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Myles	
  Wolfe/LIBR	
  501/Apr.	
  1,	
  2015	
  
	
  
1	
  
RE:	
  Delta	
  School	
  District	
  Technology	
  Department	
  
	
  
Interactive	
  Digital	
  Stories	
  (IDS)	
  
	
  
	
  
	
  
What	
  are	
  Interactive	
  Digital	
  Stories	
  (IDS)	
  
	
  
Interactive	
  Digital	
  Stories	
  can	
  be	
  understood	
  as	
  a	
  narrative	
  that	
  exists	
  in	
  the	
  digital	
  
realm	
  but	
  provides	
  opportunities	
  for	
  the	
  user	
  to	
  play	
  a	
  role	
  in	
  the	
  narrative.	
  	
  In	
  
some	
  cases,	
  the	
  user	
  might	
  even	
  have	
  the	
  ability	
  to	
  make	
  decisions	
  that	
  might	
  affect	
  
the	
  outcome	
  of	
  the	
  narrative.	
  (Miller	
  3)	
  	
  IDS	
  technology	
  will	
  create	
  an	
  environment	
  
that	
   provides	
   “engagement	
   and	
   immersion…[for	
   the	
   user]…in	
   its	
   highest	
   forms”.	
  
(Weif	
  and	
  Miller	
  324)	
  	
  IDS	
  technology	
  might	
  also	
  add	
  another	
  level	
  of	
  engagement	
  
and	
  immersion	
  in	
  allowing	
  for	
  the	
  user	
  to	
  author	
  their	
  own	
  stories.	
  	
  This	
  potential	
  
for	
  engagement	
  and	
  immersion	
  should	
  be	
  a	
  very	
  exciting	
  prospect	
  for	
  primary	
  and	
  
secondary	
  schools.	
  	
  Based	
  on	
  several	
  short	
  term	
  and	
  long-­‐term	
  studies	
  it	
  is	
  clear	
  
that	
   Interactive	
   Digital	
   Storytelling	
   Software	
   should	
   be	
   made	
   available	
   for	
  
utilization	
  in	
  classrooms	
  around	
  the	
  Delta	
  School	
  District.	
  
Myles	
  Wolfe/LIBR	
  501/Apr.	
  1,	
  2015	
  
	
  
2	
  
Strategies	
  for	
  Implementing	
  Interactive	
  Digital	
  
Storytelling	
  
	
  
	
  
Pre-­made	
  
	
  
Premade	
   education	
   is	
   a	
   common	
  
form	
   of	
   IDS	
   software.	
   	
   This	
   is	
  
software	
   made	
   by	
   companies	
   for	
  
commercial	
   reasons.	
   	
   This	
   premade	
  
software	
   might	
   be	
   easier	
   for	
   teachers	
  
to	
  use	
  because	
  it	
  provides	
  a	
  pre-­‐made	
  
lesson	
   plan	
   that	
   allows	
   for	
   easy	
  
integration	
   into	
   a	
   classroom	
  
environment.	
   	
   The	
   problem	
   with	
   this	
  
type	
  of	
  pre-­‐made	
  lesson	
  plan	
  is	
  that	
  it	
  
cannot	
   be	
   altered	
   or	
   personalized	
   to	
  
specific	
  classroom	
  environments.	
  	
  The	
  
solution	
   to	
   this	
   issue	
   is	
   making	
   the	
  
usability	
   of	
   future	
   IDS	
   software	
   a	
  
priority.	
  	
  If	
  these	
  authoring	
  tools	
  were	
  
made	
   easier	
   to	
   use	
   by	
   non-­‐experts	
   it	
  
might	
   facilitate	
   the	
   expansion	
   and	
  
wider	
  use	
  of	
  the	
  technology.	
  (Weif	
  and	
  
Miller	
  327)	
  
	
  
Teacher-­made	
  
	
  
It	
   is	
   important	
   for	
   teachers	
   using	
   IDS	
  
technology	
   to	
   have	
   a	
   proficient	
  
understanding	
   of	
   how	
   to	
   use	
   the	
   pre-­‐
made	
  IDS	
  software.	
  	
