2018
DOI: 10.1177/0273475318775138
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Engaging Higher Education Learners With Transmedia Play

Abstract: This article documents the application of transmedia play in a higher education business context, providing a case study of how transmedia play can be infused into an undergraduate marketing course. We share our findings regarding learner experience and engagement, detailing results from structured interviews with 22 course participants. Evidence shows that the transmedia approach has value and can be successfully enacted in an undergraduate course to create connected learning opportunities and elicit… Show more

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Cited by 16 publications
(36 citation statements)
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“…We also detected that most of the experiences linked to the PBS Kids project [20] are born with a clear vision of using technologies with a low technological profile (in consumption), such as video with a clear vocation of universality and accessibility, at the service of social cohesion objectives in unfavourable socioeconomic contexts. As a consequence of the technological development mentioned in the introduction, the authors propose to take advantage of the potential of the different media at their disposal: different resources are offered for different moments and in different situations [8]. These are very interesting elements from the point of view of both universal design and the scalability of digital educational experiences [26,55].…”
Section: Discussionmentioning
confidence: 99%
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“…We also detected that most of the experiences linked to the PBS Kids project [20] are born with a clear vision of using technologies with a low technological profile (in consumption), such as video with a clear vocation of universality and accessibility, at the service of social cohesion objectives in unfavourable socioeconomic contexts. As a consequence of the technological development mentioned in the introduction, the authors propose to take advantage of the potential of the different media at their disposal: different resources are offered for different moments and in different situations [8]. These are very interesting elements from the point of view of both universal design and the scalability of digital educational experiences [26,55].…”
Section: Discussionmentioning
confidence: 99%
“…In fact, it is striking the absence of explicit references to the importance of transmedia storytelling (or being more precise, to a narrative): students do not unfold a story as a learning challenge but perform different learning activities in different media and different moments. This 'changing-media' sequence is what makes the authors consider them transmedia experiences, and this absence of narratives does not offer the students the possibility to produce their own materials, to become prosumers (not only costumers): in part, students do not jump into production precisely because they do not have to develop the narrative [7][8][9][10]. Finally, the results of the research carried out in these contexts are undoubtedly promising (but still to be generalised in a more systematic way): improvements in learning outcomes and in the engagement of both students and families [46,55].…”
Section: Discussionmentioning
confidence: 99%
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