Design of a Transmedia Project targeted to
Language Learning
Patrícia Rodrigues, José Bidarra
Centro de Investigação em Artes e Comunicação, Universidade Aberta,
Lisboa, Portugal
Abstract
— Transmedia is steadily gaining
ground in education. A transmedia learning environment
is immersive and engaging and presents the potential to
meet the needs of 21st Century learners. This paper looks
into the design stage of a transmedia learning project
targeted to English as Second Language learners and
explores aspects concerning the integration of learning
goals and strategies within the structure of the project. In
this manner, we hope to contribute to the development of
transmedia learning environments.
Index Terms — English as Second Language,
Transmedia Learning.
I. Introduction
Transmedia is a concept rooted in the entertainment
area, however its use in education is becoming more
common. As learning environments are being redefined
in order to meet today's learners needs, digital media,
social media platforms, augmented reality and mobile
devices become the tools of trade for educators - “(…)
the Net Gen identifies with media and technology.
Today learning with the new media involves a social
process of participation in a shared culture” [1].
Transmedia is an approach of educational value as it
provides multiple entry points to learning and is in
alignment with the most recent orientations for the
design of new learning paradigms. Addressing the
required transformation of learning and teaching
practices, different reports such as System Upgrade [2];
Learner at the Center of a Networked World [3];
Transmedia Play [4] and Connected Learning [5] have
come to light. More than providing pedagogical
frameworks based on learners' media consumption and
production tendencies, these documents supply valuable
guidelines for educators to accommodate the move into
learner-centered environments. At the core of the reports
Transmedia Play and Connected Learning lies the need
to enhance collaborative practices and engage learners
through the use of media. “The disconnect between
classroom learning and the everyday lives and interests
of many young people is not new.” [5] The question is
“How can we capitalize on today’s new media to
expand these forms of learning opportunity?” [5].
Creative transmedia storyworlds are participatory
spaces and can engage learners in the creation of their
own stories and production of artefacts while
developing learning paths. Wolf points out "imaginary
worlds are enjoyed not only by those who visit them,
but also by those who invent them. (...) They are often
transnarrative and transmedial in form. Stories written
by different authors can be set in the same world, so
imaginary worlds can be transauthorial as well" [6]. The
affinity spaces created by the players of MMORPGs
such as World of Warcraft or League of Legends are the
evidence that imaginary worlds are shaped by players.
Moreover, they are spaces in which learning processes
occur - "players socialize within the game, and they
come together in fan sites to discuss, critique, analyse,
and mod the game" [7] Gee & Hayes stress that “the
game beyond the game” encourages the development of
skills related to "technology, design, system thinking
and sociotechnical engineering." [7].
Not only 21st Century learners play, they are also
taking advantage of the possibilities available in the
media landscape to weave their stories across multiple
platforms - they "do not see narrative as text-based only;
rather they view narrative as a multimedia
enterprise"[8]. Since Transmedia Storytelling mirrors
the learners' dynamics in the media ecosystem, it can be
perceived as a way to capitalize on learning
opportunities.
The use of storytelling as a learning tool is not new.
Stories lend themselves to learning. As Frank Rosen
points out, storytelling is "a symbiotic exchange
between teller and listener. (...) We use stories to make
sense of our world and to share that understanding with
others. They are the signal within the noise" [9].
The art of storytelling is taken to a new dimension
when combined with a transmedia approach. Jenkins
defines Transmedia Storytelling as "a process where
integral elements of a fiction get dispersed
systematically across multiple delivery channels for the
purpose of creating a unified and coordinated
entertainment experience. Ideally, each medium makes
it own unique contribution to the unfolding of the story"
[10]. For learners it's an opportunity to “seek out content
through active hunting and gathering processes while
crisscrossing various media platforms [10] and evaluate
ideas with others. [11]. Hence, creating a transmedia
learning environment provides the learners the
“opportunity to be deeply immersed in a topic. (...) They
concurrently use technology tools for exploration as
they develop narrative and characters that will provide
others with a learning, as well as play, experience [11].
In order to tap into how a transmedia learning
environment might be stimulated, the following sections
describe the theoretical framework, as well as, the
design phase of a transmedia learning project which is
currently being used as basis of research for this subject.
