Academic literature on the topic 'Environmental storytelling'

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Journal articles on the topic "Environmental storytelling"

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Fakunle, David O., David T. Thomas, MPH, Kathy A. M. Gonzales, Denise C. Vidot, and LaShaune P. Johnson. "What Anansi Did for Us: Storytelling’s Value in Equitably Exploring Public Health." Health Education & Behavior 48, no. 3 (June 2021): 352–60. http://dx.doi.org/10.1177/10901981211009741.

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There is growing implementation of storytelling as a specific application of narrative in public health. As the field’s latest epoch evolves to consider cultural determinants, reimagination of how scientists conceptualize, operationalize, and capture populations’ unique elements is necessary, and storytelling provides a genuine and efficacious methodology that can assist with that reimagination. Professionals are creating more spaces that demonstrate how storytelling elucidates, promotes, and supports contextual factors that are not captured by orthodox methodologies. However, more opportunities are needed to exhibit storytelling’s impact on capturing the nuances in human experiences, such as those of historically and systemically underrepresented populations. This study synthesizes the past decade of research in public health and related fields that primarily utilized storytelling and reports significant implications. Additionally, this study highlights explorations in public health that primarily use storytelling as a research and practice approach. Each case study includes a description of the background and aims, elaborates on storytelling’s utilization, and discusses findings, observations, and future directions. Finally, this study discusses conceptual issues in public health raised by use of storytelling, such as how to best capture impact on human beings and the importance of context. This article’s goal is to present current evidence of critical reevaluations to the epistemological, conceptual, and practical paradigms within public health through storytelling. Additionally, this article aims to provide support and empowerment to public health scientists considering creative approaches to better acknowledge and appreciate humanity’s inherent subjectivity.
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Lauwrensia, Anastasia Pratiwi, and Angga Ariestya. "The Green storytelling marketing: influencing consumer purchase decision through environmental consciousness." Jurnal Komunikasi Profesional 6, no. 1 (February 14, 2022): 39–55. http://dx.doi.org/10.25139/jkp.v6i1.4390.

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This research examines marketing on social media using green storytelling, especially on green products such as product of composting. In the green storytelling marketing activity, stories about composting activities at home are shown to eradicate the problem of organic waste and promoting product of composting. It is interesting because currently organic waste is the most common type of waste in Indonesia. This research uses a quantitative method for followers of the Instagram account @Sustaination (N=338). Participants are account followers who have purchased composter products and carried out composting activities. An interesting finding in this study is that green storytelling marketing activities can have a direct influence on purchasing decisions for composter products. In addition, the influence of green storytelling marketing can also affect on purchase decision through environmental consciousness. This is because green storytelling marketing can affect the affective, cognitive, and dispositional dimensions of environmental consciousness. In green storytelling marketing, there is information and knowledge conveyed through the stories displayed. This can then help influence the active dimension in which there is an element of purchasing green products. This is the reason green storytelling marketing through environmental consciousness can influence the purchase decision of composter products.
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West, Sasha. "Storytelling." Pleiades: Literature in Context 41, no. 2 (2021): 166. http://dx.doi.org/10.1353/plc.2021.0000.

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Moore, Sarah A., Robert E. Roth, Heather Rosenfeld, Eric Nost, Kristen Vincent, Mohammed Rafi Arefin, and Tanya M. A. Buckingham. "Undisciplining environmental justice research with visual storytelling." Geoforum 102 (June 2019): 267–77. http://dx.doi.org/10.1016/j.geoforum.2017.03.003.

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Lee, Youngsoo, and Joosung Lee. "Interactive Game-Content-Based Storytelling for the Environment." Sustainability 12, no. 19 (October 6, 2020): 8229. http://dx.doi.org/10.3390/su12198229.

