966 resultados para Digital writing


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Transmedia storytelling and transmedia activism both afford and demand new approaches to telling our stories. Contemporary transmedia utilises multiple tools to engage audiences by creating stories that offer unique approaches to narrative, character, setting and innovative ways of looking at social issues. Here are 5 of the best recent examples.

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A new digital story exploring female agency and violence against women Launched this month, ‘Provocare’ is a multimedia verse thriller created by Meg Vann, writer; Mez Breeze, interaction designer; and Donna Hancox, research lead for Creative Industries at Queensland University of Technology (QUT). It is the first work to be commissioned and produced for ‘Queensland Writers on the International Stage’, an Arts Queensland funded programme created by QUT and The Writing Platform.

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Os diários de escrita íntima constituem tipo de texto do domínio confessional. Apresentam narrativas pessoais com características específicas ao gênero, como datação, marcas de subjetividade, escrita informal e coloquialidade. Durante muitos anos, eram escritos em cadernos e guardados a sete chaves por seus autores para que não fossem lidos por outras pessoas. Por volta dos anos 80, surgiram as agendas de adolescentes. Aproveitando o modelo pré-definido industrialmente, as agendas eram preenchidas dia a dia, como um diário, mas com a novidade do acréscimo de elementos semióticos, como fotos, papéis de bala, recortes de revistas, entre outros. Além disso, traziam como diferencial a presença de um leitor participativo: os textos eram compartilhados com amigos, e bilhetes e comentários eram escritos nas páginas das agendas. Com o advento da Internet, o diário e a agenda se fundem no blog que aproveita os recursos do suporte virtual para tornar o gênero interativo, hipertextual e multimídia, acentuando o processo de leitura e de escrita nos jovens produtores de blogs. Paralelamente, a escrita se torna grande ferramenta de comunicação no ambiente virtual, adquirindo características peculiares em função da rapidez na comunicação e da economia de digitação. A partir da teoria de Bakthin sobre gêneros do discurso e do conceito de gêneros digitais de Marcuschi, a pesquisa apresenta como objeto perceber e elencar categorias pertinentes aos gêneros diário e blog para analisá-las e compará-las, na intenção de mapear um possível percurso dos diários aos blogs de adolescentes, discutindo o contraste público-privado na escrita íntima, bem como suas principais marcas linguísticas, percebendo vantagens e desvantagens de sua utilização como ferramenta auxiliar no processo de aprendizagem da escrita e da leitura de Língua Portuguesa. A pesquisa foi motivada pela discussão de que a escrita digital pode prejudicar o desenvolvimento da produção textual de jovens em formação, o que não se confirmou, visto que a estrutura sintática da língua se mantém, e que a variação acontece apenas no nível vocabular, não interferindo na comunicação. Os resultados apontam para a utilização de blogs na educação como complementação do material pedagógico e como incentivo à leitura, à escrita, à construção da argumentação e do posicionamento crítico, aproximando a escola da vida cotidiana dos estudantes

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Relatório da Prática Profissional Supervisionada Mestrado em Educação Pré-Escolar

