Alice Leads the Way
Books? Who needs ‘em?
We still need books......but they are no longer enough!
Tomorrow’sAgenda for  Today’s   World
Beyond E-Books....Think D-Books
Meeting  studentswhere theyare ready to    learn
Exploring........Alice’s World
Transmedia
A virtual world of...               ...reading & learning
User Generated Content
Alice Across the World
What’s Next?
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  • Child who meets books/stories for the first time when they start school often lacks books and stories that engage them. What happens when a 21st century child is confronted by print as the primary medium when reading? Every child can learn to read- but many struggle because they are not motivated to learn by the bare word on the page.
  • Young people read from screens - it is, or is becoming, their primary word delivery platform. They play video games – reading from printed books is ‘boring’ for many. E-books are printed books transposed to screens – they do not deliver for the videogame generation.
  •  Game-simulated, multi-tasking environment they inherently connect with and understandThey are engaged and understand the meld of media because of their own experiences with tv, film, games, web, etc….
  • New technologies demand new literacies. Digital books are audio-visually gripping.Components are attractive to those familiar with computer games. Complex, layered environment provides depth, inspires enquiry and multi-tasking.
  • Born-digital - written first for and specifically to be read and viewed from the screen. Multimedia - uses text, images, music, sound effects, puzzles and games to illustrate and enhance the narrative. Interactive - requires user action to drive the story forward.Episodic - each a self-contained story, the chapters become more complex as the narrative unfolds reflecting Alice’s age and competency as she develops towards her calling as a game animator and designer. Novel - A reading-from-the-screen experience for the “always on” generation.This multi-award winning digital novel is dramatic entertainment, highly attractive to the videogame generation.
  • 90 minutes of interactive adventure depicting the life of a young girl growing up in the 21st century. Complexity and interactivity increase with each episode – mirroring Alice’s age and developing skills.
  • designed from the outset as a story that unfolds over time and on multiple platforms, the episodes are available on all devices capable of running Adobe’s Flash Player. ‘Alice’ connects technologies, languages, cultures, generations and curricula within a sweeping narrative accessible by all. As Alice’s journey progresses, new storylines appear elsewhere providing more details and insights, enriching the tale through surprising developments. Multi-layered experience that assails every part of the child’s senses through video, text, image, animation, music, gaming
  •  www.inanimatealice.comMission - children will grow up with Alice, from class-to-class from year-to-year, engaged with an ever-growing story in which they become part of the narrative.
  • Digital literacy title - designed originally as entertainment, ‘Inanimate Alice’ has been adopted by teachers eager to connect with students through media they inherently understand. Created around a high-quality robust text, the content is suitable for the deep-reading and re-reading necessary for academic investigation.Free Downloadable Education PackCore Material Aligns with CCS 
  • Offers opportunities for teachers and their students to remix or mashup the story allows for a much higher level of participation within and around the narrative of Alice's journey, and it’s clear that the authors are genuinely pushing boundaries and shaping new narrative possibilities - true artists of new media authoringStudent Created Next EpisodesStudents are encouraged to co-create Students are encouraged to co-create developing episodes of their own, either filling in the gaps or developing new strands.
  • Global Story- Content is used by teachers across wide age groups and competencies, teachers-in-training, researchers and librarians on an international basis.Multilingual - in French, German, Italian and Spanish too.
  • Vibrant community of educators to share alice success stories and provides opportunities for collaboration
  • Designed from the outset as a story that unfolds over time and on multiple platforms, the online episodes are available on all devices capable of running Adobe’s Flash Player. As Alice’s journey progresses, new storylines will appear on additional platforms providing more details and insights, enriching the tale through surprising developments.
  • Hive

    1. 1. Alice Leads the Way
    2. 2. Books? Who needs ‘em?
    3. 3. We still need books......but they are no longer enough!
    4. 4. Tomorrow’sAgenda for Today’s World
    5. 5. Beyond E-Books....Think D-Books
    6. 6. Meeting studentswhere theyare ready to learn
    7. 7. Exploring........Alice’s World
    8. 8. Transmedia
    9. 9. A virtual world of... ...reading & learning
    10. 10. User Generated Content
    11. 11. Alice Across the World
    12. 12. What’s Next?

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