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To plan a persuasive environmental campaign, it is important to tell consumers environmental messages in an engaging manner, to encourage user participation. To explore the effective approaches to storytelling for environmental innovation, this study analyzes how varying interaction modes based on the interactivity levels of user participation framework influence people’s response to an environmental mission such as planting trees. This research has developed and employed various forms of interactive contents, such as problem-solving, mission-driven games to increase consumer awareness and induce pro-environmental actions. This research first reviews previous studies on game approaches and storytelling for environmental issues. It then explores how the different levels of interactive storytelling with the game content types induce consumer responses to a green product purchase or environmental protection campaign donation. Practical implications of environmental storytelling approaches and the use of interactive game content are also discussed.
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Dickinson, Elizabeth. "Addressing Environmental Racism Through Storytelling: Toward an Environmental Justice Narrative Framework." Communication, Culture & Critique 5, no. 1 (February 9, 2012): 57–74. http://dx.doi.org/10.1111/j.1753-9137.2012.01119.x.

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Smolnikov, Anton D. "ENVIRONMENTAL STORYTELLING: ABOUT NARRATIVE DEVICES IN COMPUTER GAMES." Gumanitarnaya informatika, no. 12 (July 1, 2017): 69–76. http://dx.doi.org/10.17223/23046082/12/8.

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Levy, Joanise. "Environmental storytelling: a articulação entre espaço e enredo." Esferas 1, no. 21 (October 21, 2021): 185. http://dx.doi.org/10.31501/esf.v1i21.13119.

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Este artigo busca demonstrar a importância do environmental storytelling na concepção do enredo. Nos jogos eletrônicos a construção do ambiente narrativo é parte do processo de criação, entretanto, na escrita fílmica é um elemento que recebe pouca atenção, fato que se confirma pela escassez de estudos sistematizados sobre o tema. Ao analisarmos o ambiente narrativo do filme Um dia muito especial, de Ettore Scola, evidenciou-se a relação indissociável entre espaço e enredo.
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Morrison, Leanne J., and Alan Lowe. "Into the woods of corporate fairytales and environmental reporting." Accounting, Auditing & Accountability Journal 34, no. 4 (March 12, 2021): 819–48. http://dx.doi.org/10.1108/aaaj-03-2020-4466.

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PurposeUsing a dialogic approach to narrative analysis through the lens of fairytale, this paper explores the shared construction of corporate environmental stories. The analysis provided aims to reveal the narrative messaging which is implicit in corporate reporting, to contrast corporate and stakeholder narratives and to bring attention to the ubiquity of storytelling in corporate communications.Design/methodology/approachThis paper examines a series of events in which a single case company plays the central role. The environmental section of the case company's sustainability report is examined through the lens of fairytale analysis. Next, two counter accounts are constructed which foreground multiple stakeholder accounts and retold as fairytales.FindingsThe dialogic nature of accounts plays a critical role in how stakeholders understand the environmental impacts of a company. Storytelling mechanisms have been used to shape the perspective and sympathies of the report reader in favour of the company. We use these same mechanisms to create two collective counter accounts which display different sympathies.Research limitations/implicationsThis research reveals how the narrative nature of corporate reports may be used to fabricate a particular perspective through storytelling. By doing so, it challenges the authority of the version of events provided by the company and gives voice to collective counter accounts which are shared by and can be disseminated to other stakeholders.Originality/valueThis paper provides a unique perspective to understanding corporate environmental reporting and the stories shared by and with external stakeholders by drawing from a novel link between fairytale, storytelling and counter accounting.
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Rosyid, Novi Utami. "DEVELOPMENT OF MANGROVE ECO-LITERACY STORYTELLING AS ENVIRONMENTAL EDUCATION LEARNING MEDIA FOR COASTAL CHILDREN IN BANTEN." GeoEco 6, no. 2 (August 10, 2020): 162. http://dx.doi.org/10.20961/ge.v6i2.42488.

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<p><em>One of the ecological problems on the Serang Coast is the degradation of mangrove ecosystems. Coastal communities suffer various losses due to damage to mangrove ecosystems. Mangrove degradation is triggered by the people's ignorance in utilizing mangrove ecosystems in a sustainable manner. for this reason, preventive solutions through environmental education are needed to increase the understanding of coastal communities about importance of the mangrove ecosystems through eco-literacy. Eco-literacy is environmental education approach to increase the ecological awareness of the community and create an environmental balance. This study aims to create and develop mangrove eco-literacy storytelling as learning media of environmental education for coastal children at SDN Lontar 2 – Serang. The research method used Research and Development by Borg and Gall (2008). The result of this study was learning media for the mangrove eco-literacy storytelling which has been through feasibility testing and field trials. The feasibility testing resulted 83.34 % with a very good category. Field trials showed that there was a significant effect with the pretest and post-test based on the t-test 0.02 &lt; p = 0.05 which means that users of mangrove eco-literacy storytelling influences to increase of mangrove eco-literacy students. The conclusions show that eco-literacy of mangrove storytelling media is very feasible to use for the learning process and mangrove eco-literacy storytelling is proven to be able to improve the ability of eco-literacy mangroves of students in environmental theme learning at SDN Lontar 2 - Serang.</em></p>
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Dissertations / Theses on the topic "Environmental storytelling"

