Storytelling-Based Edutainment Applications

Storytelling-Based Edutainment Applications

Anja Hoffman (ZGDV e.V. - Computer Graphics Center, Darmstadt, Germany), Stefan Gobel (ZGDV e.V. - Computer Graphics Center, Darmstadt, Germany), Oliver Schneider (ZGDV e.V. - Computer Graphics Center, Darmstadt, Germany) and Ido Iurgel (ZGDV e.V. - Computer Graphics Center, Darmstadt, Germany)
Copyright: © 2005 |Pages: 25
DOI: 10.4018/978-1-59140-591-7.ch009
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Abstract

Within this chapter, the authors — all members of the Digital Storytelling group at ZGDV Darmstadt e.V. — provide an overview of the potential of storytelling-based edutainment applications and approaches for narrative learning applications. This covers not only online applications, but also off-line edutainment components, as well as hybrid scenarios combining both types. The chapter is structured into five parts. At the beginning, a global scenario of edutainment applications for museums is introduced and key issues concerning the establishment of edutainment applications and the level of interactivity for online applications are highlighted. These open and relevant issues are discussed within a technology-oriented, state-of-the art analysis concentrating on the authoring process, storytelling aspects, dramaturgy and learning issues. Based on this brief STAR analysis, storytelling methods and concepts, as well as a technical platform for the establishment of storytelling-based edutainment applications, are described. The strengths and weaknesses of these approaches are discussed within the context of the edutainment projects, art-E-fact and DinoHunter Senckenberg. Finally, the major results are summarized in a short conclusion and further research and application-driven trends (context: museums) are pointed out.

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