Transmedia

Digital LearningDigital Learning (Digital Learning Lab, 2016)


Click the link below for an Auditory Summation of Transmedia:

Transmedia (VoiceThread)


Transcript:

Transmedia is an idea or story that is spread across multiple platforms of media, allowing the idea to evolve being enhanced and explored through interaction and participation.

Today we will explore some aspects of transmedia: Transmedia Storytelling, Transmedia Play and Transmedia Learning.

Transmedia Storytelling has, at its core, an initial narrative. The story is expanded, developed and spread across various media forms, each aspect contributing to the original narrative (Jenkins, 2007). Transmedia storytelling is not just an adaptation: a book into a movie; rather it is an extension. A furthering of the story, drawing the audience in and encouraging them to explore (Pence, 2012).

Marvel is a transmedia storytelling success. In 2008, following the success of Ironman, Marvel proceed to create a universe using multiple media platforms: Feature films, TV shows, Merchandise, Games, comic books, all focusing on various characters within this universe, creating overlaps and spin-offs from each other (Richter, 2016).

Transmedia play, while similar to storytelling, requires active participation from the audience. Transmedia play has no story line, rather it allows the participant to direct their own story. Minecraft is a good example of this, taking on a life of its own with books, conventions, merchandise, forums and video tutorials. These multiple platforms allow the consumer to interact and develop their knowledge, having full control over how they want to play (Alper & Herr-Stephenson, 2013a).

Alper and Herr-Stevenson (2013b) identify 5 characteristics of Transmedia that make it a valuable tool within the classroom: Resourcefulness, Social, Mobile, Accessible, Replayable.

Transmedia learning encourages children to analyse content and make connections, sharing their knowledge amongst their peers, creating interaction and collaborative learning. Learning is not stagnant within one media mode but rather can be transferred across various platforms, and by having several points of entry into the subject, children can learn in a way that is unique to them, accessing, building and discovering new knowledge over and over again (Alper & Herr-Stephenson, 2013a)

When incorporating transmedia into the classroom, educators can connect with their 21st-century students, enticing them to engage with classroom learning.



References:

Alper, M. & Herr-Stephenson, R. (2013a) T is for Transmedia: Learning through transmedia play. Retrieved from http://www.joanganzcooneycenter.org/wp-content/uploads/2013/03/t_is_for_transmedia.pdf

Alper, M. & Herr-Stephenson, R. (2013b). Transmedia play: Literacy across media. Journal of Media Literacy Education, 5(2), 366-369. http://digitalcommons.uri.edu/jmle/vol5/iss2/2

Beem, M. (2013). Transmedia [Image]. Retrieved from https://www.gamnesia.com/articles/games-across-media-transmedia

Bellyfeel. (2017). Story World [Image]. Retrieved from http://www.bellyfeel.co.uk/port/

Davis, D. (2015). Connected [Image]. Retrieved from https://www.weblinc.com/labs/transmedia-storytelling-ecommerce/

Digital Learning Lab. (2016) Digital Learning [Image]. Retrieved from http://www.digitallearninglab.org/

Flickr. (2012). Minecraft [Image]. Retrieved from https://www.flickr.com/photos/bagogames/12844824643

Jenkins, H. (2007, March 22). Transmedia storytelling 101. [Web log post]. Retrieved from http://henryjenkins.org/2007/03/transmedia_storytelling_101.html

Pence, H. (2012). Teaching with transmedia. Educational Technology Systems, 40(2), 131-140. http://dx.doi.org/10.2190/ET.40.2.d

Richter, A. (2016). The marvel cinematic universe as a transmedia narrative. Americana E-Journal, 12(1). Retrieved from http://americanaejournal.hu/vol12no1/richter

VeryIsabel. (2015). Marvel Transmedia Universe [Image]. Retrieved from https://veryisabel.wordpress.com/2015/05/04/the-marvel-transmedia-universe/

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