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He, Yin. "Immersive Storytelling for Environmental Communication." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158200.

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As one of the earliest attempts to apply immersive technology in environmental communication, this design research project tries to answer the following research question: how do we communicate the connections between food-related behaviors and environmental impacts through immersive storytelling? During the project, an immersive story called "Trik’s' Party" for dome shows and a journey map of an immersive visitor experience are created. These design outcomes and this paper are built on the knowledge of scientific findings, communication methods, content creations, and service design. To support the creation process, new sketching, storyboarding and prototyping methods were developed for dome content creations. The core message of this paper is that effective environmental communication is not just about informing the public about facts and data from scientific studies. It is also about giving individuals and communities the knowledge, tools and spaces to develop a vision of their own future. Immersive storytelling is one of the methods for creating these spaces. It has a large potential to raise public empathy with other people and their future-self when the long-term and abstract impacts of the environmental problems become more visible and comprehensible in an imaginary space.
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Liu, Han. "Urbancraft: An urban laboratory for environmental storytelling." Thesis, KTH, Stadsbyggnad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-302442.

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Stockholm is experiencing the fast urban expansion with major development projects including housing, transportation and public spaces in and out of the city in which existing blocks are involved at different levels. The project Urbancraft’s proposal to transform Kvarteret Sländan in northern Vasastaden in Stockholm is an an explorative and experimental work that look at a range of different approaches which are inspired from the game world where more interactions happen and people are more engaged in its environment but are of different characters. The aim of the project is to explore and test the approaches from game world and answer the question of how to create a vibrant neighbourhood in a traditional European district, but at the same time an imaginary vision of it: mixed, historic and most importantly interactive and responsive to the local contexts for amenity such as seasonal difference of sunlight and the diversity of needs. The key point of the concept is translating game design methods into urban design and architecture language regarding to physical world and digital game world. The design phase focuses on three units of the traditional blocks: buildings, networks and courtyards which have a significant impact in Vasastaden’s appearance. The shapes of buildings are modified through strictly applied rules for both daylight and direct sunlight, while making these possible to change periodically. Networks as connections into the site break the barriers and create new public and semi-public spaces both at roof level and ground level. As a result, rooftops and courtyards will be redefined and more responsive for different users and needs with the thinking of game world.
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Björklund, Johanna, and Kyle Thorburn. "Miljö som berättar : En karaktärs berättelse genom Environmental Storytelling." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10735.

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This study aims to explore and gain new insight into how one could tell a game-character's story through Environmental Storytelling. By doing this we hope to make game characters feel more real and alive, while at the same time furthering the game’s narrative. Before delving into the creation and examining of our game, we establish that it’s really important let the players come to their own conclusion regarding perceived story, even if they are inaccurate. After having created a game in an attempt to answer our question at issue we let other people play the game. We believe this is important as we, the creators of the game, already know everything there is to know about the character in question. The research uses Actor Network Theory as its methodology, as we believe it can help us understand relationships to why something works or doesn’t work. This research concludes that it’s all the small details that adds up, enriching a character's story.
Den här undersökningen syftar på att utforska och finna nya insikter kring hur man kan berätta en spelkaraktärs story genom Environmental Storytelling. Med detta hoppas vi kunna göra så att spelkaraktärer känns mer levande och äkta, och samtidigt främja spelets narrativ. Innan vi gräver ner oss i skapandet och undersökandet av spelet i vår undersökning, fastställer vi att det är väldigt viktigt att låta spelarna dra sina egna slutsatser kring hur de uppfattar storyn, även ifall de är felaktiga. Efter vi skapade spelet för att försöka besvara vår frågeställning, bjöd vi in folk till att testa vår spel. Vi tror att det är viktigt med andras feedback och erfarenheter då vi som spelskapare redan ränner till allt om karaktärens story. Den här undersökningen använder sig av “Actor Network Theory” som metodologi, vi tror att det kan hjälpa oss se samband och relationer kring varför saker funkar eller inte. Undersökningen drar slutsatsen att det är alla små detaljer som berikar karaktärens story.
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Hamberg, Elin. "Environmental Storytelling : En undersökning om berättande miljöer i spel." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22140.

