Type of Credit: Elective
Credit(s)
Number of Students
This course explores the art and practice of digital storytelling, a form of narrative that integrates various multimedia elements to communicate a message or tell a story. Through a combination of theoretical readings, case studies, and hands-on projects, students will develop an understanding of the fundamental principles and techniques of digital storytelling.
The course will cover a range of topics, including narrative structures, story development, visual storytelling, video storytelling, interactive storytelling, and digital rhetoric. Students will also explore the social and cultural implications of digital storytelling and the role it plays in shaping public discourse.
能力項目說明
Through assignments, group projects, and class discussions, students will develop their skills in creating compelling digital stories that are engaging, meaningful, and impactful.
By the end of the course, students will have developed a deep understanding of the art and practice of digital storytelling and its application in various fields, such as journalism, advertising, education, and entertainment.
教學週次Course Week | 彈性補充教學週次Flexible Supplemental Instruction Week | 彈性補充教學類別Flexible Supplemental Instruction Type |
---|---|---|
Week |
Topic |
Content and Reading Assignment |
Teaching Activities and Homework |
1 |
Introduction to “Digital Storytelling” |
|
|
2 |
A Brief History of Digital Storytelling |
Murray (2004) |
Individual Reflection |
3 |
Procedural Rhetoric |
Bogost (2007) |
Individual Reflection |
4 |
Design Rhetoric |
Mollerup (2019) |
Individual Reflection |
5 |
Visual Storytelling |
McCloud (1994) |
Individual Reflection |
6 |
Scroll-based Storytelling |
Case Studies |
Individual Reflection |
7 |
Immersive Storytelling |
Case Studies |
Individual Reflection |
8 |
Interactive Storytelling |
Black Mirror: Bandersnatch |
Individual Reflection |
9 |
Location-based Narrative |
Case Studies |
Individual Reflection |
10 |
Group Project: AR Location-based Narrative |
Proposing Topic & Vision |
Group Presentation 1 |
11 |
Group Project |
Reviewing Topic & Vision |
Group Tutorial |
12 |
Emergent Narrative |
Case Studies |
Individual Reflection |
13 |
Group Project |
Presenting Story Ideas |
Group Presentation 2 |
14 |
Group Project |
Story Development |
Group Tutorial |
15 |
Group Project |
Story Visualization |
Group Tutorial |
16 |
Group Project |
Preparing Demos |
Final Presentation |
17 |
Group Project |
Report Preparation |
No Class |
18 |
Group Project |
Report Submission |
No Class |
Group Presentation 30%
Proposal 30%
Group Member Evaluation 20%
Class Participation 20%
Generative AI tools can be used in assignments, presentations, or reports, but students must provide information regarding the generative processes, including the tools (with versions) and the prompts used.
Forster, E. M. (1993). Aspects of the novel. Hodder & Stoughton in association with Edward Arnold.
Chatman, S. B. (1978). Story and discourse : narrative structure in fiction and film. Cornell University Press.
Boyd, B. (2009). On the origin of stories : evolution, cognition, and fiction. Belknap Press of Harvard University Press.
Barthes, R. (1977). Rhetoric of the Image (S. Heath, Trans.). In Image, music, text. Fontana.
McCloud, S. (1994). Understanding comics (1st HarperPerennial ed.). HarperPerennial.
Block, B. (2001). The visual story: seeing the structure of film, TV, and new media. Focal Press.
McClean, S. T. (2007). Digital storytelling : the narrative power of visual effects in film. MIT Press.
Wardrip-Fruin, N., & Harrigan, P. (Eds.). (2004). First person : new media as story, performance, and game. MIT Press.
Juul, J. (2005). Half-real: video games between real rules and fictional worlds. MIT Press.
Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. MIT Press.
Holmes, S. (2018). The Rhetoric of Videogames as Embodied Practice: Procedural Habits. Routledge.
Green, M. C., & Brock, T. C. (2000). The Role of Transportation in the Persuasiveness of Public Narratives. Journal of Personality and Social Psychology, 79(5), 701-721.
Fogg, B. J. (2003). Persuasive technology : using computers to change what we think and do. Morgan Kaufmann Publishers.
Lupton, E. (2017). Design is Storytelling Cooper Hewitt, Smithsonian Design Museum.
Mollerup, P. (2019). Pretense Design: Surface Over Substance MIT Press.