Digital Storytelling in Interdisciplinary and Inter-institutional Collaboration - Lessons from our Youngest

2020 ◽  
Vol 4 (1) ◽  
pp. 129-144
Author(s):  
Jasmina Maric

If our contemporary society needs innovative solutions we argue that we need to learn from our youth. This paper presents the most prevailing issues that arose during the collaborative digital art project de-signed to connect our youth with big, mainstream cultural institution, and to augment the outreach of the project. By using the research through design approach and surveys with participants, we analyse the implications introduced by inter-institutional and interdisciplinary collaboration. We claim that such collaborations are rich, but expensive and risky. Still, they are powerful mechanisms for learning new concepts, developing creative and critical thinking, and above all social capital acquisition.

2022 ◽  
pp. 340-355
Author(s):  
Beatriz Revelles Benavente

Contemporary society has demanded innovative solutions for the uncertainties that the COVID-19 pandemic has imposed in our educational system. Gamification has long demonstrated that students' active engagement provides positive results if taken into account in the design of the educational strategies. One of the innovative solutions that this chapter proposes through the use of gamification is the tool of educational escape rooms. In order to do this, it provides three study cases implemented in the ESL classroom and the classroom of “Introduction to Literary Techniques” at the University of Granada. Doing so, it provides solutions and recommendations for the identified challenges to use these tools in the classrooms by introducing escape rooms within different educational scenarios as well as proposing affective pedagogies as a robust theoretical and methodological framework.


2018 ◽  
Vol 14 (2) ◽  
pp. 551-553
Author(s):  
Ray Maher ◽  
Melanie Maher ◽  
Samuel Mann ◽  
Clive A. McAlpine

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