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Denna uppsats undersöker Environmental Storytelling som berättarteknik i spel. Huvudsyftet med uppsatsen är att få kunskap i ämnet för att applicera på ett specifikt spelprojekt, samt att undersöka området genom en användarundersökning. Frågan ställs hur spelare använder environmental storytelling för att skapa sig en uppfattning om spelets story. Teori undersöks för att samla information och rekommendationer om hur man använder environmental storytelling, och denna information används sedan för att skapa en virtuell miljö. Miljön testas av spelare som får spela igenom miljön under observation och sedan delta i en kvalitativ semi-strukturerad intervju, där de frågas om vad de förstår av spelets story, och hur de kom fram till det genom att titta på miljön. Resultaten visar att spelare kunde få en uppfattning och storyn, dra slutsatser och spekulera utifrån det de sett i miljön. Mycket av teorin stöddes också av undersökningen.
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Pettersson, Matilda. "Environmental Storytelling inom 3D-miljöer : Narrativa och mekaniska ledtrådar inom Survival Horror." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12935.

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Syftet med detta arbete var att undersöka ”environmental storytelling” och dess betydelse i att bygga ut spelmiljöer. Begreppet och tankarna på ”environmental storytelling” har baserats på Don Carson och Henry Jenkins tankar kring ämnet. Utöver dessa källor användes även områdena kring ”immersion” och ”affordence”. Till undersökningen producerades en artefakt bestående av tre utrenderade 3D-miljöer, som sedan användes i kvalitativa intervjuer. Intervjuerna bestod av frågor kring hur informanterna uppfattade bilderna. Resultatet av intervjuerna visade att de narrativa ledtrådarna fick störst fokus över de mekaniska ledtrådarna. Det visades även att flera av ledtrådarna kunde byta roll, narrativa kunde fungera som mekaniska respektive mekaniska kunde fungera som narrativa. Det framgick att ”environmental storytelling” ger ett ytterligare djup till spelaren från spelmiljöerna. För ett framtida arbete skulle ytterligare fördjupning inom olika miljöer förekomma, med större fokus på hur människor uppfattar berättelser genom tecken och objekt, samt fler infallsvinklar från andra livserfarenheter.
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Karlsson, Jesper, and Malm Simon Sääf. "INDEXICAL STORYTELLING : A story without words." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20047.

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The purpose of this study is to investigate how indexical storytelling in a 3D scene could affect the players understanding of narrative and how they navigate the scene. The background of the study presents what indexical storytelling is and goes briefly into color interpretation.To answer how indexical storytelling affects players a 3D scene was made, containing indexical objects which the 10 participants could go through and explore in semi-structured qualitative interviews. This was to see if the participants understood the narrative of the scene and the similarities or dissimilarities between people with experience in different game genres.The result showed a possible tendency in the participants understanding the narrative of the scene. But additional studies and participants are required to be able to come to any larger scale conclusion or generalizations.

Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.

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Nugent, Ashley Frances. ""Odd Apocalyptic Panics"| Chthonic Storytelling in Margaret Atwood's Maddaddam." Thesis, Florida Atlantic University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10844499.

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I argue that Margaret Atwood’s work in MaddAddam is about survival; it is about moving beyond preconceived, thoughtless ideology of any form with creative kinship. Cooperation and engagement cannot be planned in advance, and must take the form of something more than pre-established ideology. I will discuss MaddAddam in light of Donna Haraway’s recent work in which she argues that multispecies acknowledgement and collaboration are essential if humans are to survive and thrive in the coming centuries. By bringing the two texts into dialogue, one sees that Atwood’s novel constitutes the kind of story deemed necessary by Haraway for making kin in the Chthulucene. Various scenes depicting cooperation and interdependence among humans and other animals offer chthonic models of kinship; these relationships, as opposed to ideological and anthropocentric isolation, will serve as the means of surviving and thriving within an ongoing apocalypse.