  However,	
  an	
  even	
  
more	
   affective	
   way	
   to	
   utilize	
   IDS	
  
software	
   would	
   be	
   for	
   teachers	
   to	
  
use	
   IDS	
   authoring	
   tools	
   that	
   allow	
  
the	
   customization	
   and	
  
personalization	
   of	
   IDS	
  
lesson/game/story	
   to	
   their	
   specific	
  
classroom	
  environment.	
  	
  	
  
	
  
	
  
	
  
	
  
“[E]ducators	
  and	
  teachers	
  need	
  to	
  be	
  
enabled	
   to	
   express	
   their	
   ideas	
   of	
  
interactive	
   learning	
   stories	
   and	
  
game-­based	
   learning	
   contents.”	
  
(Weif	
  and	
  Miller	
  327)	
  	
  	
  
	
  
Student-­made	
  
	
  
The	
  most	
  affective	
  use	
  of	
  IDS	
  software	
  in	
  classrooms	
  would	
  involve	
  authoring	
  tools	
  
that	
  allow	
  students	
  to	
  become	
  authors	
  of	
  their	
  own	
  stories	
  and	
  games.	
  	
  (Weiff	
  and	
  
Miller	
   327)	
   IDS’s	
   authored	
   by	
   students	
   themselves	
   are	
   very	
   complimentary	
   to	
   the	
  
Constructivist	
   pedagogie.	
   	
   Allowing	
   students	
   the	
   opportunity	
   to	
   engage	
   with	
   the	
   IDS	
  
software	
  gives	
  the	
  student	
  the	
  creative	
  agency	
  in	
  their	
  learning,	
  moving	
  the	
  teacher’s	
  
role	
  to	
  that	
  of	
  a	
  “facilitator”	
  (Antonloll,	
  Blake	
  and	
  Sparks	
  98).	
  	
  It	
  would	
  also	
  allow	
  for	
  
collaboration	
   among	
   students	
   and	
   provide	
   an	
   opportunity	
   to	
   play	
   different	
   roles	
   and	
  
reflect	
  on	
  multiple	
  perspectives.	
  (Weiff	
  and	
  Miller	
  327)	
  	
  IDS	
  also	
  creates	
  an	
  environment	
  
that	
   is	
   potentially	
   beneficial	
   for	
   students	
   who	
   do	
   not	
   find	
   success	
   in	
   the	
   traditional	
  
classroom	
  environment.	
  
Myles	
  Wolfe/LIBR	
  501/Apr.	
  1,	
  2015	
  
	
  
3	
  
Interactive	
  Digital	
  Technology	
  In	
  the	
  Classroom	
  
	
  
Helpful	
  for	
  ESL	
  Students	
  
	
  
Interactive	
   Digital	
   Storytelling	
   has	
  
been	
   shown	
   to	
   also	
   help	
   ESL	
  
students	
  learning	
  English.	
  	
  Although	
  
the	
   study	
   being	
   referenced	
   here	
   was	
  
conducted	
   specifically	
   on	
   a	
   strictly	
  
refugee	
   population,	
   the	
   benefits	
  
learning	
   English	
   with	
   the	
   help	
   of	
   IDS	
  
technology	
  can	
  still	
  be	
  directly	
  applied	
  
to	
  the	
  general	
  ESL	
  student.	
  	
  As	
  stated	
  
in	
   Emert,	
   “the	
   emphasis	
   on	
   visual	
  
language	
   in	
   the	
   form	
   of	
   structured	
  
sequential	
   images	
   offers	
   speakers	
  
learning	
   English	
   a	
   mode	
   for	
   sharing	
  
personal	
  narratives	
  that	
  feels	
  engaging	
  
and	
   ‘taps	
   skills	
   and	
   talents’”	
   that	
  
previously	
   might	
   have	
   been	
   under-­‐
developed	
  or	
  unknown	
  to	
  the	
  student.	
  
