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

Assunta Tavernise, F. Bertacchini, Pietro S. Pantano, E. Bilotta
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Abstract

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).
数字操作与真实操作:故事叙述案例研究中的学习和动机
在本作品中,设计了一个讲故事的FabLab,用于在一所小学实现莎士比亚戏剧的虚拟表演。在这个FabLab中,许多元素都经过了数字处理:文本、音频文件、3D舞台上的虚拟演员和3D希腊面具。学习的内容和动机已经被评估,并与传统课堂上制作真实面具作为人工制品的学习进行了比较。在学习有效性方面,数据显示实验组与对照组的得分差异不显著;然而,结果强调实验组和对照组都有很高的内在动机。此外,两组的定性结果都强调了做反映用户自己兴趣的事情的积极感觉:学生想要发明自己的故事并实现它们(物理或数字)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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