II. The Project's Goals
The project Connecting Cat is the basis of research for
the creation of a transmedia learning environment in the
context of English as Second Language (ESL) learning.
It is specifically targeted to Portuguese 10th-grade
learners, 16-year-old teenagers. Connecting Cat's
storyworld hopes to be the setting for the exploration of
contents and curricular goals of ESL, level six Intermediate. Through this project, one intends to
provide space for the development of communication
skills and engagement in the topics: media culture,
multiculturalism, linguistic diversity and use of
technology.
It is also aimed at developing media
literacy and engaging learners in multimodal learning
experiences. For this effect, a set of media platforms
were selected taking into consideration the expected
learning outcomes, as well as the learner's interests.
Warren et al. highlight that a "transmedia story is
never ending, and it is continuously reshaped with the
help of peer constative feedback"[11]. Thus, transmedia
can be perceived as “a continuous learning process
where linear learning is no more. Instead, multimoldal
experiences allow learners to seek, weigh, and
communicate answers. Knowledge is found socially
constructed based on existing knowledge [11].
Connecting Cat intends to be a social space for
learners in which collaborative learning practices may
occur. The design of the project attempted to instigate
the development of a learning community via
integration of content curation processes, joint media
artefact production activities and promotion of social
interaction between participants within the storyworld.
III. Theoretical Framework
Connecting Cat draws upon two learning models:
Transmedia Play [4] and Connected Learning [5]. It also
integrated suggestions of the reports Student at the
Center of the Networked World [3] and System Upgrade
[2] during the stage of design of the project. The
selection of the most appropriate elements was
determined by the project goals and the enhancement of
the learning experiences.
Transmedia Play is "a way of thinking about
children’s experimentation with, expression through,
and participation in media"[4]. Alper & HerrStephenson suggest that the transmedia play model
promotes learner-centered practices, experiential
learning and develops literacy. A transmedia play
experience implies:
1. Resourcefulness- creative thinking to solve
challenges;
2. Sociability- communications among peers mediated
by media/ technology;
3. Mobility- use of mobile devices and the movement
between media platforms;
4. Accessibility- access from different points of entry
and definition of a trajectory according to singular
contexts and types of access;
5. Replayability- the act of revisiting and exploring
worlds that require multiple visits.
These aspects were taken into consideration while
designing the different elements of the project and
modes of representation used.
Based on media use trends, thus relevant to the design
of a transmedia learning project, the Connected
Learning model proposes the following learning
principles: activities must be interest-powered; peersupported and academically oriented. In terms of design
principles, Ito et al. suggest that activities should be
production-centered, openly networked and be focused
on a shared purpose. Connected Learning is rooted in
the active participation of learners and educators and
nurtures the ability to connect people, resources and
content - “the integration of personal in-class and outof-class experiences, collaborations and resources leads
to learning experiences that suit the learners' specific
needs” [5].
Similar to the Connected Learning report, Learner at
the Center of a Networked World [3] focuses on
promoting learning networks that "allow learners and
teachers alike to connect directly to resources, people
and activities"[3]. The Aspen Task Force on Learning
and the Internet presents five principles and a set of
recommendations that might enhance learning
experiences: "learners need to be at the center of new
learning networks; every student should have access to
learning networks; learning networks need to be
interoperable; learners should have the literacies
necessary to utilize media as well as safeguard
themselves in the digital age and students should have
safe and trusted environments for learning"[3]. Though
aimed at a wider scope of application (an educational
system), part of the set of recommendations [3], listed
below, were considered in the setting of the learning
ecosystem within the project; access to the media
platforms; possible interactions between platforms and
media artefact production activities:
1. Redesign learning environments to empower
learners to learn any time, any place, and at any pace,
both in school and beyond;
2. Enhance the ability of educators to support and
guide learners in a networked learning environment;
3. Build an infrastructure that will connect all
students in all of the places they learn;
4. Support the maximum feasible degree of
interoperability across learning networks;
5. Adopt policies to incorporate digital, media and
social-emotional literacies as basic skills for living and
learning in the digital age.
