group with its own narrative and emotional with the community in which they live.
documentation through "digital storytelling" also becomes an evaluation and feedback of the progress that a group or person has done against its issue; certifica una sfida personale e comunitaria di miglioramento e può mettere a disposizione della comunità virtuale la propria esperienza nell'ottica di una diffusione e replicabilità in contesti diversi».
Bibliografia:
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