(Emert	
   402)	
   	
   IDS	
   also	
   creates	
  
advantages	
  for	
  students	
  which	
  include,	
  
“engagement	
   with	
   academic	
   projects,	
  
thoughtful	
   self-­‐expression,	
   increased	
  
creativity,	
   awareness	
   of	
   audience,	
  
meaning	
   making,	
   and	
   technological	
  
competence.”	
   (Emert	
   404)	
  	
  
Educational	
   activities	
   like	
   IDS	
   could	
  
also	
   potentially	
   be	
   helpful	
   to	
   “the	
  
disenfranchised”	
   because	
   it	
   provided	
  
the	
   opportunity	
   for	
   “students	
   to	
  
become	
   heros	
   of	
   their	
   own	
   learning	
  
adventures.”	
   (Emert	
   404)	
   	
   It	
  
personalizes	
   the	
   learning	
   activity	
   and	
  
places	
   the	
   students	
   own	
   ideas	
  
experiences	
  as	
  paramount	
  importance	
  
to	
  the	
  success	
  of	
  the	
  activity.	
  
	
  
The	
  PoliCultura	
  Project	
  
	
  
Started	
   in	
   2006,	
   the	
   PoliCultura	
  
Project	
   has	
   become	
   quite	
   a	
   massive	
  
international	
   competition.	
   	
   	
   As	
   of	
   this	
  
year	
  1400	
  classrooms	
  of	
  all	
  levels	
  from	
  
around	
  the	
  world	
  have	
  participated	
  in	
  
this	
   program.	
   	
   The	
   program	
   requires	
  
participating	
   classes	
   to	
   submit	
   a	
  
“’multimedia	
   narrative’	
   of	
   different	
  
subjects	
  either	
  proposed	
  by	
  organizers	
  
or	
   freely	
   selected	
   by	
   participants.”	
  
(Blas	
   15)	
   	
   The	
   program	
   uses	
   an	
  
authoring	
   software	
   called	
  
“1001[voices]”.	
   (Blas	
   15)	
   	
   A	
   three	
  
year	
   study	
   conducted	
   during	
   the	
  
PoliCultura	
  Project	
  found	
  that:	
  
	
  
-­‐The	
   motivation	
   and	
   engagement	
   of	
  
students	
   in	
   the	
   activity	
   was	
   greater	
  
when	
   working	
   collaboratively	
   in	
   a	
  
large	
  group.	
  (Blas	
  17)	
  
	
  
-­‐The	
  best	
  kind	
  of	
  “storytelling	
  tool”	
  is	
  
both	
  “easy	
  to	
  use”	
  but	
  does	
  “not	
  hinder	
  
the	
  [students]	
  creativity.”	
  (Blas	
  18)	
  
	
  
-­‐The	
  overall	
  educational	
  impact	
  of	
  the	
  
project	
   on	
   students	
   was	
   evaluated	
   to	
  
be	
   “optimal”	
   by	
   77.6%	
   of	
   participant	
  
teachers	
   and	
   “good”	
   by	
   22.2%.	
   	
   (Blas	
  
21)	
  
	
  
-­‐77.6%	
   of	
   participant	
   teachers	
  
believed	
   that	
   participation	
   in	
   the	
  
PoliCultura	
   Project	
   engaged	
   their	
  
students	
   “significantly	
   more	
   then	
  
normal	
  school	
  activities”.	
  (Blas	
  21)	
  
	
  
-­‐Collaborative	
  class	
  activities	
  helped	
  to	
  
involve	
  students	
  with	
  mental	
  and	
  
physical	
  disabilities	
  and	
  those	
  who	
  
tended	
  to	
  be	
  “isolated”.	
  (Blas	
  21)	
  
Myles	
  Wolfe/LIBR	
  501/Apr.	
  1,	
  2015	
  
	
  
4	
  
Common	
  Problems	
  Faced	
  When	
  Using	
  IDS	
  Software	
  in	
  the	
  
Classroom	
  
	
  
	
  
