Robertson & Good - AIED 2005 Adventure Author: An Authoring Tool for 3D Virtual Reality Story Construction Judy Robertson eMotion Lab Glasgow Caledonian.

Slides:



Advertisements
Similar presentations
Teaching Creativity and Teaching for Creativity
Advertisements

European Commission DG Information Society Info Day Brussels, 2 June 2005 Focal points: 1. Concepts, methods and core services 2. Tools in Rich Environments.
Designing Technology Enhanced Learning activities PGCAPP U6 Workshop 3 Geraldine Jones
Digital Game-Based Learning Why and How it Works.
"I'm the Master Instructor": Adolescents negotiating the role of teacher Dr. Kathy Sanford & Leanna Madill.
Revisiting Information Literacy at AGGS
Game-based learning framework
MMAP Middle School Math Through Applications Project Dahwun Deepak Gazi Scott Sun-Young.
Research Narrative Designs Dr. William M. Bauer
Narrative Research Designs
‘Using Digital Literacies in Year ’ Roxburgh Homestead Primary School.
VCE English – Units 1 & 2 Kambrya College 2013/2014.
Making Games games authoring software for educational and creative use.
Maine Department of Education Maine Reading First Course Session #3 Oral Language Development.
1 Review “Conducted a review of C&IT in learning and teaching and shown an understanding of the educational processes” u Review a type of learning technology.
SUNITA RAI PRINCIPAL KV AJNI
Explore > discover > learn Tim Price-Walker MissionMaker Project Manager Immersive Education Ltd Computer Games in Education RSC London - JISC Education.
COMPONENTS OF AN EFFECTIVE WRITING PROGRAM
Learning through Play Oak Base.
Last time, we asked you to... Bring an ‘live’ issue or concern for which you would like some coaching! Could also be an issue sensitively presented in.
Rich Language Development through the “Lived Experience” in the Social Studies Classroom Washington Association of Bilingual Education April 19 & 20, 2013.
Teachers’ role and responsibilities Cohen, Manion &Morrison Ch. 11 Arthur & Cremin Ch. 1.1.
Robertson, J., Howells, C. (2008). Computer game design: Opportunities for successful learning. Computers & Education, 50(2), Presenter: Feng.
Language Learning Strategies Recognizing your strengths and weaknesses, and practicing to improve what you can Adapted from Lessons From Good Language.
Interstate New Teacher Assessment and Support Consortium (INTASC)
Developing a Whole School Genre Map
Project-Based Assessment- innovative approach to assessment that focuses on assessing student projects. Based on a type of authentic learning called project.
Qualitative Data Analysis : An Introduction Carol Grbich Chapter 11 Ethnodrama.
ELA: Focus on Collaborative Conversations & Writing FCUSD Instructional Focus Meeting Sara Parenzin September 20, 2012 Welcome! Please sign in and start.
Chapter 14 Narrative Reading
Active Learning Curriculum for Excellence Moira Lawson.
EYFS Framework Guide: Ways of Learning
Cluster 9 Social Cognitive and Constructivist Views of Learning Anita Woolfolk’s Educational Psychology Social Learning Social Cognitive Theories Constructivist.
The Future of Online Learning for Teachers and Students Chris Dede Harvard University
Wriggle! Creating a Platform for Dynamic and Expressive Social-Emotional Play Katherine Isbister*, Rainey Straus, Jennifer Ash* *Rensselaer (RPI)
2 Metapedagogy.
Using a Story-Based Approach to Teach Grammar
Amber Wallingford – University of Wyoming Cooperative Service – Washakie County.
The World Around Us and the Media Integrating ICT.
 For years, corporations have used computer-based simulations with employee-training programs, augmenting traditional on-the-job training with virtual.
Using games and simulations for supporting learning Presenter: Hsiao-lan Lee Professor: Ming-Puu Chen Date: 03 / 09 / 2009 de Freitas, S. I. (2006). Using.
Constructivism A learning theory for today’s classroom.
Using a Story-Based Approach to Teach Grammar
Lego Story Starter. Turn and Talk  What are some of the essential questions pertaining to writing instruction?  At your grade level, what are your students’
Project Work By: Melody Baetiong Kathleen Joy Cleofas Lorelyn Ramos.
Unit 5 Visual Communications To achieve this unit a learner must: 1 Take an experimental approach to image-making by selecting a range of methods, materials.
Communication in Mother tongue This project has been funded with support from the European Commission. This [publication] communication reflects the views.
Building Bridges. After school programs can provide: an environment in which children can practice ways of learning and behaving that will help them succeed.
INCORPORATING WV CSO’S IN GLOBALORIA CLASSROOM TO TO LEVERAGE DEEP-CONTENT LEARNING AND ONGOING RESEARCH WITHIN CONTENT AREA CLASSROOMS Ingrida Barker,
Storypath: A Practical Approach for Culturally Responsive Instruction Margit E. McGuire Seattle University
Kambrya College Unit 1 Outcomes are set by VCAA There are three outcomes Each outcome covers an Area of Study AoS1 – Reading and Responding AoS2.
CCT 333: Imagining the Audience in a Wired World Class 9: Scenarios and Requirements.
What is Action Research?. “It is a part of a broad movement that has been going on in education generally for some time. Action Research involves taking.
Activities to Promote Speaking Підготувала Гаврілова С.В., Полтавська гімназія №17.
Session 1&2 Subject information: Languages Activity 11 & 12 From "learning the skills” to “application of skills" 1.
Chapter 4 Making Friends with Children Part 1 Happiness and Play.
Final Project Ideas, Requirements, and Deadlines
4th Grade Literacy Night PS11
My E-Learning activity
Digital Technologies: Curriculum Connections F to 6
Empowering women in producing learner-driven innovations: Unstructured problems in collaborative learning settings using mobile technologies Prof Dr.
Scaffolding Children’s Learning Differentiate Levels of Support
SYSTEM APPROACH TO EDUCATION
David Young SBAC, Technology Integration Institute June 13, 2006.
Introduction to Computer Graphics
The example of the Persona doll by Dimitrios Chlemes Coordinator
RL03 Analyze and evaluate the effectiveness that dialogue and incidents in a story have on plot, characters, and decisions made by the characters.
Using the 7 Step Lesson Plan to Enhance Student Learning
Reading Strategies.
Presentation transcript:

