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Abstract
The recent wave of disinformation has been posing enormous challenges to an already complex
information ecosystem. People feel overwhelmed by the amount of information that is consumed every
day. It is increasingly harder to navigate the sea of information in empowering forms. That is why digital
and media literacies have been emphasized as key tools for making sense of this information disorder.
Transmedia storytelling is a competence that reflects the multiplicity of platforms, apps and screens that
sprinkle everyday life. It is a new way of conceiving and delivering narratives in multiple paths and
platforms. This paper recurs to document analysis to reflect on the characteristics of transmedia
storytelling as a way to promote media literacy. The results of the analysis made to 10 transmedia
projects contribute to deepen our knowledge on the use of digital and transmedia storytelling for the
promotion of media literacy.
Keywords: Storytelling, media literacy, transmedia.
1 INTRODUCTION
The media ecosystem was transformed by the rise of new players and practices. New mechanisms of
participation and production are now part of a fluid, collective, and complex process of creation. In this
hybrid and complex media landscape, the culture of convergence promotes new ways of telling stories
that represent an evolution from the traditional approaches in terms of narrative and production [1]. The
culture of convergence is precisely the context for renewed forms of telling stories seamlessly through
various platforms that promote a unique experience ([2], [3]).
The digital age is characterized by a transversal familiarity with technology. However, being able to
conceive and to produce narratives that spread through diverse platforms in non-linear ways is a highly
complex competence. Hence, the centrality of ‘hypermediation’ processes implies the development of
complex transmedia skills. Considering the dimensions of digital literacy and media literacy postulated
by Renée Hobbs [4], i.e., access, analysis, creation, reflection and acting, transmedia narratives and
digital storytelling can be essential instruments for the promotion of media literacy in the classroom.
Transmedia narratives can open new opportunities for formal learning environments, but they can also
be combined with informal and non-formal learning contexts, as they foster new pedagogic approaches
through the interaction with students and throughout the promotion of activities outside the classroom,
in a logic of mobility and interconnectedness (Amaral, 2019).
This paper aims to reflect on transmedia narratives as specific instruments for the promotion of media
literacy. Based on extensive documental analysis, we describe and analyze transmedia projects that
focus on media education. This study deepens our knowledge of possible uses of transmedia and digital
storytelling as tools for the promotion of media literacy.
2 METHODOLOGY
This paper aims to reflect on transmedia narratives as specific instruments for the promotion of media
literacy. The main goal is to identify a sample of 10 transmedia projects that focus on media education.
The methodological approach adopted was document analysis [13]. We analyzed and categorised the
projects into four models of pedagogical practices: transmedia play; connected learning; gamification;
location-based learning.
The transmedia play approach refers to creating student-centered learning environments, drawing on
their knowledge about playing, telling stories, and sharing them in digital media [14]. The connected
learning model [15] aims to articulate formal and informal learning environments based on three learning
principles: pedagogical practices driven by student interest, the collaboration between peers in building
learning processes, self-orientation academic path. Gamification is one of the best known pedagogical
models, allowing to introduce a playful character in the learning process to explore cognitive skills,
motivation, assessment, and collaboration [16]. Location-based learning focuses on mobile technology,
which offers contextual support through geolocation, object recognition, and automatic image
interpretation [16] and enhancing the use of augmented reality in an articulated logic of formal and
informal learning.
3 RESULTS
Transmedia storytelling can promote digital literacy, technological literacy, visual literacy, information
literacy [17], as shown in Table 1.
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Table 1. Transmedia projects focused on media education.
Considering the elements of digital storytelling and its appropriateness to formal and non-formal learning
in the context of approaches and pedagogical models previously explained, the set of projects analyzed
summarizes participatory experiences and educational resources of digital storytelling and transmedia
in learning environments.
The results show that student-centered learning environments are central in formal learning contexts,
while the connected learning model is essentially used in informal learning environments. We found that
gamification is mainly used in a "play to learn" approach and for a target audience of children and
adolescents. In the sample analyzed, there is no location-based learning project. In this regard, we must
emphasize that all multi-screen projects do not promote mobile logic.
4 CONCLUSIONS
Collaborative learning processes are crucial concerning critical thinking [11]. Considering the
dimensions of digital literacy and the media postulated by [4], i.e., access, analysis, creation, reflection
and acting, results show that transmedia narratives and digital storytelling can be essential tools for the
promotion of media literacy formal and informal learning contexts. Participatory learning environments
in a digital context can allow the development of critical literacy [5], which “gives individuals the power
over their cultures and thus allows people to create their senses and identities and to design and
transform the material and cultural conditions of their societies” [12].
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