En una sociedad globalizada se hace necesario abrir las instituciones educativas al entorno y fomentar la participación ciudadana de los jóvenes en el desarrollo sostenible. Una forma de implicar a ...los jóvenes en el desarrollo sostenible es a partir de las salidas de campo que les permiten estar en contacto con su entorno; para ello se hace necesario plantearse metodologías de enseñanza y aprendizaje que permitan implicar a nuestro alumnado y a su vez facilitarles un papel activo en la sociedad. Con el auge de las tecnologías digitales, el futuro de la educación ha de conseguir implicar a los jóvenes en los municipios y darles voz para hacerles partícipes en el mundo que les rodea. En este artículo presentamos una propuesta didáctica basada en el storytelling digital usando el vídeo para implicar a los niños y jóvenes en el desarrollo sostenible durante las salidas de campo. La propuesta se ha experimentado en un instituto de la provincia de Girona y se aborda desde un enfoque de investigación cualitativa. El análisis de los resultados obtenidos a partir de la experimentación de la propuesta didáctica nos muestra el potencial del storytelling digital para sensibilizar e implicar a los jóvenes en el desarrollo sostenible.
Palabras clave: storytelling digital, salidas de campo, desarrollo sostenible, jóvenes, participación ciudadana
This article explores issues associated with immersive storytelling in order to examine how the field of World Building can constitute a theoretical framework for practice in the context of VR-based ...and Full Dome artistic projects. With respect to immersion, the intent will be to interpret the concept of storytelling in relation with the recent formulation of the concept of extended reality (XR). The very concept of World Building is transauthor and transmedia by nature. The transauthor dimension of World Building resides in the idea of subcreation, i.e., designing environments and interaction rules that help create a storytelling basis for generating multiple stories. Once the universe has been conceived, stories written by different authors take shape through transmedia processes across multiple distribution media (film, video games, web, etc.). The question then arises: How can the World Building approach shape the construction of immersive experiences? The article sets out to answer this question, and in doing so, to contribute to the research on environmental storytelling.
This study investigates the user experience to clarify what it is like to experience stories in VR (virtual reality) and how immersion influences story experiences in immersive storytelling. This ...study explores the immersive storytelling context, developing and testing a VR experience model that integrates presence, flow, empathy, and embodiment. The results imply that users’ personal traits correlates immersion in VR: user experience in VR depend on individual traits, which in turns influence how strongly users immerse in a VR. The way users view and accept VR stories derives from the way they envisage and intend to experience them. Rather than simply being influenced by technological features, users have intentional and purposeful control over VR stories. The findings of this study suggest that the cognitive processes by which users experience quality, presence, and flow determine how they will empathize with and embody VR stories.
•User experience of virtual reality storytelling.•How immersion influences story experiences in immersive storytelling.•Users' personal traits correlates immersion in VR.•The way users view and accept VR stories derives from the way they envisage and intend to experience them.