Coverart for item
The Resource Education, narrative technologies and digital learning : designing storytelling for creativity with computing, Tony Hall, (electronic book)

Education, narrative technologies and digital learning : designing storytelling for creativity with computing, Tony Hall, (electronic book)

Label
Education, narrative technologies and digital learning : designing storytelling for creativity with computing
Title
Education, narrative technologies and digital learning
Title remainder
designing storytelling for creativity with computing
Statement of responsibility
Tony Hall
Creator
Author
Subject
Language
eng
Summary
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
Member of
Cataloging source
N$T
http://library.link/vocab/creatorName
Hall, Tony
Dewey number
371.33
Index
index present
LC call number
LB1028.3
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
Series statement
Digital education and learning
http://library.link/vocab/subjectName
Educational technology
Label
Education, narrative technologies and digital learning : designing storytelling for creativity with computing, Tony Hall, (electronic book)
Instantiates
Publication
Copyright
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • 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
  • 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
  • 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
  • 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
  • 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
Extent
1 online resource.
Form of item
online
Isbn
9781137320087
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
System control number
  • on1034724027
  • (OCoLC)1034724027
Label
Education, narrative technologies and digital learning : designing storytelling for creativity with computing, Tony Hall, (electronic book)
Publication
Copyright
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • 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
  • 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
  • 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
  • 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
  • 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
Extent
1 online resource.
Form of item
online
Isbn
9781137320087
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
System control number
  • on1034724027
  • (OCoLC)1034724027

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