Interactive	
  Digital	
  Storytelling	
  Software	
  
	
  
Façade	
  –	
  Pre-­‐made.	
  	
  
http://www.interactivestory.net/#facade	
  	
  
	
  
Looking	
  Glass	
  –	
  Student/Teacher	
  made.	
  
http://lookingglass.wustl.edu/	
  	
  
	
  
Scenejo	
  –	
  Pre/Student/Teacher	
  made.	
  
http://scenejo.interactivestorytelling.de/index.html	
  
	
  
Story	
  Tec	
  –	
  Student/Teacher	
  made.	
  
http://www.storytec.de/index.php?id=2&L=1	
  	
  
	
  
1001voices	
  –	
  Student/Teacher	
  made.	
  
http://www.storiesforlearning.eu/?page_id=39&lang=en.	
  
Weif	
  and	
  Miller’s	
  Five	
  
Principles	
  of	
  
Interactive	
  Digital	
  
Stories	
  (324)	
  
	
  
1.	
  “Characters	
  and	
  
Story	
  World”	
  
2.	
  “Hook”	
  
3.	
  “Agency”	
  
4.	
  “Dramatic	
  Arcs”	
  
5.	
  “Usability”	
  
	
  
Balancing	
  Learning	
  and	
  Gaming	
   	
  
	
  
A	
  major	
  problem	
  with	
  current	
  IDS	
  technology	
  is	
  that	
  most	
  of	
  the	
  “commercial	
  learning	
  
games”	
   cannot	
   effectively	
   find	
   a	
   middle	
   ground	
   where	
   the	
   learning	
   aspects	
   and	
   the	
  
gaming	
  aspects	
  are	
  equally	
  balanced.	
  	
  They	
  tend	
  “to	
  fall	
  into	
  two	
  classes:	
  those	
  stressing	
  
leaning,	
   and	
   those	
   putting	
   the	
   focus	
   on	
   the	
   game	
   idea.”	
   (Weif	
   and	
   Miller	
   323)	
   	
   More	
  
learning	
   focused	
   IDS	
   software	
   tends	
   to	
   place	
   more	
   emphasis	
   on	
   the	
   quality	
   of	
   the	
  
“simulation”,	
   presenting	
   the	
   user	
   with	
   “real	
   ‘choices’”,	
   the	
   outcomes	
   of	
   which,	
   can	
   be	
  
easily	
  observed	
  by	
  the	
  user,	
  “thus…develop[ing]	
  other	
  levels	
  of	
  understanding.”	
  (Weif	
  
and	
  Miller	
  323)	
  
	
  
Teacher’s	
  Level	
  of	
  Knowledge	
  and	
  Commitment	
  
	
  
Another	
  major	
  problem	
  is	
  related	
  to	
  teachers.	
  	
  Teachers	
  are	
  crucial	
  to	
  the	
  success	
  of	
  
integrating	
  IDS	
  software	
  into	
  the	
  classroom	
  environment.	
  	
  It	
  is	
  important	
  for	
  teachers	
  to	
  
be	
   well	
   versed	
   to	
   any	
   IDS	
   software	
   they	
   have	
   decided	
   to	
   use.	
   	
   They	
   must	
   also	
   be	
  
committed	
   to	
   the	
   project	
   and	
   organize	
   it	
   affectively	
   to	
   fit	
   in	
   with	
   regular	
   curriculum.	
  	
  
(Blas	
  17)	
  	
  One	
  of	
  the	
  main	
  reasons	
  for	
  classes	
  dropping	
  out	
  of	
  the	
  PoliCultura	
  Project	
  
was	
   the	
   teacher’s	
   “underestimation”	
   of	
   the	
   work	
   and	
   time	
   required	
   to	
   integrate	
   IDS	
  
activities.	
  (Blas	
  17)	
  
Myles	
  Wolfe/LIBR	
  501/Apr.	
  1,	
  2015	
  
	
  
5	
  
	
  
Reference	
  Sources	
  
	
  
Antonloll,	
  Misty,	
  Blake,	
  Corinne,	
  and	
  Sparks,	
  Kelly.	
  “Augmented	
  Reality	
  Applications	
  in	
  
Education.”	
  	
