Search results for "telling"
showing 10 items of 165 documents
La Storia dell’Arte che cresce sugli alberi. L’esperienza dell’Arte tramite il disegno, il ri-disegno e il disegno altrui
2018
L'articolo affronta il tema della rappresentazione della natura nell’Arte sotto forma di Visual Storytelling attraverso la descrizione di due momenti esperienziali in cui i partecipanti saranno chiamati ad analizzare prima e riprodurre alcuni dettagli poi, tratti da opere d’Arte dal medioevo ai nostri giorni, tramite il disegno. Il percorso proposto, lungo quasi mille anni, ripercorre gli stili e le storie dei più grandi artisti di ogni tempo e ne coglie la varietà interpretativa e comunicativa nell'ottica di superare ogni stereotipo rappresentativo in ambito educativo: gli stereotipi della casa col tetto a falde, degli alberi con i rami dritti, dei fiori con i petali tutti uguali possiamo …
Leadership Manipulation and Ethics in Storytelling
2012
This article focuses on exerting influence in leadership, namely manipulation in storytelling. Manipulation is usually considered an unethical approach to leadership. We will argue that manipulation is a more complex phenomenon than just an unethical way of acting in leadership. We will demonstrate through an empirical qualitative study that there are various types of manipulation through storytelling. This article makes a contribution to the literature on manipulation through leadership storytelling, offering a more systematic empirical analysis and a more nuanced view of the topic than previously existed by outlining how managers engage in manipulative storytelling and what kind of ethics…
How is the problem solving process of a paper machine in Indonesia progressing?
2002
The ethical narrative in the sensemaking process : a case study of three hospital teams
2017
This thesis deals with the construction of meaning in the workplace, favoring the continuation, or the resumption, of the ongoing activity within organizations (Weick, 1969-2009). More specifically, it seeks to link the perspective of sensemaking to ethics. It is mainly based on the analysis of semi-structured interviews conducted with three hospital teams. After discussing the near-absence of analyses of the ethical dimension of sensemaking (Maitlis and Christianson, 2014), we focused on ethical philosophies in order to account for the organizational behaviors described during the interviews and to conceptualize the empirical data. On the theoretical level, the main contribution of this th…
Struggling for a professional identity: Two newly qualified language teachers' identity narratives during the first years at work
2013
Abstract Although teachers' first years in the profession are a widely studied field, the factors that would help to understand the difficulty or the ease with which individuals enter full time teaching and construct their professional identity are still little studied. This narrative study approaches the topic by comparing two newly qualified teachers' professional identity formation. The participants' stories display two different experience narratives: a painful and an easy beginning. The findings show the importance of the teachers' initial identities and the storytelling process to their professional identity formation. The study is part of a longitudinal research project in Finland.
Playing horror : narrative and genre in Valve's Left 4 Dead Series
2013
The place of story and narrative in digital games has been a hotly contested topic within the field of Game Studies during the past two decades. Beyond the question of whether games can or should be used for telling stories, research interest has focused on the nature of game narratives and their distinct qualities in comparison to other expressive media, like literature and film. The aim of this thesis is to contribute to this debate by examining the elements involved in storytelling not in digital games overall, but in one particular series, namely Valve Software‘s Left 4 Dead and Left 4 Dead 2. The use of this in-depth case study allows an examination of how various different elements co…
Accessible stories within mediascapes. Voicing otherness in digital museums
2022
This article presents the first steps in the investigation of the potential for digital storytelling and digital museums to be used as instruments for access, as enablers of epistemic and poietic agency. Digital storytelling and migration museums are used as a case study to explore in what ways digital storytelling impacts meaning-making processes performed by migrants, allowing them to become active creators and disseminators of their own experiences. Through the combination of corpus linguistics, systemic functional linguistics, and lexical semantic analysis, an ad-hoc comparable corpus of migrant narratives in English and in Italian was cross-examined in order to scrutinise the conceptua…
L’apprendimento generativo e il reflective learningnella didattica universitaria: una ricerca con studenti universitari
2020
The present paper describes the results of a research carried out with 205 students attending the 2nd year of the degree course in Primary Education from the University of Palermo in A.Y. 2018-2019. Generative and reflective learning are the framework of the research, central in the teaching-learning process for the construction of professional, competent and responsible teachers. The research path wanted to verify the validity of the McDrury and Alterio Storytelling model (2003) in order to increase students reflective, narrative and critical competence, to promote generative learning and make students aware of their talents.
Digital Storytelling Project as a Way to Engage Students in Twenty-First Century Skills Learning
2020
[EN] This paper is focused on the implications of a collaborative digital storytelling project on student engagement in the higher education context. The empirical study is conducted with an interdisciplinary group of bachelor students in a Nordic University (N = 22) and a university in Southern Europe (N = 21), and the data are collected through an online student survey. The results demonstrate that the digital storytelling project supported students’ behavioral, emotional, and cognitive engagement. In general, the students had positive emotional experiences with the project. This assignment format was found less stressful than a frontal presentation in the classroom, allowing the students…
Injustice in the Ruins and a Disordered Post-Apocalypse: Gothic Ideology in the Digital Game World of Fallout 3
2020
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, interpreting it in games and how they are informed by Gothic ideology has been little studied. This study seeks to address this gap in research by investigating these issues in the narrative of the action role-playing game, Fallout 3. More specifically, through a close reading of the game narrative and by drawing on theories of the Gothic, ideological aspects of the Gothic are analyzed in detail with specific reference to non-player characters and their actions and dialogue along with elements of the mise-en-scéne, style, and simulation. Results show how classic Gothic ideology is reproduced in …