The report System Upgrade: Realising the vision for
UK education [2] addresses 12 key issues that promote
the use of digital literacy: connect; share; analyze;
assess; apply; personalize; engage; streamline; include;
know; compute and construct. These aspects apply on
various levels to the design of different learning
experiences and were used as reference in the
conception of the learning opportunities integrated in
the project.
Using a holistic approach, allows for the selection of
principles and aspects that best suit the needs of the
project and the audience it is targeted to. All the reports
presented in this section, from different perspectives,
put into evidence the need to shift learning and teaching
practices. The reports also highlight the importance to
connect with learners in their context. In the 21st
Century, it implies making use of the possibilities
available in the media landscape and capitalize their
potential for learning. The creation of a transmedia
learning environment, in this case promoted by a
transmedia learning project, may provide a space for the
development of learning paths suited for the 21st
Century learners.
If a solid theoretical framework is essential, no less is
applying it to the design stage of the project. The
following sections present the different elements that
constitute Connecting Cat and address issues inherent to
the design of a transmedia learning project.
Connecting Cat is an adventure story. Cat, an ordinary
teen girl, living in Portugal, is a seeker of the Fluxus
tribe (native cyberspace warriors) with the mission to
assemble a portal that ultimately allows the Fluxus to
interact with humans. The portal pieces are scattered all
over the world. In order to collect them, Cat relies on
her cat, an undercover warrior of the Fluxus, to give her
clues. Together they will try to connect the Fluxus to
mankind. Cat's quests take place in a storyworld in
which learners are direct participants in helping the
story to unfold across different platforms.
The hero's journey is comprised of 12 different steps.
The following table presents how the structure was
apllied to Cat, the heroine of the story:
Table I. Application of the hero's journey
The Hero's Journey
1
Ordinary world
2
The call to
adventure
Cat identifies her mission to
→ collect and assemble the portal
pieces
3
Refusal of the
call
Cat identifies the challenges in
→ completing the quests and the
need to be successful
4
Meeting with
the mentor
Shakid and Dawn provide her the
→ intel she needs to complete her
mission
5
Crossing the
threshold
Cat completes the quests to find
the portal pieces and is
→
committed to forging the link
between Humans and the Fluxus.
6
The test, allies
Cat develops her modus operandi
→ and tries to assemble the portal
pieces
7
The approach
Cat finds the location to assemble
→ the portal and discovers new facts
about her mother
8
The ordeal
→
Cat succeeds in assembling the
portal
9
Reward
→
Cat's encounter with the Fluxus
tribe
10
Road back
→
Cat takes stock of her quests and
learns the Fluxus flow
11
Ressurection
12
Return with
the elixir
IV. The Story and the Storyworld
In a preliminary stage of the project, as suggested by
the transmedia producer Bernardo, three key elements
were considered: "compelling characters; an exciting
and convincing storyworld and a strong storyline with
clearly defined plot points" [12].
In terms of narrative structure, Connecting Cat uses
the hero's journey model. Campbell's structure is
flexible and reusable, which in terms of transmedia is an
advantage. Using a transmedia approach to telling a
story, implies distributing different elements of the story
across multiple platforms and adapting them to different
formats. Gronstedt & Ramos identify reliance and
reliability as the strengths of the structure - "What works
universally with this structure is its reliance and
reliability for telling stories based on self-reflection,
stretching one’s capability, finding friends, inspiration,
attainment of goals, and perhaps what up until this point
had been undiscovered talents" [13]. To a large extent, a
learner's progression path is punctuated by challenges
and moments like the ones that shape the hero's journey.
In this manner, the learners will be able to identify with
the story and the hero.
Connecting Cat
Cat in her space; getting to know
→
her skills
Cat attempts to put into action the
→ principles she learned with the
Fluxus and seeks collaboration
Cat integrates the accquired
→ knowledge in her actions and
relationship with humans
Besides using a setting and a main character with a
profile that the learners can easily relate to, Connecting
Cat's story incorporates both the mystical (the Fluxus
world) and the real dimensions (Cat's quests). This
strategy is aimed at providing different entry points to
the story and allowing for the exploration of a wider
range of event type. "Campbell suggests that the most
classic and enduring stories are the ones fueled by a
standard framework filled with challenge and
adventure—both mystical and real" [13]. It's a balanced
blend of imaginary and ordinary world elements to
reach learners at different levels and with varied
interests.
