Making immersive storytelling accessible: Interactive low-tech implementation in elementary school civic learning

IF 2.4 2区 文学 Q1 COMMUNICATION
I. Kuznetcova, Shantanu Tilak, Ziye Wen, Michael Glassman, Eric Anderman, Tzu-Jung Lin
{"title":"Making immersive storytelling accessible: Interactive low-tech implementation in elementary school civic learning","authors":"I. Kuznetcova, Shantanu Tilak, Ziye Wen, Michael Glassman, Eric Anderman, Tzu-Jung Lin","doi":"10.1177/13548565231199967","DOIUrl":null,"url":null,"abstract":"Immersive storytelling (IST) is usually conceptualized within the framework of technologically immersive tools such as virtual, augmented, and mixed reality. While these tools offer some unique features (such as visual fidelity, interactivity, and embodied, first-person perspective), their level of technological immersion (based on the system’s objective qualities) might not directly translate to the psychological immersion experienced by the user. Such tools also tend to require access to digital or financial resources unavailable to many schools. We propose a low-tech alternative approach leveraging storytelling’s power for learning through affordable, accessible, and familiar classroom technology – Google Slides. We used the Participatory Learning framework to generate curricular design principles that aim to create a sense of psychological immersion through active participation in technology-mediated storytelling. In this design case study paper, we describe the design of a 10-day unit on Native American history implemented across nine teachers’ elementary school classrooms in the US. We examine the interplay between pedagogical and technological constraints in the design process, the role of the theoretical framework in the design, and conclude by detailing future directions for research on low-tech immersive storytelling environments.","PeriodicalId":47242,"journal":{"name":"Convergence-The International Journal of Research Into New Media Technologies","volume":"3 1","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2023-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Convergence-The International Journal of Research Into New Media Technologies","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/13548565231199967","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0

Abstract

Immersive storytelling (IST) is usually conceptualized within the framework of technologically immersive tools such as virtual, augmented, and mixed reality. While these tools offer some unique features (such as visual fidelity, interactivity, and embodied, first-person perspective), their level of technological immersion (based on the system’s objective qualities) might not directly translate to the psychological immersion experienced by the user. Such tools also tend to require access to digital or financial resources unavailable to many schools. We propose a low-tech alternative approach leveraging storytelling’s power for learning through affordable, accessible, and familiar classroom technology – Google Slides. We used the Participatory Learning framework to generate curricular design principles that aim to create a sense of psychological immersion through active participation in technology-mediated storytelling. In this design case study paper, we describe the design of a 10-day unit on Native American history implemented across nine teachers’ elementary school classrooms in the US. We examine the interplay between pedagogical and technological constraints in the design process, the role of the theoretical framework in the design, and conclude by detailing future directions for research on low-tech immersive storytelling environments.
使沉浸式故事易于理解:小学公民学习中的交互式低技术实施
沉浸式叙事(IST)通常在技术沉浸式工具的框架内概念化,例如虚拟,增强和混合现实。虽然这些工具提供了一些独特的功能(如视觉保真度、交互性和第一人称视角),但它们的技术沉浸程度(基于系统的客观品质)可能无法直接转化为用户体验到的心理沉浸。这些工具还往往需要获得许多学校无法获得的数字或财政资源。我们提出了一种低技术的替代方法,利用讲故事的力量,通过负担得起的、容易获得的、熟悉的课堂技术来学习——谷歌幻灯片。我们使用参与式学习框架来生成课程设计原则,旨在通过积极参与以技术为媒介的讲故事来创造一种心理沉浸感。在这篇设计案例研究论文中,我们描述了在美国九名教师的小学教室中实施的为期10天的美洲原住民历史单元的设计。我们研究了设计过程中教学和技术约束之间的相互作用,理论框架在设计中的作用,并通过详细说明低技术沉浸式故事叙述环境的未来研究方向来总结。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
5.80
自引率
7.10%
发文量
98
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信