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EN
Jakub Czopek, Opowieść transmedialna jako przykład kreacyjnych możliwości fandomu [Transmedia story as an example of creative possibilities of fandom]. Interdyscyplinarne Konteksty Pedagogiki Specjalnej, nr 23, Poznań 2018. Pp. 191-202. Adam Mickiewicz University Press. ISSN 2300-391X. DOI: https://doi.org/10.14746/ikps.2018.23.11 The subject of the article is the creative activity of fan communities (fandom), with particular emphasis on the transmedia storytelling, i.e. the story told simultaneously within various media. The development of the Internet in the Web 2.0 formula has opened a number of possibilities for the creation of fandoms centered around a particular series, movies, books or games. The main manifestations of the activity of these groups can be reduced on the one hand to analyzing and commenting on a given text of culture, and on the other hand, to develop it, by adding new stories, often using other medium than the one originally used.
EN
The purpose of this paper is to demonstrate the focus of education on creativity achieved by the use of coding (“code to learn”), in view of modern pedagogical theories. Social interactions between young creators are an important factor. The paper describes an initial stage of the research on the phenomenon of the remix of simple computer games created by the community of users in the Scratch environment. It presents selected problems of young creators connected to sharing their own work with other community members: authorship acknowledgement, formal acknowledgement for the first author placed on derived products (games), reactions of the first author to the creative development of their ideas or influence of school grades on the will to share the project. There will be further research on the achievements of the same group of students aged 15 to 16 after a series of lessons concerning creating computer games in the Scratch environment.
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