The main arc of the story, with the purpose of
developing the events related to the protagonist,
supports micro-narratives - the heroine's quests. This
was a strategic choice. Even if the learners don't have
prior knowledge of the story, they will still be able to
make sense of the micro-narrative. From the learning
perspective, each segment of the story explores a
curricular topic or aspect thus facilitating the
management of learning goals. In parallel with Cat's
story, the learners can unfold adventures related to the
Fluxus world. These are interconnected to the events of
the main narrative; nevertheless they can be explored
outside the main frame of the story. The adventures in
the Fluxus world are targeted to provide different
exploration points to the learning contents introduced
via the micro-narratives of the main arc of the story.
Writing a transmedia narrative presents particular
design challenges. It involves perceiving the individual
affordances of each medium to be used and how to
integrate each one of them into a cohesive and coherent
narrative. Not only is it necessary to carefully design the
narrative, characters, interactions with the targeted
audience, but also take into account emergent forms of
expression - how the narrative can be shaped, expanded
or even defied. Thus, developing a storyworld is crucial
during the design phase - “Stories involve time, space,
and causality, every story implies a world in which it
takes place. Worlds can exist without stories, but stories
cannot exist without a world” [6].
The story architecture of the project, the bible, implies
developing every aspect of the storyworld. Bernardo
argues that "a fully fleshed storyworld 'bible' should
include: detailed character profiles; character
backstories and extended story arcs, historical and real
world events which help define and authenticate your
setting; the rules of your storyworld and visual elements
that distinguish or define your world"[12]. Bernardo
reinforces the importance of building a storyworld by
stating "establishing firm rules for your storyworld and
sticking to them is vital to creating and maintaining the
credibility of your story" [12].
Connecting Cat's storyworld is constituted by a
primary world and a secondary world. The first one, set
in the real world, explores the adventures of the main
character and the second one taps into the imaginary
world of the Fluxus tribe. Both worlds are
interconnected through characters, assuming double
identity, present in the real and imaginary dimensions a strategy to give cohesiveness to the storyworld and to
provide a unified experience to the user.
In order to provide an overview of the storyworld, the
core elements are described in the following table:
Table II. Description of the core elements of the storyworld
Entry Point
Description
Webisodes
"Connecting Cat"
. Primary world
. Characters: Cat (main character);
Peter (friend); grandmother; father;
→ Sassy (cat).
. Goal - develop the main narrative
arc.
Motion Book
"The Fluxus Flow"
. Secondary world
. Characters: Shakid (Fluxus
warrior/ Sassy in the primary
world); Dawn (Fluxus leader/
grandmother in the primary world);
→ members of the Fluxus tribe.
. Goal- explore aspects of the
Fluxus imaginary world; give
access to triggers to develop the
main narrative.
Main Character's
Facebook page
. Primary world
. Goal - promote interaction
→ between the audience and the
main character.
Blog
"The Fluxus log
archive"
. Secondary world
. Goal - engage the audience to
→ contribute to the expansion of the
Fluxus world via production of
media artefacts.
Edmodo
Community
. Goal - explore the storyworld
through an educational
perspective and create a space for
→ educators and learners to interact
and develop learning processes
around the storyworld.
Live Event
Location based
Quest
. Description - live event depicting
one of Cat's quests. It is set in a
location in which participants
access triggers, set through the
→ Augmented Reality app Aurasma,
to develop the mission.
. Goal - engage the audience to
take part in the development of
Cat's adventures.
Designing a transmedia storyworld is a complex
procedure since "Transmedia Storytelling is a strategic
process where the scale and scope are a whole lot more
than the sum of all its parts" [1]. In addition to this
process, it is still necessary to delineate a coordinated
plan to integrate the learning dimension in the
storyworld. The following section presents the rationale
supporting the design of the learning layer of the
project.
V. Scaffolding Learning in the Project
To determine the learning potential of the transmedia
narrative, Kalogeras [1] suggests taking into
consideration the following set of questions (in this case
in reference to the application in a E-module):
1. Can the story be integrated into an existing
curriculum?
2. Is the story engaging, and can it help make learning
more effective?
3. Does the story contain subject matter that is
relevant to the module?