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The construction of a mapping of the practices of reading and writing printed and digital texts, declared by graduating students from the Bachelor s degree in Science and Technology (BCT), has provided us the analysis of the course they are making in such a socio-historical moment characterized by the revolution of the post-paper. In this sense, the general objective of this research is to understand how that construction works under the point of view of those graduating students. For this, our reflection has been guided by the search of answers for some questions which have presented to us: what reading and writing conceptions BCT graduating students have; what reading and writing practices those collaborators develop; what collections they declare to have access to; what differences they declare to have between printed and digital reading and writing along the different social roles they develop; what the reader/writer identity relations of those collaborators are. To achieving the plausible answers, we have gathered a corpus composed by texts of three genres of the argument order: academic profiles (or self-portrait), opinion articles and argumentative letters. Besides, we have made semi-structured interviews and questionnaires in the online tool of the Google Docs. The methodology which supports this academic work is the qualitative research (SIGNORINI; CAVALCANTI, 1998)of ethnographic direction (THOMAS, 1993; ANDRÉ, 1995) in Applied Linguistics (CELANI, 2000; MOITA-LOPES, 2006) and the theoretical contribution comes from the bakhtinian perspective of language conception (BAKHTIN [1929] 1981); the socio-historical writing construction (LÉVY, 1996; CHARTIER, R., 1998, 2002, 2007; COSCARELLI, 2006; CHARTIER, A., 2007; ARAÚJO, 2007; COSCARELLI; RIBEIRO, 2007; XAVIER, 2009; MARCUSCHI; XAVIER, 2010); from the studies of the pedagogy of the writing (GIROUX, 1997); from the literacy studies understood as sociocultural practice, plural and situated (TFOUNI, 1988; KLEIMAN, 1995; TINOCO, 2003, 2008; OLIVEIRA; KLEIMAN, 2008), from the studies about identity in postmodernity (HALL, 2003; BAUMAN, 2005). The results of the analysis have pointed at a multiplicity of reading/writing practices of printed and digital texts developed by the BCT graduating students due to the coexistence of the modality printed and that one derived from the new mobile devices. In that multiplicity, the prevalent idea of the collaborators is that there is a continuum between printed texts and digital texts (not a dichotomy), since the option of reading/writing printed texts or digital ones is always linked to specific communication situations, which involve participants, objectives, strategies, values, (dis)advantages, besides (re)creation of discursive genres in function of the mobile devices to which those collaborators have access in the different spheres of activities that they participate. All of that has caused a deep intersection in the identity traces of college students readers/writers in the 21st century which cannot be ignored by academic formation

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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In their out-of-school lives, young people are immersed in rich and complex digital worlds, characterised by image and multimodality. Computer games in particular present young people with specific narrative genres and textual forms: contexts in which meaning is constructed interactively and drawing explicitly on a wide range of design elements including sound, image, gesture, symbol, colour and so on. As English curriculum seeks to address the changing nature of literacy, challenges are raised, particularly with respect to the ways in which multimodal texts might be incorporated alongside print based forms of literacy. Questions focus both on the ways in which such texts might be created, studied and assessed, and on the implications of the introduction of such texts for print based literacies.

This paper explores intersections between writing and computer games within the English classroom, from a number of junior secondary examples. In particular it considers tensions that arise when young people use writing to recreate or respond to multimodal forms. It explores ways in which writing is stretched and challenged by enterprises such as these, ways in which students utilise and adapt print based modes to represent multimodal forms of narrative, and how teachers and curriculum might respond. Consideration is given to the challenges posed to teaching and assessment by bringing writing to bear as the medium of analysis of, and response to, multimodal texts.

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In their out-of-school lives, young people are immersed in rich and complex digital worlds, characterised by image and multimodality. Computer games in particular present young people with specific narrative genres and textual forms: contexts in which meaning is constructed interactively and drawing explicitly on a wide range of design elements including sound, image, gesture, symbol, colour and so on. As English curriculum seeks to address the changing nature of literacy, challenges are raised, particularly with respect to the ways in which multimodal texts might be incorporated alongside print based forms of literacy. Questions focus both on the ways in which such texts might be created, studied and assessed, and on the implications of the introduction of such texts for print based literacies. This paper explores intersections between writing and computer games within the English classroom, from a number of junior secondary examples. In particular it considers tensions that arise when young people use writing to recreate or respond to multimodal forms. It explores ways in which writing is stretched and challenged by enterprises such as these, ways in which students utilise and adapt print based modes to represent multimodal forms of narrative, and how teachers and curriculum might respond. Consideration is given to the challenges posed to teaching and assessment by bringing writing to bear as the medium of analysis of, and response to, multimodal texts.