  The	
  Journal	
  of	
  Technology	
  Studies	
  40.2	
  (2002)	
  96-­‐107.	
  	
  Digital.	
  	
  Feb.	
  24,	
  2015.	
  
	
  
Blas, Nicoletta, [et al.]. “Digital Storytelling as a Whole-Class Learning Activity: Lessons from a
Three-Years Project.” Interactive Storytelling: Second Joint International Conference on
Interactive Digital Storytelling, ICIDS 2009 Guimaraes, Portugal, December 9-11, 2009
Proceedings, Ed. David Hutchison, Takeo Kanade and Josef Kittler. Verlag, Germany: Springer,
2009. 14-25. Digital. Feb. 6, 2015.
Emert, Toby. “Interactive Digital Storytelling with Refugee Children.” Language Arts 91.6
(2014) 401-415. Digital. Mar. 24, 2015.
“Façade:	
  A	
  One	
  Act	
  Interactive	
  Drama.”	
  	
  Interactive	
  Story.	
  	
  Procedural	
  Arts.	
  	
  2005.	
  	
  Web.	
  Mar.	
  
25,	
  2015.	
  	
  http://www.interactivestory.net/#facade. 	
  
Glassner, Andrew. Interactive Storytelling: Techniques for the 21st
Century. Natick,
Massachusetts: Coyote Wind, 2004. Print.
Kelleher, Caitlin. “Supporting Storytelling in a Programming Environment for Middle School
Children.” In Interactive Storytelling: Second Joint International Conference on Interactive
Digital Storytelling, ICIDS 2009 Guimaraes, Portugal, December 9-11, 2009 Proceedings, edited
by David Hutchison, Takeo Kanade and Josef Kittler, 1-4. Verlag, Germany: Springer, 2009. 1-4.
Digital. Feb. 6, 2015.
Miller, Carolyn, Handler. Digital Storytelling: A Creators Guide to Interactive Entertainment. 2nd
ed. Burlington, Massachusetts: Elsevier, 2008. Print.
“PoliCultura	
  –	
  Expo.”	
  	
  Progettoscoula.	
  	
  Expo	
  Milano	
  2015.	
  	
  Web.	
  	
  Mar.	
  25,	
  2015.	
  	
  
http://www.progettoscuola.expo2015.org/en/competitions/policultura-­‐expo.	
  	
  
Scenejo	
  Interactive	
  Storytelling.	
  	
  Scenejo.	
  	
  Web.	
  	
  Mar.	
  25,	
  2015.	
  	
  http://scenejo.interactive-­‐
storytelling.de/index.html.	
  
	
  
Storytec.	
  	
  Web.	
  	
  Mar.	
  25,	
  2015.	
  	
  http://www.storytec.de/index.php?id=2&L=1.	
  	
  
“Walden_computer”.	
  	
  Photograph.	
  	
  Bartmoni.	
  	
  Retrieved	
  on	
  Mar.	
  24,	
  2015	
  from:	
  
http://commons.wikimedia.org/wiki/File:Walden_computer.JPG.	
  [Creative	
  Commons	
  
Licensed]	
  
Weif, Sebastien, A. and Miller, Wolfgang. “Learning with Interactive Stories.” Learning To Live
In The Knowledge Society, Ed. Michael Kendall and Brian Samways, New York, New York:
Springer, 2008. 321-329. Digital. Feb. 5, 2015.
	
  
“1001voices.”	
  	
  Tales:	
  Stories	
  For	
  Learning.	
  	
  Lifelong	
  Learning	
  Programme.	
  	
  Web.	
  	
  Mar.	
  25,	
  
2015.	
  	
  http://www.storiesforlearning.eu/?page_id=39&lang=en.	
  

