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From the April 21st Webinar on “Robots are eating the Building: Narrative for Increased Engagement”
Andy Petroski & Charles Palmer
Stories in TV and movies are mainly meant to entertain. A story for learning should be entertaining, but also needs to be functional. The story needs to draw the players into the experience and create a bridge between characters, media elements, digital activities, and the interactive elements. A story is not only important for immediate motivation, engagement, and purpose. It’s also important for long-term learning and behavior change. Stories connect with our emotions, something that is usually lacking from traditional training, performance change, or employee engagement initiatives. Emotional experiences are memorable experiences.
Join this session to explore stories for learning within the context of Alternate Reality Games (ARGs). ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players, and critical thinking related to the storyline and problem-based activities.