2005. Getting the Story Straight: the role of narrative in teaching and learning with interactive media (original) (raw)
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1999. Designing multimedia for learning: narrative guidance and narrative construction.
Narrative is fundamental to the ways we make sense of texts of all kinds because it provides structure and coherence, but it is difficult to see how this works in the context of multimedia interactive learning environments (MILES). We tested our hypotheses about the form and function of narrative in MILES by developing three versions of material on CD-ROM which had different narrative structures and analysed the impact of the different versions on learner behaviour. We present a theoretical framework in which we explain the concepts of narrative guidance and narrative construction and their application to the design of MILES.
5 th International Conference on Narrative and Interactive Learning Environments
In this paper, we consider the role of narrative management in a character-based emergent narrative framework. The paper defines the problem and considers related work. It evaluates the role of the Game Master in non computer-based role-playing games and presents two initial implementations of a story facilitator within a character-based system using the FAtiMA agent architecture. Finally it considers what further work is required. th International Workshop on Narrative and Interactive Learning Environments Page | 10
Galapagos: developing a CD-ROM to explore learners' responses to different narrative styles
Narrative has long been a feature of books, films and television; we use it to shape our experience and to help us remember. Whilst multimedia combines these familiar linear media it also deconstructs the narrative which is normally present. As a result, the skills learnt with traditional media are not easily transferred to multimedia and learners need support in their construction of a personal narrative. In this paper we describe the Galapagos CD-ROM which we have designed to enable us to explore the role of narrative in the design of Multimedia Interactive Learning Environments (MILEs). Specific design features have been systematically manipulated in the production of three versions of Galapagos: linear, which defines the narrative in such a way that students are led through each sub-task in sequence, resource-based which is like an encyclopaedia in style, offering no guidance through the CD-ROM, and guided discovery which offers guidance in breaking down the task and helps students to structure it. We have used Galapagos with groups of students in school and in college. Through the development and evaluation of Galapagos we have been able to explore the ways in which design features elicit and foster different kinds of learner behaviour, how these cue users into various styles of interaction with the CD-ROM, and how students make sense of the material.
Interactive Storytelling In Educational Environments
3rd International Conference on …, 2005
Interactive story-based educational environments present a conflict between the determinism imposed by the pedagogue and the freedom desired by the learner. Designing a good pedagogical experience requires adding restrictions to the interaction that may frustrate learners. This ...
1996. [open access] Narrative, linearity and interactivity: making sense of interactive multimedia
A novice to interactive multimedia is confronted by a new medium which transforms narrative structures which have evolved over thousands of years. This article focuses on educational interactive media for which the notion of multiple interpretations has different implications, particularly for comprehension and cognition. It reports on experiments with a number of multimedia packages to see how children make sense of interactive media. DOI:10.1111/j.1467-8535.1996.tb00716.x