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M_Wolfe-LIBR501TopicBriefing

  • 1. Myles  Wolfe/LIBR  501/Apr.  1,  2015     1   RE:  Delta  School  District  Technology  Department     Interactive  Digital  Stories  (IDS)         What  are  Interactive  Digital  Stories  (IDS)     Interactive  Digital  Stories  can  be  understood  as  a  narrative  that  exists  in  the  digital   realm  but  provides  opportunities  for  the  user  to  play  a  role  in  the  narrative.    In   some  cases,  the  user  might  even  have  the  ability  to  make  decisions  that  might  affect   the  outcome  of  the  narrative.  (Miller  3)    IDS  technology  will  create  an  environment   that   provides   “engagement   and   immersion…[for   the   user]…in   its   highest   forms”.   (Weif  and  Miller  324)    IDS  technology  might  also  add  another  level  of  engagement   and  immersion  in  allowing  for  the  user  to  author  their  own  stories.    This  potential   for  engagement  and  immersion  should  be  a  very  exciting  prospect  for  primary  and   secondary  schools.    Based  on  several  short  term  and  long-­‐term  studies  it  is  clear   that   Interactive   Digital   Storytelling   Software   should   be   made   available   for   utilization  in  classrooms  around  the  Delta  School  District.  
  • 2. Myles  Wolfe/LIBR  501/Apr.  1,  2015     2   Strategies  for  Implementing  Interactive  Digital   Storytelling       Pre-­made     Premade   education   is   a   common   form   of   IDS   software.     This   is   software   made   by   companies   for   commercial   reasons.     This   premade   software   might   be   easier   for   teachers   to  use  because  it  provides  a  pre-­‐made   lesson   plan   that   allows   for   easy   integration   into   a   classroom   environment.     The   problem   with   this   type  of  pre-­‐made  lesson  plan  is  that  it   cannot   be   altered   or   personalized   to   specific  classroom  environments.    The   solution   to   this   issue   is   making   the   usability   of   future   IDS   software   a   priority.    If  these  authoring  tools  were   made   easier   to   use   by   non-­‐experts   it   might   facilitate   the   expansion   and   wider  use  of  the  technology.  (Weif  and   Miller  327)     Teacher-­made     It   is   important   for   teachers   using   IDS   technology   to   have   a   proficient   understanding   of   how   to   use   the   pre-­‐ made  IDS  software.    However,  an  even   more   affective   way   to   utilize   IDS   software   would   be   for   teachers   to   use   IDS   authoring   tools   that   allow   the   customization   and   personalization   of   IDS   lesson/game/story   to   their   specific   classroom  environment.               “[E]ducators  and  teachers  need  to  be   enabled   to   express   their   ideas   of   interactive   learning   stories   and   game-­based   learning   contents.”   (Weif  and  Miller  327)         Student-­made     The  most  affective  use  of  IDS  software  in  classrooms  would  involve  authoring  tools   that  allow  students  to  become  authors  of  their  own  stories  and  games.    (Weiff  and   Miller   327)   IDS’s   authored   by   students   themselves   are   very   complimentary   to   the   Constructivist   pedagogie.     Allowing   students   the   opportunity   to   engage   with   the   IDS   software  gives  the  student  the  creative  agency  in  their  learning,  moving  the  teacher’s   role  to  that  of  a  “facilitator”  (Antonloll,  Blake  and  Sparks  98).    It  would  also  allow  for   collaboration   among   students   and   provide   an   opportunity   to   play   different   roles   and   reflect  on  multiple  perspectives.  (Weiff  and  Miller  327)    IDS  also  creates  an  environment   that   is   potentially   beneficial   for   students   who   do   not   find   success   in   the   traditional   classroom  environment.  
