Like so many of the most useful digital technologies finding
their way into education, transmedia originated in the broad
field of entertainment. Multi-platform storytelling fed the
desire of audiences for complex and participative narratives.
Today we have transmedia pioneers, such as Jeff Gomez, Lance
Weiler, and others, creating intricate narratives that are told
through books, comics, video games, Web shorts, feature films,
virtual worlds, and many other media. Effectively implemented,
such transmedia events are pervasive and have led to a
resurgence of narrative in the conjoined worlds of
entertainment, marketing, and commercial media.   From
Entertainment to Education  However, as is so often the case
with technologies that take that journey from other contexts
into education, the translation is not a simplistic one. In the
case of transmedia, it is critical that we modify and redefine
the concept in certain ways so that it can contribute as
effectively as possible to students’ learning. We know that ch