Workshop on TWINE Software


The Department of Languages at CHRIST (Deemed to be University) Pune Lavasa Campus organized a Twine Workshop on the 24th of August, 2024, specifically designed for the MA English with Digital Humanities students. The primary objective of this workshop was to introduce participants to Twine, a versatile narrative and game-making software widely used by video game designers, digital storytellers, and educators. Twine enables users to create interactive stories in a digital format, offering a platform that is both powerful and accessible. A key advantage of Twine lies in its user-friendly nature, allowing individuals with little to no coding experience to develop engaging games and interactive narratives, thus broadening the scope for creativity in digital storytelling.

The workshop was carefully structured to equip students with the necessary skills and knowledge to effectively utilize Twine in creating their own interactive narratives. By embracing this technology, students were encouraged to explore their creative potential and experiment with storytelling in the styles of interactive fiction and digital poetry. The resource person for the event was Prof. Aaron George from the Department of Languages, who played a pivotal role in guiding the students through each step of the process. His expertise and clear instructions enabled the participants to gain confidence in using Twine, culminating in the creation of their own interactive stories by the end of the workshop.

The workshop was divided into several key sections, each designed to provide participants with a comprehensive understanding of Twine and its practical applications. The first segment focused on the basics of Twine, with a hands-on session that introduced the students to the software's interface. Prof. George demonstrated how to navigate Twine, create passages, and establish links between different story elements. He also covered how to incorporate images, text, and choices, which are crucial components in creating interactive narratives. This session was instrumental in helping the students grasp the fundamental aspects of Twine and how these can be used to craft compelling digital stories.

The second segment of the workshop delved deeper into the art of interactive storytelling. Participants explored various examples of interactive narratives that have been created using Twine, analyzing how interactivity influences the storytelling experience. This analysis provided valuable insights into the ways in which the audience can be engaged through digital stories, highlighting the unique narrative opportunities that Twine offers. The discussions in this segment helped the students appreciate the potential of Twine not just as a storytelling tool, but as a means to create immersive and participatory experiences for readers.

Overall, the Twine Workshop organized by the Department of Languages at CHRIST (Deemed to be University) Pune Lavasa Campus was a resounding success. It effectively introduced students to the potential of Twine as a narrative tool, offering them practical insights into its features and applications. Beyond just expanding their technological skills, the workshop also fostered a sense of community among the students, encouraging collaboration and shared learning in the realm of innovative storytelling methodologies. By the end of the workshop, participants were not only more confident in using Twine, but they also left with a renewed enthusiasm for exploring the intersections of technology and narrative creation in their academic and creative endeavors.

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