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A Pedagogical Re-tale: Nusantara Folktales Conservation via Multimedia Programming in Alice 2.3

机译:教育学的故事:Alice 2.3中通过多媒体编程进行的Nusantara民间故事保护

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This paper explores the significance of encouraging Nusantara folktale readers to create an interactive digital storytelling product that can be shared on the Internet using open-source programming software. The motivation of this paper is derived from the concern whether Alice is a potential pedagogical tool in conserving Nusantara folktales or a mere software that teaches basic programming. The authors developed a digital product based on the folktale titled "Bawang Putih, Bawang Merah" in Alice 2.3, and also discussed the aesthetical-technical strengths and limitations of the software faced during the development of the project. Thereby, this paper sheds light on the potentials and limitations of Alice as an interactive storytelling tool for readers with no prior programming background, along with the possibility of becoming a digital archiving tool in conserving Nusantara folktales through transmedia storytelling.
机译:本文探讨了鼓励Nusantara民间故事读者创建交互式数字故事产品的重要性,该产品可以使用开源编程软件在Internet上共享。本文的动机源自对以下问题的关注:爱丽丝是否可以作为保护Nusantara民间故事的潜在教学工具,还是仅用于教授基本编程的软件。作者基于Alice 2.3中名为“ Bawang Putih,Bawang Merah”的民间传说开发了一种数字产品,并讨论了该项目开发过程中所面临的软件的美学技术优势和局限性。因此,本文揭示了爱丽丝(Alice)作为没有故事背景的读者的交互式讲故事工具的潜力和局限性,并有可能成为通过跨媒体讲故事来保护Nusantara民间故事的数字存档工具。

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