Robertson & Good - AIED 2005 Adventure Author: An Authoring Tool for 3D Virtual Reality Story Construction Judy Robertson eMotion Lab Glasgow Caledonian University Judith Good Ideas Lab University of Sussex

Judith Good - AIED 2005 Story making Stories are a natural part of children’s collaborative play; Although children don’t lose their imaginations as they get older, opportunities for story making become fewer and more formal; Story making becomes story writing, which excludes children who have difficulties with text; How can we put enjoyment back into story making for older children? One approach is to broaden the range of media in which children can create stories.

Judith Good - AIED 2005 Stories and Game Creation Technology now allows children to create their own games: –build areas; –create characters; –develop plots (and explore branching plots); –write dialogue. Thus, game creation has potential in an educational context for developing story making skills; Adventure Author scaffolds the creation of stories in a 3D VR world.

Judith Good - AIED 2005 Adventure Author Development 1.Interviews with teachers, children and game designers to identify requirements of authoring tool (Good & Robertson, 2004) 2.Extensive field work to identify strengths and weaknesses of existing game authoring tools (Robertson & Good, 2004) 3.Low tech prototyping of interactive story representations (Goolnik, Robertson & Good, submitted; Good & Robertson, 2003); 4.High tech prototyping of interactive story representations 5.Expert evaluation of prototype (Robertson & Good, 2005)

Judith Good - AIED 2005 Adventure Author story structure

Judith Good - AIED 2005 Adventure Author Demo

Judith Good - AIED 2005 Learning Affordances of AA Motivation-inducing learning curve: entire area can be created with minimal effort, complexity arises in later stages (e.g. highlighting something in an area); Situated learning: children (readily) assume persona of game designer; Action-based feedback: children can observe others interact with their game; verbal feedback can augment this, but not strictly necessary; Organic reflection-revision cycle: children reflect on and revise games as a result of feedback (above); Organic collaboration: results from natural interactions, does not need to be designed into the environment or associated tasks;

Judith Good - AIED 2005 Future Work Representation of story at different levels of granularity; Dialogue as narration in addition to text (representational issue); Visual language for specifying story events; Educational scaffolding for the processes of design and reflection.

Judith Good - AIED 2005 Thank you