Storytelling, play and learning in an augmented interactive - - PowerPoint PPT Presentation

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Storytelling, play and learning in an augmented interactive - - PowerPoint PPT Presentation

Storytelling, play and learning in an augmented interactive environment Lisa Gjedde The Danish University of Education Background R&D project developing a prototype of a narrative augmented interactive resource Funded by the


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Lisa Gjedde The Danish University of Education

Storytelling, play and learning in an augmented interactive environment

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Background

  • R&D project developing a prototype of a

narrative augmented interactive resource

  • Funded by the Danish Ministry of

Education

  • Partnership between, 3 special needs

schools, the National Knowledge center for Special Needs (VIKOM) and the Danish University of Education

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Target group

  • Learners with multiple

functional deficiencies aged 12-16

  • Normally functioning

young learners

  • Teachers
  • Parents and siblings
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Project goals

  • Designing and reseaching a ressource that:
  • Enables the learners experience through

accessible navigation, relevant content and activities and a stimulating narrative material

  • Is interesting for helpers and ordinary students as

well

  • Can be used over a prolonged period of time
  • Can be used as a design-base for researching the

learning and communication potentials

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Empowering the learner

  • Story as universal

communication tool

  • Experience of

identity and value as a human being through story

  • Experience of choice

and control

  • Agency
  • Complexity
  • Inclusion
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Narrative as cognitive tool

  • “it is very likely the case that the most

natural and the earliest way in which we

  • rganize our experience and our knowledge

is in terms of the narrative form” (Bruner 1996: 121)

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Stories and enculturation

  • Stories are fundamental to human

communications and understanding of a

  • culture. Through the stories of the culture

we are enculturated. (Bruner 1996) the stories provides tools to help in the creation

  • f meaning, at both personal and global

levels

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Narrative learning principles

  • Learning about causality and

concepts

  • Enculturation
  • Hermeneutic processes
  • Literacy through symbols
  • Construction of meaning and

construction of identity

  • Expressing choices and

communicating

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Design with narrative as pathway for learning

  • Frame narrative using animation
  • Side stories using video
  • Learner activities using games
  • Interactivity
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Narrative, communication and identity

  • The role of communication in

working with learners with multiple dysfunctions

  • Using story to develop a

programme that can function as a platform for communication

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Identity and choice making

  • Allowing the learners to deal with aspects
  • f identity, through making choices
  • Providing learners’ with choice of more

than two elements

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Design process

  • User centred iterative design process, involving

learners, teachers and special need consultants

  • Developing a relevant narrative content
  • Developing a design supporting a pervasive

narrative

  • Augmented interface supporting switch access and

voice-support, multiple points of entry and easily accessible menus

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Augmenting the interface

  • Simple navigation
  • Multiple entry-points
  • Predictions for the choices
  • Scanning is optional

allowing for use of switches and touch- screens and repeated prediction cycles

  • The scanning speed can be

adapted to the learner in the set-up.

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Story-based learning design

  • What are the implications
  • f the complexity of

narrative design and content in relation to communication and motivation for learning?

  • Can a narrative

environment further collaborative as well as individual learning?

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Metods

  • Action research
  • Classroom observations and case-studies
  • Interviews with teachers, special needs

consultants, Involving the parents

  • Interviews with students using speech-machines

and symbolcharts, laminated prints from the programme

  • Teachers writing log-books and doing video-
  • bservations
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Exploring through narrative guidance

  • The learners are guided

through the story following the main character and can explore interactive elements that are highlighted, using the scanning- function, making choices accessible to even severely challenged learners.

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Demo

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Video

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Learning Scenarios

  • Programme used adressing

the themes with physically anchored collaborative activities like:

  • Dressing up, Shield-making,

music-making, cooking etc.

  • Programme used to frame

excursion to medieval life center

  • Programme used for

assesment of learners interests

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Video

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Pervasiveness of the Narrative

  • Setting up context and

expectations through storytelling

  • Principle of coherence
  • All events and activities are

within the story

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Video

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Narrative learning and inclusion

  • Inclusiveness – allowing for understanding

relative to the students background

  • Multiple perspectives: allowing for multiple

interpretations and constructions.

  • Multiple learning styles: allowing for

different modes of storytelling and expression, based on visual, auditory or verbal competencies.

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Narrative language and modes of expression

  • Communicating thoughts and feelings

through choice making individually and collaboratively:

  • Narrative expression
  • Visual expression
  • Musical expression
  • Symbolic expression
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Conclusions

  • A platform for communication
  • A complexity which enables:
  • Choices in relation to preferences, communicating

aspects of identity to peers and teachers/helpers

  • Communication between learner and

teacher/helper

  • Communication between the learners
  • Cultural learning in a classroom context
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Thank you !

lg@dpu.dk