  • 3. Myles  Wolfe/LIBR  501/Apr.  1,  2015     3   Interactive  Digital  Technology  In  the  Classroom     Helpful  for  ESL  Students     Interactive   Digital   Storytelling   has   been   shown   to   also   help   ESL   students  learning  English.    Although   the   study   being   referenced   here   was   conducted   specifically   on   a   strictly   refugee   population,   the   benefits   learning   English   with   the   help   of   IDS   technology  can  still  be  directly  applied   to  the  general  ESL  student.    As  stated   in   Emert,   “the   emphasis   on   visual   language   in   the   form   of   structured   sequential   images   offers   speakers   learning   English   a   mode   for   sharing   personal  narratives  that  feels  engaging   and   ‘taps   skills   and   talents’”   that   previously   might   have   been   under-­‐ developed  or  unknown  to  the  student.   (Emert   402)     IDS   also   creates   advantages  for  students  which  include,   “engagement   with   academic   projects,   thoughtful   self-­‐expression,   increased   creativity,   awareness   of   audience,   meaning   making,   and   technological   competence.”   (Emert   404)     Educational   activities   like   IDS   could   also   potentially   be   helpful   to   “the   disenfranchised”   because   it   provided   the   opportunity   for   “students   to   become   heros   of   their   own   learning   adventures.”   (Emert   404)     It   personalizes   the   learning   activity   and   places   the   students   own   ideas   experiences  as  paramount  importance   to  the  success  of  the  activity.     The  PoliCultura  Project     Started   in   2006,   the   PoliCultura   Project   has   become   quite   a   massive   international   competition.       As   of   this   year  1400  classrooms  of  all  levels  from   around  the  world  have  participated  in   this   program.     The   program   requires   participating   classes   to   submit   a   “’multimedia   narrative’   of   different   subjects  either  proposed  by  organizers   or   freely   selected   by   participants.”   (Blas   15)     The   program   uses   an   authoring   software   called   “1001[voices]”.   (Blas   15)     A   three   year   study   conducted   during   the   PoliCultura  Project  found  that:     -­‐The   motivation   and   engagement   of   students   in   the   activity   was   greater   when   working   collaboratively   in   a   large  group.  (Blas  17)     -­‐The  best  kind  of  “storytelling  tool”  is   both  “easy  to  use”  but  does  “not  hinder   the  [students]  creativity.”  (Blas  18)     -­‐The  overall  educational  impact  of  the   project   on   students   was   evaluated   to   be   “optimal”   by   77.6%   of   participant   teachers   and   “good”   by   22.2%.     (Blas   21)     -­‐77.6%   of   participant   teachers   believed   that   participation   in   the   PoliCultura   Project   engaged   their   students   “significantly   more   then   normal  school  activities”.  (Blas  21)     -­‐Collaborative  class  activities  helped  to   involve  students  with  mental  and   physical  disabilities  and  those  who   tended  to  be  “isolated”.  (Blas  21)  
  • 4. Myles  Wolfe/LIBR  501/Apr.  1,  2015     4   Common  Problems  Faced  When  Using  IDS  Software  in  the   Classroom       Interactive  Digital  Storytelling  Software     Façade  –  Pre-­‐made.     http://www.interactivestory.net/#facade       Looking  Glass  –  Student/Teacher  made.   http://lookingglass.wustl.edu/       Scenejo  –  Pre/Student/Teacher  made.   http://scenejo.interactivestorytelling.de/index.html     Story  Tec  –  Student/Teacher  made.   http://www.storytec.de/index.php?id=2&L=1       1001voices  –  Student/Teacher  made.   http://www.storiesforlearning.eu/?page_id=39&lang=en.   Weif  and  Miller’s  Five   Principles  of   Interactive  Digital   Stories  (324)     1.  “Characters  and   Story  World”   2.  “Hook”   3.  “Agency”   4.  “Dramatic  Arcs”   5.  “Usability”     Balancing  Learning  and  Gaming       A  major  problem  with  current  IDS  technology  is  that  most  of  the  “commercial  learning   games”   cannot   effectively   find   a   middle   ground   where   the   learning   aspects   and   the   gaming  aspects  are  equally  balanced.    They  tend  “to  fall  into  two  classes:  those  stressing   leaning,   and   those   putting   the   focus   on   the   game   idea.”   (Weif   and   Miller   323)     More   learning   focused   IDS   software   tends   to   place   more   emphasis   on   the   quality   of   the   “simulation”,   presenting   the   user   with   “real   ‘choices’”,   the   outcomes   of   which,   can   be   easily  observed  by  the  user,  “thus…develop[ing]  other  levels  of  understanding.”  (Weif   and  Miller  323)     Teacher’s  Level  of  Knowledge  and  Commitment     Another  major  problem  is  related  to  teachers.    Teachers  are  crucial  to  the  success  of   integrating  IDS  software  into  the  classroom  environment.    It  is  important  for  teachers  to   be   well   versed   to   any   IDS   software   they   have   decided   to   use.     They   must   also   be   committed   to   the   project   and   organize   it   affectively   to   fit   in   with   regular   curriculum.     (Blas  17)    One  of  the  main  reasons  for  classes  dropping  out  of  the  PoliCultura  Project   was   the   teacher’s   “underestimation”   of   the   work   and   time   required   to   integrate   IDS   activities.  (Blas  17)  
  • 5. Myles  Wolfe/LIBR  501/Apr.  1,  2015     5     Reference  Sources     Antonloll,  Misty,  Blake,  Corinne,  and  Sparks,  Kelly.  “Augmented  Reality  Applications  in   Education.”    The  Journal  of  Technology  Studies  40.2  (2002)  96-­‐107.    Digital.    Feb.  24,  2015.     Blas, Nicoletta, [et al.]. “Digital Storytelling as a Whole-Class Learning Activity: Lessons from a Three-Years Project.” Interactive Storytelling: Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009 Guimaraes, Portugal, December 9-11, 2009 Proceedings, Ed. David Hutchison, Takeo Kanade and Josef Kittler. Verlag, Germany: Springer, 2009. 14-25. Digital. Feb. 6, 2015. Emert, Toby. “Interactive Digital Storytelling with Refugee Children.” Language Arts 91.6 (2014) 401-415. Digital. Mar. 24, 2015. “Façade:  A  One  Act  Interactive  Drama.”    Interactive  Story.    Procedural  Arts.    2005.    Web.  Mar.   25,  2015.    http://www.interactivestory.net/#facade.   Glassner, Andrew. Interactive Storytelling: Techniques for the 21st Century. Natick, Massachusetts: Coyote Wind, 2004. Print. Kelleher, Caitlin. “Supporting Storytelling in a Programming Environment for Middle School Children.” In Interactive Storytelling: Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009 Guimaraes, Portugal, December 9-11, 2009 Proceedings, edited by David Hutchison, Takeo Kanade and Josef Kittler, 1-4. Verlag, Germany: Springer, 2009. 1-4. Digital. Feb. 6, 2015. Miller, Carolyn, Handler. Digital Storytelling: A Creators Guide to Interactive Entertainment. 2nd ed. Burlington, Massachusetts: Elsevier, 2008. Print. “PoliCultura  –  Expo.”    Progettoscoula.    Expo  Milano  2015.    Web.    Mar.  25,  2015.     http://www.progettoscuola.expo2015.org/en/competitions/policultura-­‐expo.     Scenejo  Interactive  Storytelling.    Scenejo.    Web.    Mar.  25,  2015.    http://scenejo.interactive-­‐ storytelling.de/index.html.     Storytec.    Web.    Mar.  25,  2015.    http://www.storytec.de/index.php?id=2&L=1.     “Walden_computer”.    Photograph.    Bartmoni.    Retrieved  on  Mar.  24,  2015  from:   http://commons.wikimedia.org/wiki/File:Walden_computer.JPG.  [Creative  Commons   Licensed]   Weif, Sebastien, A. and Miller, Wolfgang. “Learning with Interactive Stories.” Learning To Live In The Knowledge Society, Ed. Michael Kendall and Brian Samways, New York, New York: Springer, 2008. 321-329. Digital. Feb. 5, 2015.   “1001voices.”    Tales:  Stories  For  Learning.    Lifelong  Learning  Programme.    Web.    Mar.  25,   2015.    http://www.storiesforlearning.eu/?page_id=39&lang=en.