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Thanks, Helena! Hello, everyone. My name’s Dr. Doris Molero also known as Pionia Destiny.

It’s great to be here and tell you a little bit about our Immersive Storytelling Tesol sessions 2021.
In week 3, we introduced three ways to tell stories that work wonderfully in virtual worlds.
Role-Playing, emoting, and fanfiction as creative digital linguistic practices of language learners
in online communities who interact in fan spaces, on social media, and virtual worlds to tell
stories.
These practices can be used or transformed into teaching activities to help our students develop
their digital literacy and English language skills.
Additionally, We introduced Virtually Anywhere in Second Life: A transmedia Storytelling
Adventure that showcases how transmedia storytelling can be done in virtual worlds.
we also had a little fun getting our hands on the task of Importing 3D objects and creating Mesh
objects in OpenSim to make our stories come true... virtually!!
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One of the most popular digital and creative linguistic practices in Virtual worlds like Second Life
or OpenSim is roleplaying.
More than a game, roleplaying is an excellent opportunity to meet other people, belong to a
community, and learn about different cultures by working together to create new stories and
have fun.
Roleplaying allows avatars to tell stories.
In Roleplaying, stories develop as players react to what other players do or say. They do this
thanks to emoting.
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Emoting is most often used to express feelings, gestures, and creating images.
When telling stories, a very common structure in writing scenes is the action-reaction-emotional
response element.
The character does something (or something is done to them), they react to it, and they feel
something about that reaction.
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Fanfiction is another creative way to tell stories in the digital era.
Black (2006) declares that Fanfiction is writing in which fans use media narratives and pop
cultural icons as inspiration for creating their own texts.
She goes on to explain that fan authors imaginatively extend the original plotline or timeline
(such as writing a story about the birth and childhood of Darth Vader), create new characters
(such as introducing a villain who turns out to be the love child of Captain Kirk and an alien
leader from a fabricated planet),
and/or develop new relationships between characters that are already present in the original
source
(such as crafting a text around a budding romantic relationship between Harry Potter and
Hermione Granger).
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There are different genres and types of fanfiction one of the most popular is the crossover
where the characters from at least two series interacting with one another.
Authors often explore the interesting dynamics between characters from different universes.
For example A guest in Camelot, a crossover fanfiction involving Dr. Who and Merlin.
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As Helena has already told us, transmedia storytelling allows telling stories through a multiplicity
of channels each of them enriching the original story.
Virtually Anywhere in Second Life brings a story that happens in one media and comes alive in
a virtual world where avatars tell that story to help students to learn a new language.
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Students employed Transmedia Storytelling techniques to collaborate in the creation of new
fiction based on an existing short audio story.
The storyline used for this project is part of the audio series Virtually Anywhere by Cambridge
Assessment English.
These audio episodes were created primarily to help students improve their English listening
skills.
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The series tells a story about university students Geeta and Paul who are struggling with their
archeology coursework when a mysterious professor offers to help and takes them on a series
of virtual traveling to different sites.
In the original series, our characters visit two sites: The Terracotta Army in China and the
Citadel of Teotihuacan in Mexico.
Students created two new episodes following the original ones as models. Since students were
in different countries, they thought of a situation happening in their countries.
Students in Argentina chose Pucara de Tilcara in the province of Jujuy in Argentina and
students in Germany selected The Imperial Palace of Goslar.
The episodes were recreated in the virtual world of Second Life. Each episode was represented
following the original story.
You can visit the sites and interact with the different materials designed to follow the storyline.
At the same time, different tools were created by both the educator and the students.
Visitors to the sites can try to solve riddles and follow clues to find answers.
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For the EVO Sessions, we tried to bring 2 of the episodes to OpenSim.
We concluded that this kind of projects in immersive environments,
show that these creations can be used for the fulfillment of educational goals and support the
implementation of strategies
that combine effective storytelling with transmedia techniques.
They reach out to learners on their terms, creating enhancing, and spreading content in a rich
and fruitful way.
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This is a quote I fell in love with when getting ready for our sessions,
“I know only one thing about the technologies that await us in the future:
We will find ways to tell stories with them by Jason Ohler.
Thanks for your attention, now Heike will continue telling you about the outcomes of EVO
Sessions 2021.

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