16 research outputs found

    Grammar Stories: a proposal for the storification of grammar rules

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    This thesis proposes a procedure to transform abstract concepts into meaningful stories and evaluates its application to grammar rules in two contexts of English learnt as foreign language by Italians: as online resources available to adult independent learners, and as learning activity carried out in school. In the first case, users are passive receivers of the content produced with the procedure; in the second case, learners actively apply it while working on grammar rules. In both situations, the present research study aims to evaluate if the delivery of abstract information in story-form facilitates its understanding and memorization. This thesis, however, is also a journey which lasted three years. It started in November 2013, with the admission into the Digital Humanities PhD program of the University of Genoa. The research project I1 proposed was aimed at developing a playful and narrative digital tool to help people learn English. My previous studies and my experiences as a teacher had convinced me of the value of games and stories for learning: the combination of the two looked like the Holy Grail of teaching to me. While deepening the theoretical background necessary to realize my idea, I ended up refining my initial plan, abandoning the idea of the video-game in favour of a simpler tool apt to help Italian adult independent learners of English as a foreign language. This certainly was influenced not only by the literature, but also, and especially, by observing many of my friends struggling with speaking correct English, a situation which is shared with too many Italians. I therefore decided I needed more information on this issue. As suggested by Design Thinking, the first thing to do was framing the problem, understanding its peculiarities, and identifying the needs of my prospective users. I was surprised to note that almost all of them, even the most skilled ones or those who had been living abroad, were prone to very basic mistakes. Most of them confessed to talk and write English as if they were \u201cplaying by ear\u201d. The problem with such behaviour is that their native language, Italian, was interfering with the foreign language and leading them to use incorrect forms. They said they remembered grammar rules vaguely and would not rely too much on them. They also did not want to spend time studying on books to learn things they felt they \u201cknew already\u201d: they seemed to be irritated by lengthy and abstract explanations. In order to help them \u2013 and the many Italian learners in a similar situation - I decided to focus on one specific, concrete problem: I decided to work on common mistakes of Italian speakers of English and concentrated on a book that highlighted them (Swan, Smith, 2001). As a pedagogical approach, I decided to focus on narrative learning. My previous research in storytelling and my experiences with it in real life had convinced me of the communication power of stories. Good storytelling works with any age, any background, any topic. In fact, it has been used for teaching since the dawn of time, as I had discovered during the year I spent in Australia teaching Italian as a Foreign Language at high-school level. It was while visiting Uluru, the most sacred of the Aboriginal mountains, that I found that its lower part is completely covered by drawings that were used by the elders to tell stories to the kids and educate them about Life. I was thrilled by the idea of exploring new digital forms of storytelling that would perpetuate its role in learning. For the issue I wanted to address, however, a level of difficulty was introduced by the fact that grammar rules are abstract concepts, and therefore they cannot be straightforwardly expressed in story form. Moreover, I knew it was not enough to produce some videos presenting a story, but rather to find a \u201cformula\u201d apt to transform grammar rules, and possibly any other abstract concept, into stories. The narrativization of abstract concepts has been discussed for quite some time by academics of different backgrounds, but a replicable procedure that could work in a variety of cases was still missing. It took several months and many readings to find a way to standardize the process. By February 2016 I had created the first prototype of Grammar Story, working on a mistake that is very common among Italians: the missing -s at the end of Present Tense verbs at the third singular person. The story was titled \u201cSpeed Dating\u201d. By the end of the year, the first version of what I called \u201cstorification procedure\u201d was ready. Between February and March, I wrote, scripted, produced, edited five other Grammar Stories, further refining the procedure during the process. My intention was to define a procedure people could use to create effective learning material (education professionals, designers of multimedia learning material and e-learning platforms, publishing houses, \u2026), but in the meanwhile I realised there were other people who could benefit from the storification procedure: students and teachers. The procedure could be used by teachers to create material for their students, but also as class activity to be carried out with and by the students, in which they would be guided to produce their own stories. This possibility was worth being explored as well. As soon as my Grammar Stories were ready, I created a website to experiment them with independent adult learners, and at the same time I started sending a proposal for a Grammar Stories workshop to Dottoranda: Serena Zampolli 8 schools. Thanks to a keen English teacher, I was able to do a first exploratory trial in June 2017. The experience helped me understand what needed to be adjusted, and in the Fall I repeated the experiment in three schools. This thesis is the detailed report of this learning journey. Chapter 1 provides the Theoretical Framework for this study; it constitutes the foundation of my proposal and it is the result of extensive readings on storytelling and multimedia technology in learning context. Chapter 2 describes the storification procedure and its development. Chapter 3 illustrates the methodology for the experimentation and frames it in the context of language learning theory. Chapter 4 reports Experiment A, carried out with adult independent learners who were using the 6 Grammar stories produced. Chapter 5 describes the first field trial realised in schools on June 2017, while Chapter 6 reports on the multiple trials run in Fall 2017; all together they constitute Experiment B. Lastly, Chapter 7 draws some conclusion from this experience. I decided to devote this introduction to talking about the journey of this study for two reasons: the first is that I believe in storytelling as a most powerful communication tool, and it would be contradictory not to present it in form of story; the second is that these three years were not an easy journey. It took time to develop each part of this project, it was necessary to repeatedly explore, compare, analyse and check, but it surely was a journey where much was learnt. Before starting, some terminological clarifications are needed. In this work, \u201cstorytelling\u201d is intended as the telling of stories which have a beginning, a development, and an end. \u201cNarrate\u201d is the action of delivering information in the form of a story or anyway in narrative form. It was decided to call the procedure a \u201cstorification procedure\u201d because it aims to create stories with a beginning, a development (often including a conflict) and an end. Most of the studies on storytelling start with a definition of what is intended with "story". Instead of providing a rigid definition, I decided to identify some structural features of stories, and they are described in Section 1.