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Elmhammar, Julia, and Amanda Berg. "Learning the ropes through environmental and indexical storytelling : Introducing basic mechanics as a part of the world." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21933.

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Abstrakt Diegetiska effekter, icke diegetiska effekter, indexical -och environmental storytelling i relation till tutorials, vad händer när man introducerar spelets mekaniker med hjälp av dessa?  Denna artikel undersöker hur andra spel har använt sig av ovan begrepp för att introducera mekaniker och spelvillkor. Vi kommer diskutera hur environmental -och indexical storytelling tillsammans med diegetiska och icke diegetiska visuella effekter kan påverka spelarens inlevelse och förståelse av de grundliga mekanikerna i ett spelutrymme. Till följd av ett analysarbete av designexempel undersöker vi detta genom en egen gestaltning.
Abstract Diegetic effects, non-diegetic effects, indexical and environmental storytelling in relation to tutorials, what happens when you introduce the game's mechanics with these concepts? This article examines how other games have used these concepts to introduce mechanics and game conditions. We will discuss how environmental and indexical storytelling together with diegetic and non-diegetic effects can affect the player's perception and understanding of the basic mechanics of a game space. As a result of an analysis of design examples, we investigate this through our own design.
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Hellsten, Felicia. "Färgassociationer i environmental storytelling : En undersökning om uppfattningen av färg på 3D-modeller i dataspel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13752.

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Denna undersöknings syfte var att undersöka hur en 3D-scens val av färger skulle kunna påverka spelarens uppfattning av scenens environmental storytelling. I undersökningens bakgrund presenteras olika metoder, teorier och tillvägagångssätt för att skapa environmental storytelling, samt forskning kring färgassociationer, färgers kontext och kulturella skillnader gällande tolkning av färger. För att svara på undersökningens frågeställning skapades två olika 3D-scener med narrativ baserade på environmental storytelling genom spår och ledtrådar. Dessa delades upp i tre färgvarianter vardera. En gul, en röd och en blå scen. Sammanlagt sex scenvarianter. Semi-strukturerade kvalitativa intervjuer utfördes sedan med 18 informanter som fick spela en av scenerna vardera. Detta för att ta reda på om informanterna uppfattade dessa scener olika beroende på scenens färgval. Resultatet visade på en eventuell påverkan av uppfattningen genom färger, men ytterligare informanter och data krävs för att kunna få fram några storskaliga slutsatser.
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Karlegrund, Robin, and Fabian Åkesson. "Visuellt berättande i Digitala Spel : Virtuella spelmiljöer och deras berättelser." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12175.

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I kandidatarbetet granskar vi hur berättande i digitala spel kan ske genom enbart visuella medel, varav text är exkluderat. Syftet med denna artikel är att utforska och skapa en förståelse för hur olika berättarverktyg kan inverka på hur spelaren upplever, tolkar och sammansätter ett narrativ baserat på sin omgivning. För att en undersökning skulle kunna ske utformade vi två gestaltningar i form av spelmiljöer där vi använde oss av olika metoder för berättande i varierande grad. Speltester utfördes med hjälp av medietekniska studenter från olika inriktningar vilket resultaten sammanställdes från, och reflekterades kring effekten de utvalda berättarverktygen haft.
In this bachelor thesis we examine how narration in a digital game can be accomplished through visual means exclusively, written text excluded. The purpose of this article is an exploration in understanding of how different tools for narration can affect how the player experience, interpret and compile a narrative based on their surroundings. The analysis was made possible through the formation of two game environments, to which we applied different methods of narration to varying degrees. Game tests were performed with the help of undergraduates in media technology from different fields, where of the results were compiled from and we reflect upon the effect our chosen narrative tools had.
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Books on the topic "Environmental storytelling"

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Zwaal, Natascha. Narratives for nature: Storytelling as a vehicle for improving the intercultural dialogue on environmental conservation in Cameroon. [Leiden: s.n.], 2003.

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Taking care: Thoughts on storytelling and belief. Minneapolis, MN: Milkweed Editions, 1999.