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http://digitalcommons.winthrop.edu/dacusfocus/1019/thumbnail.jpg

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El propósito de este proyecto de graduación es dar a conocer cómo la influencia de la tecnología hoy en día puede llegar a ser una herramienta útil a la hora de aprender una lengua extranjera, como lo es en éste caso el Inglés. Mediante la herramienta llamada Storybird los estudiantes tienen la capacidad de crear, imaginar y escribir historias que les ayuda a mejorar su destreza enfocado a la escritura. Para esto se analiza tres estudios de caso, los mismos que utilizan como herramienta principal Storybird. Dichos estudios son realizados en diferentes lugares del mundo, y a la vez dirigidos a estudiantes con diferente tipo de destrezas. El propósito de estos estudios es mejorar su escritura por medio de narraciones digitales, conocidos en el ámbito extranjero como Digital Storytelling, dando asíuna alternativa diferente de enseñanza para los estudiantes. Por último, se desarrolla una Guía de Aprendizaje dirigido a docentes, con el propósito de facilitar y brindar nuevos instrumentos de aprendizaje, con el uso de Storybird, para estudiantes que desempeñan un nivel A2 dentro del Marco de Referencia Europeo para las Lenguas.

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China’s accession to the World Trade Organisation (WTO) has greatly enhanced global interest in investment in the Chinese media market, where demand for digital content is growing rapidly. The East Asian region is positioned as a growth area in many forms of digital content and digital service industries. China is attempting to catch up and take its place as a production centre to offset challenges from neighbouring countries. Meanwhile, Taiwan is seeking to use China both as an export market and as a production site for its digital content. This research investigates entry strategies of Taiwanese digital content firms into the Chinese market. By examining the strategies of a sample of Taiwan-based companies, this study also explores the evolution of their market strategies. However, the focus is on how distinctive business practices such as guanxi are important to Taiwanese business and to relations with Mainland China. This research examines how entrepreneurs manage the characteristics of digital content products and in turn how digital content entrepreneurs adapt to changing market circumstances. This project selected five Taiwan-based digital content companies that have business operations in China: Wang Film, Artkey, CnYES, Somode and iPartment. The study involved a field trip, undertaken between November 2006 and March 2007 to Shanghai and Taiwan to conduct interviews and to gather documentation and archival reports. Six senior managers and nine experts were interviewed. Data were analysed according to Miller’s firm-level entrepreneurship theory, foreign direct investment theory, Life Cycle Model and guanxi philosophy. Most studies of SMEs have focused on free market (capitalist) environments. In contrast, this thesis examines how Taiwanese digital content firms’ strategies apply in the Chinese market. I identified three main types of business strategy: cost-reduction, innovation and quality-enhancement; and four categories of functional strategies: product, marketing, resource acquisition and organizational restructuring. In this study, I introduce the concept of ‘entrepreneurial guanxi’, special relationships that imply mutual obligation, assurance and understanding to secure and exchange favors in entrepreneurial activities. While guanxi is a feature of many studies of business in Pan-Chinese society, it plays an important mediating role in digital content industries. In this thesis, I integrate the ‘Life Cycle Model’ with the dynamic concept of strategy. I outline the significant differences in the evolution of strategy between two types of digital content companies: off-line firms (Wang Film and Artkey) and web-based firms (CnYES, Somode and iPartment). Off-line digital content firms tended to adopt ‘resource acquisition strategies’ in their initial stages and ‘marketing strategies’ in second and subsequent stages. In contrast, web-based digital content companies mainly adopted product and marketing strategies in the early stages, and would adopt innovative approaches towards product and marketing strategies in the whole process of their business development. Some web-based digital content companies also adopted organizational restructuring strategies in the final stage. Finally, I propose the ‘Taxonomy Matrix of Entrepreneurial Strategies’ to emphasise the two dimensions of this matrix: innovation, and the firm’s resource acquisition for entrepreneurial strategy. This matrix is divided into four cells: Effective, Bounded, Conservative, and Impoverished.