4. Do the hyperlinks found in the story provide
valuable information in keeping with learning objectives
and outcomes?
5. Can additional learning extensions be created by
subject-matter experts/producers?
6. Can the students create stories extensions via
digital stories to provide educational value?
At root, Connecting Cat considers the embedding of
learning contents, specific to the 10th-grade subject of
ESL. It is expected that the project may reach learners at
different levels and with different learning profiles by
exploring the audiovisual language in a diversified form
and the inclusion of learning challenges that can be
explored both in an autonomous or oriented approach.
The storyboards for the webisodes and the motion
book were set on the subject's learning topics and
communicational skills in focus. The goal was to create
context for the learning process by integrating audio and
visual triggers. The storyworld can be accessed through
different platforms, and the topics are explored through
distinct angles thus diversifying and allowing to
generate personalised learning paths. Below, you find an
example of a visual trigger, set in the first sequence of
the motion book, to explore the topic of linguistic
diversity - an alien tree affected by human
communication.
Fig. 1. Visual Trigger Art Work - Delfim Ruas
The triggers seek to engage students in learning
activities. These may vary according to specific learning
goals. As an example, in a hypothetical ESL class
scenario, the event concerning the alien tree, depicted in
the motion book, can be used as resource for learning
activities such as brainstorming. Learners can activate
prior knowledge on the topic of linguistic diversity;
exchange and gather information orally; practice
collaboration by working in groups; present to peers
their views and/or express themselves via digital
artefacts that can be published and shared on the blog
dedicated to expand the Fluxus knowledge about
Humans.
The series of webisodes "Connecting Cat" are aimed
at developing the main story. Apart from the first
(introduction to the setting of the story and main
characters), the webisodes will allow the learner to build
his/her path of exploration within a controlled set of
options using for this effect the interactive video format.
In parallel with the webisobes, the motion book
"Fluxus Flow" explores the imaginary world of the
Fluxus. It is also a secondary story that complements the
webisodes. Each panel sequence will on one hand
present relevant information about the Fluxus culture
and members and on the other provide valuable
information or clues that will have an impact in the
development of the main story. In every sequence, there
will be panels that the user can explore and access
different information, clues or puzzles to solve. Fluxus
Flow is a motion comic book blending elements of print
comic books and animation. Schmidt argues motion
books are immersive - “Its DNA is comic books. Lots
of people have responded that it reminds them of video
game elements or having cinematic sort of qualities to it
(…) It’s an immersive reading experience” [14]. The
integration of a motion book was strategic. The format
facilitates the manipulation of imaginary elements
difficult to translate to real world sceneries.
Concurrently, it integrates references of interest to the
target audience - MMORPG elements and the comic
book language.
Connecting Cat's storyworld is intended to be shaped
by the learners and is oriented to promote the creation of
media artefacts. The storyworld integrates spaces that
might be used for this purpose - Cat's Facebook page;
the Fluxus log archive, in the form of a blog, set to
develop the knowledge of the Fluxus regarding humans,
and the Edmodo platform.
Picking up on the digital spaces in which learners
interact, one of the entry points to the storyworld is Cat's
Facebook page. The main character will strategically
publish posts that on one hand will immerse the learners
in her quests and on the other encourage curation of
learning topics embedded in the webisodes.
Similarly, the blog "Fluxus log archive" will include
challenges that might encourage the learners to develop
wikis, podcasts, videos or any other form of digital
creation. The goal is to provide learning opportunities to
engage learners in the topics, activate prior knowledge
as well as develop media literacy skills. Ultimately,
learners are expected to become co-producers of the
story and shape it according to their inputs or
contributions.
At its core, the project is focused on enhancing
learning through interactions on digital spaces, therefore
it was important to address how the educational
community would be able to interact. Taking this into
account, the Edmodo platform, given its affordances,
was integrated in the project - "Edmodo is a social
network specifically designed for primary and
secondary schools, offering a way for teachers to more
easily assess students and trade tips” [15]. It is intended
to be the space for the community of learners and
teachers to share resources and content related to Cat's
storyworld. In this way, one intends to bring the project
to life in the classroom by connecting Cat's adventures
to the learner's environment and learning needs. For
educators, this space can be used as a dynamic learning
ecosystem in which different learning models can be
implemented, and diverse topics can be explored in
order to align with different curriculum goals.