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Ellis, Brian. Learning from the land: Teaching ecology through stories and activities. Englewood, Colo: Teacher Ideas Press, 1997.

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Ellis, Brian. Learning from the land: Teaching ecology through stories and activities. Santa Barbara, Calif: Libraries Unlimited, 2011.

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Leicester, Mal. Environmental learning for classroom and assembly at KS1 and KS2: Stories about the natural world. London : New York, NY: Routledge, 2009.

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Learning from the land: Teaching ecology through stories and activities. Englewood, Colo: Teacher Ideas Press, 1997.

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Arnold, Annika. Climate Change and Storytelling: Narratives and Cultural Meaning in Environmental Communication. Palgrave Macmillan, 2019.

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Arnold, Annika. Climate Change and Storytelling: Narratives and Cultural Meaning in Environmental Communication. Palgrave Macmillan, 2018.

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Strauss, Kevin. Tales with Tails: Storytelling the Wonders of the Natural World. Libraries Unlimited, 2006.

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Tim, Ahern, Whybrow Helen, and Trust for Public Land (U.S.), eds. The story handbook: Language and storytelling for land conservationists : essays. San Francisco, CA: Trust for Public Land, 2002.

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Book chapters on the topic "Environmental storytelling"

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Pileggi, Mairi, and Eric Morgan. "Storytelling as action." In Environmental Communication Pedagogy and Practice, 159–66. New York : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315562148-16.

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Bevensee, Sebastian Hurup, Kasper Alexander Dahlsgaard Boisen, Mikael Peter Olsen, Henrik Schoenau-Fog, and Luis Emilio Bruni. "Aporia – Exploring Continuation Desire in a Game Focused on Environmental Storytelling." In Interactive Storytelling, 42–47. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34851-8_4.

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Bevensee, Sebastian Hurup, Kasper Alexander Dahlsgaard Boisen, Mikael Peter Olsen, Henrik Schoenau-Fog, and Luis Emilio Bruni. "Project Aporia – An Exploration of Narrative Understanding of Environmental Storytelling in an Open World Scenario." In Interactive Storytelling, 96–101. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34851-8_9.

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Arnold, Annika. "How to Understand the Role of Narratives in Environmental Communication: Cultural Narrative Analysis." In Climate Change and Storytelling, 57–81. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-69383-5_3.

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Adsit-Morris, Chessa. "Bag-lady Storytelling: The Carrier-bag Theory of Fiction as Research Praxis." In Restorying Environmental Education, 43–54. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-48796-0_3.

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Hudspeth, Thomas R. "32. Reimagining sustainability education to address Anthropocene challenges: envisioning, storytelling, community scenario planning." In Envisioning futures for environmental and sustainability education, 407–18. The Netherlands: Wageningen Academic Publishers, 2017. http://dx.doi.org/10.3920/978-90-8686-846-9_32.

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Nichols, Bryan H., Bessie P. Dernikos, and Elizabeth A. Morphis. "19. Green stories of the future: leveraging standardsbased narrative techniques to guide student storytelling for sustainability." In Envisioning futures for environmental and sustainability education, 271–79. The Netherlands: Wageningen Academic Publishers, 2017. http://dx.doi.org/10.3920/978-90-8686-846-9_19.

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Nielsen, Thomas Lund, Eoin Ivan Rafferty, Henrik Schoenau-Fog, and George Palamas. "Embedded Narratives in Procedurally Generated Environments." In Interactive Storytelling, 30–43. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62516-0_3.

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Grinder-Hansen, Arne, and Henrik Schoenau-Fog. "The Elements of a Narrative Environment." In Interactive Storytelling, 186–91. Cham: Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-02756-2_23.

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Miller, Lynn C., Stacy Marsella, Teresa Dey, Paul Robert Appleby, John L. Christensen, Jennifer Klatt, and Stephen J. Read. "Socially Optimized Learning in Virtual Environments (SOLVE)." In Interactive Storytelling, 182–92. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-25289-1_20.

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Conference papers on the topic "Environmental storytelling"

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Guo, Siao-cing. "Utilizing Digital Storytelling to Foster Pupil’s Language and Environmental Awareness and Action." In 2021 International Conference on Advanced Learning Technologies (ICALT). IEEE, 2021. http://dx.doi.org/10.1109/icalt52272.2021.00093.

