Intro; Contents; List of Figures; 1: The Age of Autobiography and Narrative Technology; Introduction; The Creative Educational Potential of Narrative and Storytelling; Education as Narrative Process and Product; The Narrative Mode of Thought; Narrative Technology; Intrinsic Narrative Technology; Conclusion; References; 2: Educational Design with a Capital D; Introduction; Characterising the Challenge of Educational Technology Design; Research and Development Methodological Requirements; Rationale for Selection of Design-Based Research Approach.
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Finalising the Content for Re-Tracing the PastThe Prototype Interactive Desk; Selecting Interpretive Subject Matter: The Four Mystery Artefacts; Incorporating Collaborative Technology: The Interactive Trunk; Design of Digital Content for the Exhibition; Creating the Second Exhibition Area: The Room of Opinion; Incorporating Handling of Artefacts; Collecting Visitors' Interpretations; Linking Both Exhibition Spaces; Sharing Visitors' Interpretations: The Interactive Radio; Refining the Design of the Exhibition's Handling Activity; Building the Exhibition in the Museum.
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Handling CollectionsThe Physical Environment; Multi-Modal Interaction; Integrated Interpretation; Embodied Narrative and Enactment; Design Practice; Consultation of Multiple Stakeholders; Summary of Review Findings; Materiality; Narrativity; Sociality; Activity; Multi-Modality; Engagement; Computer as Augmentation Tool; Pedagogical Activity; Chapter Summary; References; 4: Narrative Technology and the 'Third Teacher'; Chapter Introduction; Bringing It All Together: Towards the Final Narrative Technology Design; Scenario Design; The Emerging Dual Exhibition Space.
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Integrating Novel Computational Devices in the ClassroomInnovative Digital-Physical Tools for Narrative Development; KidStory; POGO; StoryMat; Collaborative Technologies in Children's History Pedagogy; Collaborative ICT Supporting Children's Historical Discussion; The Web-Based Historical Curriculum; Palaver Tree Online; Rap Lyrics and Primary Historical Texts: An Innovative Approach to Children's History Pedagogy; Novel Hybrid Reality Learning Environments; The Snark Quest; Ambient Wood: An Augmented Science Field Trip for Children; Review of Museum Interactivity Literature.
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Where Do We Begin in Design-Based Research? Conceptualising a DesignContribution to Design Knowledge and Practice; Characterising Educational Complexity; Support of Emergent Design; Example of Successful Design-Based Research; Possible Limitations of the DBR Approach; Design-Based Research, Ethnography and Summative Evaluation; Common Features of Effective Design-Based Research; Chapter Summary; References; 3: The Pestalozzi Principle; Chapter Introduction; Innovative Computing: New Possibilities for Narrative Technology; Novel Computer-Augmented Toys.
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SUMMARY OR ABSTRACT
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This book examines and illustrates the potential of narrative technology, the integration and synthesis of storytelling and digital media in education. Storytelling is a foundational and powerful process in all learning and teaching, and technology is becoming ever more ubiquitous and sophisticated, particularly in its capabilities to mediate and augment creative storytelling. The book begins with a foundational analysis of narrative use in education today, and provides a history of the emergence of narrative technology. It explores how the convergence of high-potential computing and storytelling practices and techniques can be used to enhance education, in particular the design of bespoke, interactive physical learning environments. The contemporary importance of educational design is highlighted throughout the book, which concludes with the SCÉAL design-based research framework as a proposed systematic approach to the design of narrative technology in education. The book will be a valuable resource for educational designers, technologists, teachers and policymakers, especially those with an interest in the design and use of narrative technology in education.
ACQUISITION INFORMATION NOTE
Source for Acquisition/Subscription Address
Springer Nature
Stock Number
com.springer.onix.9781137320087
OTHER EDITION IN ANOTHER MEDIUM
Title
Education, narrative technologies and digital learning.