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This year Conducttr Conference has three main streams:

Connected Learning – Transmedia for Change – Persistent Engagement

 

Connected Learning – new student-centred paradigms

Technology allows us to re-imagine education as a participatory experience. Students become lifelong learners in a new educational space that integrates their interests and day-to-day activities, giving them agency and an active role in the learning process.

  • Active learning: Students become producers and active individuals in a new learning environment. They are able to produce, design, create and have agency.
  • Connection: Technology extends education beyond the school, connecting a formal learning environment to real life, the online world and their community.
  • Integration : The integration of day-to-day activities, multiple settings, entertainment, and community activities enables a better communication and understanding of academic subjects.

What you’ll get:

  • case studies of multi-learner experiences that reach beyond the classroom.
  • how transmedia strategies can generate student’s community engagement.
  • how life-like simulations prepare people for the real world.

Transmedia for Change

Technology can provide solutions to problems and facilitate change by bringing a new understanding to social issues and new personal insights. Transmedia provides new ways of approaching and addressing these issues through serious games, simulations, allowing people to connect with each other, and empowering the disenfranchised.

  • Impact: Interactive experiences create a deeper and more effective impact by making people part of the story, and showing the consequences of their decisions.
  • Make change: Technology facilitates changes by making people own the change, and be part of it. It allows building communities towards change.
  • Activate: Interactivity facilitates the transition from PASSIVE to ACTIVE, and  from AWARENESS to ACTION.
  • Empower: Empowering advocates to spread the message, and people in communities to share their story.

What you’ll get:

 

What you’ll get:

  • studies of transmedia experiences that change behaviour
  • how game mechanics are applied in the healthcare industry to involve people in good health practices
  • interactive projects that create real impact and generate action

Persistent Engagement – how to maintain attention and enthusiasm across time and platforms

The 6 pillars that support persistent engagement are: Community, Editorial control, Operational framework, Technology foundation, Legal framework and Business model. The design and creation of persistent engaging experiences ought to be understood as a holistic and structured process, which objective is that of creating long-term dedication to a goal.

  • Consumer culture and Fan culture: Building meaningful relationships with the audience as a foundation for engagement, loyalty and production.
  • Relevance: Providing relevant content and experiences that keep communities engaged and active.
  • Co-creation: Encourage fan and community participation, allowing the creation of shared storyworlds and user generated content.
  • Rewarding: Honour and reward the audience participation and creativity.

What you’ll get:

  • case study of a participatory experience that features a live experience in a physical place. 
  • how to engage audiences and communities for a long period of time.
  • the death of the author: How does a transmedia producer create a framework that encourages and supports co-creation and user-generated content (while mindful of intellectual property rights).

 

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