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Prabowo, Agung, Yenni Sri Utami, and Oliver Samuel Simanjuntak. "Revitalization Of Batik Tulis Giriloyo Small Business After The Covid-19 Pandemic Through The Storytelling Approach." In LPPM UPN "VETERAN" Yogyakarta International Conference Series 2020. RSF Press & RESEARCH SYNERGY FOUNDATION, 2020. http://dx.doi.org/10.31098/pss.v1i1.188.

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Batik Giriloyo is the oldest written batik center in Yogyakarta. The Batik Giriloyo tradition has a strong emotional connection with the Kraton Yogyakarta tradition due to the development of the courtiers who guarded the tombs of the kings in Imogiri. This historical background makes the Batik Giriloyo motifs have a strong market in a storytelling marketing platform. So far, sales of Batik Giriloyo have relied on direct sales. However, the Covid-19 outbreak caused sales to decline. Changes in consumer behavior will have a permanent impact on sales not anticipated. Changes in consumer social behavior will change their shopping behavior. Reduced contact (less contact) will be a threat. For information technology to be the preferred way of selling, several studies have stated that technology will be useful in supporting the sustainability of people's lives. On the other hand, technology is less able to persuade. This research tries to make a promotional model based on storytelling by utilizing technology 4.0 as a marketing medium. The method used is the exploratory method. Exploration is used to find potential stories in Batik Giriloyo. The results show that the Batik Giriloyo motif has various background stories that are very philosophical. Starting from the philosophy of Javanese Culture, Environmental Philosophy, and history.
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Bers, Marina Umaschi, Judith Karlin, Edith Ackermann, Justine Cassell, Beth Donegan, Joseph Gonzalez-Heydrich, David Ray DeMaso, Carol Strohecker, Sarah Lualdi, and Dennis Bromley. "Interactive storytelling environments." In the SIGCHI conference. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/274644.274725.

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Doyle, Denise. "Immersive storytelling in mixed reality environments." In 2017 23rd International Conference on Virtual System & Multimedia (VSMM). IEEE, 2017. http://dx.doi.org/10.1109/vsmm.2017.8346299.

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Alves, Alexandra, Roseli Lopes, Patrik Matos, Luiz Velho, and Djalma Silva. "Reactoon: Storytelling in a Tangible Environment." In 2010 IEEE 3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010). IEEE, 2010. http://dx.doi.org/10.1109/digitel.2010.28.

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Göttel, Timo. "Reviewing children's collaboration practices in storytelling environments." In the 10th International Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/1999030.1999049.

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Paay, Jeni, Jesper Kjeldskov, Anders Christensen, Andreas Ibsen, Dan Jensen, Glen Nielsen, and René Vutborg. "Location-based storytelling in the urban environment." In the 20th Australasian Conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1517744.1517786.

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Alinam, Mortaza, Luca Ciotoli, and Ilaria Torre. "WoTEdu: A Multimodal Interactive Storytelling System." In PETRA '21: The 14th PErvasive Technologies Related to Assistive Environments Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3453892.3464900.

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Arndt, Sebastian, Veli-Pekka Räty, Wendy Ann Mansilla, Francisco Ibanez, Scott Davies, and Andrew Perkis. "Workshop on Interactive Digital Storytelling in Broadcasting Environment." In TVX '17: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3077548.3078628.

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Encarnación-Vargas, Carmen, and Cesar Guevara. "Development of an Interactive Story Applying Digital Narrative for Reading Comprehension." In Human Systems Engineering and Design (IHSED 2021) Future Trends and Applications. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe1001135.

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This research seeks in digital narratives a methodology that contributes to improve the field of reading comprehension. Storytelling adds technological tools to the educational process. These strategies allow the student to participate, interact and build their meaningful learning. Thus, four interactive stories were designed and applied, with narrations adapted to the students' social environment. Storytelling and gamification were used through tools like: Vyond, Movavi, Powtoon, VideoScribe and Filmora. The participants are students of “Juan Jiménez” PCEI school, an intensive upper basic cycle, located in the eastern region of the Republic of Ecuador. And the students have obtained excellent qualification marks with this prototype.
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