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Digital manipulation versus real one: learning and motivation in a case study on Storytelling Cover

Digital manipulation versus real one: learning and motivation in a case study on Storytelling

Open Access
|Dec 2019

Abstract

In this work, a Storytelling FabLab has been designed for the realization of virtual performances on a Shakesperian play in an elementary school. In this FabLab, many elements have been digitally manipulated: text, audio files, virtual actors on a 3D stage, and 3D Greek masks. Learning of contents and motivation have been assessed and compared to those of a traditional class working on the construction of real masks as artefacts. Regarding learning effectiveness, data show that there is no great difference between the score gained by the experimental group and the control one; however, results emphasize a high intrinsic motivation for both experimental and control groups. Moreover, qualitative results of both groups highlight the positive feeling of doing things reflecting user’s own interest: pupils want to invent their own stories and realize them (physically or digitally).

DOI: https://doi.org/10.2478/rem-2019-0006 | Journal eISSN: 2037-0849 | Journal ISSN: 2037-0830
Language: English
Page range: 32 - 41
Published on: Dec 26, 2019
Published by: SIREM (Società Italiana di Ricerca sull’Educazione Mediale)
In partnership with: Paradigm Publishing Services
Publication frequency: 2 issues per year

© 2019 Assunta Tavernise, Francesca Bertacchini, Pietro Pantano, Eleonora Bilotta, published by SIREM (Società Italiana di Ricerca sull’Educazione Mediale)
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.