To immerse learners in the storyworld, another storybased learning strategy was applied - a location based
quest. Participants are encouraged to help Cat by
revealing vital clues and story details that ultimately
lead to the discovery of one of the portal pieces.
The location based quest intends to be a situated
learning experience in a geographic space by taking
advantage of the locative storytelling application
Aurasma. This mobile augmented reality application
allows a storyteller to attach story elements (digital
images, videos, instructions, clues) to a real world
marker. The main goal is to make the story tangible to
learners by using a learner-centered and active
participation approach - "(...) what might be otherwise
be salient but abstract information when read on a
computer screen can become something potentially
more impactful when consumed or engaged with on
location" [16].
Designing a transmedia project is a process of
leveraging platforms and formats to tell a story and
build an interactive experience. “To better serve our
audiences, we producers need to evolve the language of
‘new media’ which is, in many ways, the conjunction of
every medium” [12]. To design a transmedia experience
translates into planning and acting upon a block of
actions, contributing to a planned modification in the
behaviour of the target audience. In the case of a
transmedia learning project, it implies building a
framework that enables learners to engage
constructively with the digital resources provided in the
platforms and design interactions that sustain an
authentic experience for the learner. Crafting a coherent
learner’s experience is crucial, in others words, is to
provide a way for learners to weave together and
interconnect the resources and tools. It requires
analytical thinking and creativity at the same time. The
following diagram presents a possible route to navigate
through the different spaces of the project.
Fig. 2. Mapping of the elements for the user's experience
VI. CLOSING DISCUSSION
In the 21st century, educators are faced with the
challenge of capitalising learning opportunities in a
media charged environment. Today's learners
communicate, express themselves and interact within a
participatory culture emerging from the digital spaces
they take part in.
Learners’ habits of media
consumption have changed from passive to active. The
educational community needs to acknowledge this shift
and address the fact that learning occurs not only, but
also outside institutional context and even without the
presence of educators.
Transmedia is no longer a buzzword for educators.
The exploration of educational uses of transmedia
practices has become a prevalent topic of discussion in
recent years. The growing community of new media
literacy educators is tapping into processes to explore
the learning potential of transmedia storyworlds - “(...)
when transmedia is done well, it creates a deeply
engaging, immersive experience, which multiplies the
number of learning opportunities”[17].
In this paper, we propose that the design of a
transmedia learning project can promote the emergence
of a transmedia learning environment that nurtures
collaborative practices, engagement in curriculum topics
and supports personalised learning paths.
To this purpose, this paper presented theoretical
models analysis, the results of which led to the
emergence of a consistent theoretical framework for the
project. Through the analysis of reports such as
Transmedia Play and Connected Learning, it was
possible to identify recurrent guidelines related to the
design of learning experiences: development of
engagement; focus on collaborative practices; take into
account the interconnected media context of the learner
and bridge the gap between formal and informal
learning environments.
The theoretical foundation of the project led to the
development of a design methodology focused on
expanding the learning opportunities within an
immersive storyworld. The description of the project’s
design phase attempted to demonstrate how learning
activities and strategies were embedded in the narrative
and experience layers of the project as well as set forth
elements upon which a learning layer might be created.
The design of Connecting Cat focused on providing
different portals to interact with content and mobilising
learners to participate in the storyworld. In this manner,
we expect on one hand that Connecting Cat can be
shaped by the learners and on the other supports them in
the creation of unique learning paths. Ultimately,
Connecting Cat is a space in which learners can express
themselves on their own terms and interact across media
platforms and devices, while manipulating learning
contents.
In order to tap into the learning experiences
Connecting Cat intends to provide, a beta version of the
project will be tested with a control group of students.
The creation of a study case based on the project
implementation seeks to identify, assess and reflect on
the learning processes that might emerge through the
use of a transmedia learning storyworld. Connecting Cat
is a research project focused on providing an original
contribution to the evolving debate on the educational
use of transmedia storytelling and the creation of
transmedia learning environments.
Acknowledgement
The authors wish to acknowledge the artistic
intervention of the graphic illustrator Delfim Ruas.
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Confessions
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