ABSTRACT

Digital storytelling techniques is effective for young learners and older ones alike. When digital media are used to teach and train, that spoonful of sugar is an infusion of entertainment content and interactivity. Edutainment titles like the Jump Start line offer a great deal of repetitive practice, and this genres of game often goes by the name of drill and kill. Educational video games and gamification are among a number of approaches utilized in order to create a project in which teaching goals and entertainment goals are both successfully met. Gamification is the application of gaming techniques to projects that are not games and not designed for entertainment. Cosmic Voyager Enterprises, a transmedia storytelling project for students aged 12 to 17, unfolded over a three-week period and was played by 600 students all over Florida. One relatively new digital venue for learning is the online virtual world. Over 100 academic institutions have conducted classes in Second Life alone.