    Interactive Fiction in Cinematic Virtual Reality: Epistemology, Creation and Evaluation

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    This dissertation presents the Interactive Fiction in Cinematic Virtual Reality (IFcVR), an interactive digital narrative (IDN) that brings together the cinematic virtual reality (cVR) and the creation of virtual environments through 360\ub0 video within an interactive fiction (IF) structure. This work is structured in three components: an epistemological approach to this kind of narrative and media hybrid; the creation process of IFcVR, from development to postproduction; and user evaluation of IFcVR. In order to set the foundations for the creation of interactive VR fiction films, I dissect the IFcVR by investigating the aesthetics, narratological and interactive notions that converge and diverge in it, proposing a medium-conscious narratology for this kind of artefact. This analysis led to the production of an IFcVR functional prototype: \u201cZENA\u201d, the first interactive VR film shot in Genoa. ZENA\u2019s creation process is reported proposing some guidelines for interactive and immersive film-makers. In order to evaluate the effectiveness of the IFcVR as an entertaining narrative form and a vehicle for diverse types of messages, this study also proposes a methodology to measure User Experience (UX) on IFcVR. The full evaluation protocol gathers both qualitative and quantitative data through ad hoc instruments. The proposed protocol is illustrated through its pilot application on ZENA. Findings show interactors' positive acceptance of IFcVR as an entertaining experience

    Review of Learning 2.0 Practices: Study on the Impact of Web 2.0 Innovations on Education and Training in Europe

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    Over the last few years, ¿web 2.0¿ or ¿social computing¿ applications like blogs, wikis, photo- and video-sharing sites, as well as online social networking sites and virtual worlds, have seen unprecedented take up. This has changed the way people access, manage and exchange knowledge, and the way they connect and interact. Younger people especially are using these tools and services as a natural way of extending their personal relations and as a means of keeping in touch with friends. This trend is accompanied by the emergence of structurally different learning styles, especially among young people. As a result, living, learning and working patterns have already changed significantly and are expected to change even more dramatically in the future. Education and training systems need innovative ways of fostering new skills for new jobs, taking into account the changing living, working and learning patterns in a digital society. So far, however, education and training systems have not, on the whole, reacted to these changes. Neither schools nor universities have seized the potential of digital media for enhancing learning and addressing their learners¿ needs. Due to the novelty of social computing, take up in education and training is still in an experimental phase. There are various diverse small-scale projects and initiatives all over Europe, which try to exploit social computing for a multitude of learning purposes, but research on enabling and disabling factors is scarce. This study is part of a collaboration project between the European Commission¿s Joint Research Centre (JRC-IPTS) and its Directorate General for Education and Culture (DG EAC). The objective is to investigate the innovative and inclusive potential of social computing applications in formal education by reviewing current practice. The report identifies, structures and analyses existing Learning 2.0 practice in Europe with a view to generating evidence on the impact of social computing for learning and its potential in promoting innovation and inclusion. It combines a review of research on Learning 2.0 with the collection of experience and good practice from a broad variety of cases.JRC.J.4-Information Societ

    Adult Learning Sign Language by combining video, interactivity and play

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    One in every six persons in the UK suffers a hearing loss, either as a condition they have been born with or a disorder they acquired during their life. 900,000 people in the UK are severely or profoundly deaf and based on a study by Action On Hearing Loss UK in 2013 only 17 percent of this population, can use the British Sign Language (BSL). That leaves a massive proportion of people with a hearing impediment who do not use sign language struggling in social interaction and suffering from emotional distress, and an even larger proportion of Hearing people who cannot communicate with those of the deaf community. This paper presents a theoretical framework for the design of interactive games to support learning BSL supporting the entire learning cycle, instruction, practice and assessment. It then describes the proposed design of a game based on this framework aiming to close the communication gap between able hearing people and people with a hearing impediment, by providing a tool that facilitates BSL learning targeting adult population. The paper concludes with the planning of a large scale study and directions for further development of this educational resource

    Empowering vulnerable women by participatory design workshops

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    This contribution addresses the issue of homeless women’s empowerment through design workshops and according to the capability approach. The paper presents small, ordinary stories of women that experience being designers. Besides the professional label, being a designer means to approach reality from the transformative perspective of pursuing a positive change. It also translates in claiming the space for the expression of a personal vision of the world, within a cooperative environment. It enables to experiment innovative strategies to solve problems and to pursue self-determination in practical activities

    A Semantic Basis for Meaning Construction in Constructivist Interactions

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